#Fragment Farming (Extreme Edition)

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haughty wing
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So there'd probably have to be different run logic files and a "pick one, disable the others" instruction

ancient knoll
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perfect, it even made the red frags bp more consistent

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I may have died XD

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niiice, it doesn't make any unwanted copies now

tall jewel
ancient knoll
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wonderful, it even secures the modules in the red frags bp now :D

haughty wing
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You'll probably still have to grab the 4th secure by hand though (the main point of the current Red is to survive long enough to grab it)

ancient knoll
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here's the rest of the package blue XD

[Apparently FishFF existed, I forgot it did]

haughty wing
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I managed to validate the new stategy

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But I'll try to push it a bit more

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But perhaps even more...

haughty wing
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Approaching the limit of my stats again, the BP can still go further

haughty wing
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Min-maxed with a shoddy AI

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Here's the BP and the shoddy AI if someone wants them right now, I'll update the post after eating and doing more tests zVRNk6JIEP0rHV57g1BsesdhZiNwusU2bEeZFoSNOVRRpZRUFQRV0Nob+98nFUHdw17Ww3IwyI/3MvNl4l8dzEuaF0xq1fl892fneacLKujdFwVOTb/2fn/8485GWqM4NSTSZUGVzso4sWOInzxPYmOrnCOVGJQDWjYBm4mc6lI1ptpLWmz2xgYx1JCqnFLSGKd8W+mCpdRQGUeFXYMNgvaYZ5loWaqMkbYCZ5tE100dXw89nUgLlDOyZlD/5CAU6eSdqaRFU1Tos0VQkUqqVJNfSlbRQiFu4yxT2lBJVlDOJD3Z5/gJIEqugT7TtkLQ0prF9EhqqxIrpjSV4Gg0uXBdDHHmZHLNJNN740qwRoRM0A2qIcchDnMfrWaI1tEyth6MFIvtTZZtODWgDJwCdGFn6zWVCpKNhCKSlFIz2YqJs/KQ0zZV771ZPyIVgjCxcVmAME3WNbhe/+XctfzNSKqU9jqLz2dTG7U49XsNqN8RK87tNAe0hkoEaZZJmFJrWuxtWrOfhmbrVhFqp/LAbeTZOy1slTDKiUFYxRTg7XaZxrEeDNdWK5Dc0M7P3+46CgTNT9/Qy3b3EY8nOXGXg9e3tDtP/QcvDR/fglGOr2Kb3nz78s2BZyhJgky/Fzs9GQY9PhUWJ/1JRQIrdY7Pp8PPPDL9MlpN8nBvcer6W7Ly+Dd3VmE564aB1R0Ol5/i/nCPwD9/e7ZmT9aIPkfud+nloan+K35F3EE/Wr2UOBikJNjxqfQ/ooCXcd9LsFyEkTnS0Q9LY9PrYXdZhsGsi1YRzMPLyPUfrmsNJTYH8pCHAkvgsc+xmPFR36uI6e+noldFY18BXy82/bzBuS5JcLA89yBGW+JyE/JyLDxOnWSLTeuDuKOSOIt5KAZV3F+UsZlUsfAV1Lp1je+xOdrGggsUzCDXS2KhvAut+2HAu7DLLgrevdAc6NgdgcagBbNS3PcZaAD5uyoUIwV42Pvk0JOMVosXyG/0fXb+aW8fBpeaOn21LNJ1cs96zo1nfI3EAO7ltcRi1CWrya01nLb8LpdovLjtrTlaYHPWi+Huw9Wki5ydjOAOYGfb6eHbu9b1afywKpY4ufdS58Z9WB8Q36Mggu9pCXG4g/d/74XufpTe/fhxuvxf9fJ6cd8Swy1c3eEmPvxffe38/PsX

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The AI requires disabling regular Main and Time Loop in bluecat's AI

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Also, I can survive the middle part with just Nature + Light Focus on Town Skills min-maxed for damage

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And that allows for 15s extra on the run

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But putting more Skills into Resources was a net gain in my case

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Oh, and secures are manual with the shoddy AI

ancient knoll
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this is made specifically for the red frags, right?

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the AI I mean

haughty wing
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Yeah

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And specifically for my current strategy of using 3 Focuses

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'cos with slightly better stats 3-2-3 is possible

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It'd probably be better to include a delta(t) or an iteration counter

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So that I can keep using t in wait checks

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'cos that'd allow running it with LagSaver

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But I didn't bother

ancient knoll
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well, borf sees to be running good for me, so let's get your AI set up :D

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so, you're waiting until t >= 14.99
activate the focuses
and waiting until t >= 60
you then get dark sacrifice
wait until t >= 75
use dark sacrifice again (I'm guessing 15 seconds is the cooldown of dark sarifice?)
wait until t >= 90
go back to the focuses

haughty wing
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I want a 2nd one when the first ends

ancient knoll
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oh, so when it's no longer active, gotcha

haughty wing
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It's basically DS, loop (Focuses, DS, DS)

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I guess loop (DS, Focuses, DS) would also work

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Thing is, though

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A week from now I'll probably need a version that uses 3 Focuses the first time around, then 2, and then 3 again

ancient knoll
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ig it's better fitted for a winAI style AI

haughty wing
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Better RNG, I guess... Ok, time to start updating

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Dark Sacrifice only Red
XVJJjtwwDPxKox8gIJcJEGXmNHlFkANt0TbRMmWIVE+MIH8PvUjdk5u4FauK+nPtYsElE6tcv11+Xn/81owzXr6LJRVfv3x9ebt4UIX+5hi0ZBRNpZ98b/Uz8z6PXpYIMjmMNs214GleUIvUUFbGPK5uBIIKKgtiqMHZ70Uz3dBJipD9MewCrF1MaW4o90ShbYg0TnqQ2p8bpxM0w0JhINt/JgKCTh8kU5tGyPqIAuQbo0jtL0x3zALRdymJOplSxkiMZ/yonwNziWrwSb2AURqoxx3US+mERJEtUT15Sj2JeGASD8Skq/tkWDUhzTjCMbKL2HTvURXREg2xZToQ6v2Y0hjR2Rr7CsbCp2FAFmt2E0KYCitxM7NLZetppI671/NDuIOVg+9KNmNql5UxRjdk6HfNn7CO3/Bsw3GNqlAKP9b990FsK/PmxkbRLYkksR9Sb0cEyvYqHEApsWlVxbx6PEBP6TQ0X9DfeLPfUD4we5kIY3CB7iQ279tJ3Q5vOxunDDzi9dfffw==

  • For this version, simply loop Dark Sacrifice and grab the 4th secure as soon as possible
haughty wing
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This will be fun

fresh steeple
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ah yes

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the current graph design is much less built for weird locks

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you can still detect when they happen

haughty wing
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Yeah

fresh steeple
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but not produce a maxima point

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since it will be outside

haughty wing
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Not really that much space to choose from in this case πŸ˜„

wheat glen
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so i got to Dark realm nightmare 100b inf

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and while using the yellow BP i keep diying without getting anything

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i have 145 on red
125 on yellow
115 on purple
are my levels too low?

fresh steeple
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145 is indeed on the lower side

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200 red is favorable

haughty wing
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Try running at 60 fps, but yeah, that might be not enough firepower

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You can also try devolving the BP a bit: e.g. you can add Shoreline Boost for a small drop in efficiency and a huge buff in power

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And then Nature Focus, Light Focus...

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Or maybe Infinity Burst

wheat glen
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i acciendly got the nar arifact lol

haughty wing
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That's one way of getting more fragments πŸ˜„

haughty wing
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Last run before the Hexalock

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First with Hexalock

haughty wing
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Bit better

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Probably the limit for today

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Ok, update time

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Red Three Focus version + AI patch
zVRNk6JIEP0rHV57g1BsesdhZiNwusU2bEeZFoSNOVRRpZRUFQRV0Nob+98nFUHdw17Ww3IwyI/3MvNl4l8dzEuaF0xq1fl892fneacLKujdFwVOTb/2fn/8485GWqM4NSTSZUGVzso4sWOInzxPYmOrnCOVGJQDWjYBm4mc6lI1ptpLWmz2xgYx1JCqnFLSGKd8W+mCpdRQGUeFXYMNgvaYZ5loWaqMkbYCZ5tE100dXw89nUgLlDOyZlD/5CAU6eSdqaRFU1Tos0VQkUqqVJNfSlbRQiFu4yxT2lBJVlDOJD3Z5/gJIEqugT7TtkLQ0prF9EhqqxIrpjSV4Gg0uXBdDHHmZHLNJNN740qwRoRM0A2qIcchDnMfrWaI1tEyth6MFIvtTZZtODWgDJwCdGFn6zWVCpKNhCKSlFIz2YqJs/KQ0zZV771ZPyIVgjCxcVmAME3WNbhe/+XctfzNSKqU9jqLz2dTG7U49XsNqN8RK87tNAe0hkoEaZZJmFJrWuxtWrOfhmbrVhFqp/LAbeTZOy1slTDKiUFYxRTg7XaZxrEeDNdWK5Dc0M7P3+46CgTNT9/Qy3b3EY8nOXGXg9e3tDtP/QcvDR/fglGOr2Kb3nz78s2BZyhJgky/Fzs9GQY9PhUWJ/1JRQIrdY7Pp8PPPDL9MlpN8nBvcer6W7Ly+Dd3VmE564aB1R0Ol5/i/nCPwD9/e7ZmT9aIPkfud+nloan+K35F3EE/Wr2UOBikJNjxqfQ/ooCXcd9LsFyEkTnS0Q9LY9PrYXdZhsGsi1YRzMPLyPUfrmsNJTYH8pCHAkvgsc+xmPFR36uI6e+noldFY18BXy82/bzBuS5JcLA89yBGW+JyE/JyLDxOnWSLTeuDuKOSOIt5KAZV3F+UsZlUsfAV1Lp1je+xOdrGggsUzCDXS2KhvAut+2HAu7DLLgrevdAc6NgdgcagBbNS3PcZaAD5uyoUIwV42Pvk0JOMVosXyG/0fXb+aW8fBpeaOn21LNJ1cs96zo1nfI3EAO7ltcRi1CWrya01nLb8LpdovLjtrTlaYHPWi+Huw9Wki5ydjOAOYGfb6eHbu9b1afywKpY4ufdS58Z9WB8Q36Mggu9pCXG4g/d/74XufpTe/fhxuvxf9fJ6cd8Swy1c3eEmPvxffe38/PsX

  • Turn off Main and Time Loop in the baseline AI: manual module disables required
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**AI patch for the latest Red: **5Vbfb5swEP5Xqrx2UviZlkl9gCQ4aSlNCGDsaQ8YJyVgM9SEBJj2v89Z2q2Z9jINbVPqB0vm7vzd9/kO3efeJnlal9tN7/3Fh940q9tkcltSEBj3fi7N8lDzcjTwoV2SE9ujPMvuLVOsEaQpgUFFeKgm3JAJnx8+m+DbbhQY6izhLHN4qGHoyiJ+ihSjSlQvJcV8bPu/xqSAZfH+D+NrKhGVsmStb4niyQQEFY1cFkO9pcCuqJUWCMrM4fIOT8INXugpUr2S8qASPjmOHk+wxoDuiEIPfiXheENhWCEliCgwVBxNKwKNnMKaOUXYYshe4hBW7K2I+Z4Dgq4UR1jgsgqDUBsCd0cKV0JQlyzTWBPFaOlQb2NgNBjWAqtrDL0V9iaGuBT5C7vdxLX9Q+uCpnEk7im8klh2RhR5j6LbMhFaONzbUXi7wZ5dEGCsEdyLeENGXOTEKaNmKvyf9TXn1k/n4SyTXms6WtaLyrucDJzA7JhjzYniykmjV0hwSTrXcPty/yaG9BO1/o1+Ey16Ckh26Xeu3/9TI9m1I9/ZTT/Iz51j3Q875/g2+mDxYA/su6sVGp9vjRw5DvrojPvgmeMKd/6Ob6kPtH6cmzOshBUWOKjR2RKEGY08dpLzcHqdqFYjcmMzf6y7I91ejjF4yOU0htprm+b6mtR7d/GbM+JxFjyu4LCded1qK3L2/5+rPvkbs8b+5qb38ctX

  • Requires manual module secures
  • Disable Main and Time Loop in the AI
  • Compatible with modified LagSaver
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I'm sure Cod will love how I handled this

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The new Red strategy was DS, 3x (NF+LF, DS, DS), DS

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The last DS could be replaced with NF+LF theoretically, but I wasn't able to survive that

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I got 15 more! πŸ˜„

haughty wing
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Also a new Purple (same BP and everything)

ancient knoll
haughty wing
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The AI above

ancient knoll
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oh, I can't study it yet, soz XD
But, I love AI, so I'm sure I'll like whatever you did

haughty wing
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I made a sausage chain of mains to go past the action limit πŸ˜„

ancient knoll
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oh, I love that kind of stuff XD

haughty wing
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Huh, I'm really close to running DRImp Yellow without ST3

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Even replacing it with regular Impetus was enough

haughty wing
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Hmm, with a lucky start I can now do Purple without ST3

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So far this didn't result in a new idle (perhaps 'cos the early seconds are wobbly even if I survive them), but it allows for 2 Radars or Something

haughty wing
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It's this time again!

winter junco
haughty wing
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The strategy this time is DS, DS, loop a few times (NF+DF, LF+EF), DS

winter junco
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english?

haughty wing
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Dark Sacrifice Twice

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Alternate Nature + Darkness Focus with Light + Earth Focus

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End on another Dark Sacrifice

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I am pretty close to dropping secondary Focuses and alternating just Light and Nature, but nooooot quiiiite

winter junco
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t!math 4400^0.8

severe kilnBOT
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821.7924390439726 @winter junco

winter junco
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well that's still a lot of a boost :p

haughty wing
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Yes, but they'd get replaced by a secondary Sub and Infinity Impetus

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So that'd reduce this 800 by quite a bit

winter junco
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why infinity impetus

haughty wing
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Dunno - I tried multiple things in that slot and that one gave me the best results

winter junco
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hmmmm

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would it improve attack speed?

haughty wing
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It shouldn't? But it should result in some damage multiplier, and all the good multipliers are already there

winter junco
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also pretty sure it deals damage depending on how close they are to the tower, taking tower range as a reference, isn't yours supposed to hit enemies as soon as they get onto the tower's range?

haughty wing
winter junco
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fair i guess

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what would you do with the energy tho

haughty wing
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Run longer

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Get more uptime on 4th disable

winter junco
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ah so

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fourth disable

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cool

haughty wing
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The current version lives over 5 minutes, but it'll eventually go over 10 πŸ˜„

haughty wing
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Like, what if the range plotted onto a plane extends past that sphere thing or something

polar cosmos
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im not sure exactly how impetus interacts with chaos, does it also account for vertical displacement or not?

haughty wing
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No idea

polar cosmos
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would be a thing to test

fresh steeple
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very hard to test

polar cosmos
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eventually we will learn exactly how all 393 modules work once we test everything

fresh steeple
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also the travel time

polar cosmos
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yeah, unfortunately you cant 0 out enemy speed or do good distance calculations

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dr cubical should give us more things in tower testing to do science with

fresh steeple
haughty wing
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AI patch for the new version of Red: 7Zbfb6NGEMf/lZNfc1JhMWm30j1gO2D7bALEsD+qPrBsFAwsRsHYQNX/vePc2YmjvpyKGqkqD4j1zszO96OZWf8xqpPnbbWvR79++m20yNo+mS8r6YR4vck1L4/GQc5uN8SuxNXek+5l4cSCZ0ZkKkjYCBUZicK6UP7pZ8t5eeOSE7NIVJGtVDTmxNXBf8EQbhIjSEXp39mbvz9TOkUWH/+hfys1Ycgi2Zp7gQJdOGEjqVvExOylYzdykpaM6MVK6Qc+j2r+YKbMCCqpwgZsck6frs66c+RBIHmyq4TitSRRw1BIpYMNTheNIDiXpC1WZdRzUpz9GEf2HnwuOTDiajHlcG7RcCcaTx33IEpXY8TUJhbeCoR7OTX72MEdJy2cNfQZZg/7XUx4BfnDvt3Frf3KupRpTCFOGVRiYmcC6UdGl1UCLFYqOEiyrHlgl8LBW0aO4I91piAnJQtppWD/na/lT96tp16mvWU6e2wfmuBmfrsKrf+sRs9/pjtjhr3BNbZKIFdPOrNhoCUZvk7O8XNg8ww93icfxDD7ZaV/tbufwnxohvuzxjomcicnw86MKeIHZkQ9zK80KYPdHZEFcIS6XDcS2ZWcRw3MqvqOQE50kgLXXqDxhRXY1wItUzE1c2FE21M+HEXatQb73Xpx4/lved57x0O4ox6W/sD6Zs5Zn5mClo4HA8dX5/gBsNk3nLr9xzB0F2O6C58rnA/N8LVG2oqjVLMN6B0UdW/89QRF1Tk3x/l+557rX9kZ6Eff7qWgeLzupRVXOJN03XBid9J5CkA7cFxWrDMNRgpNQsyYHAPIaZ+c5iQFDtsLK7BvD0zZ9aWnH8ySU/9Kg/V+nY3xW56WlqWP6UPjocoaWN/6rE8oW5N0WQwc//7C78QGwewz1h/K0EDYmqHXHuA0LaB+NH5Vr/7Wm7tH6AWNb7T2fuPfBDR1gqxyId/mam8W3rhPX76MPn/6wf+AzHp9Xr7/n80/PpvzZKZ91X/G3eCzuXRhf1lxuKvB9uUO/1CNt7j/NzSOfv/zLw==

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Have only Main5, Main6 and Tick active from Bluecat's AI

haughty wing
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It takes a few restarts, but I can now run Yellow DRImp without ST3. 15 minutes result:

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A 5-disable run could easily break 970k

haughty wing
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Yes

fresh steeple
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that puts a 5 dis run at 977k at 99% eff

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987k total max

haughty wing
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I probably won't be able to run it again for a bit after the current Global goes away

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'cos it's quite close right now

haughty wing
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I can also run Purple without using ST3 now, which allows for 2 Radars

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All right, update time

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(Old) Dual Focus Red with its AI patch: 5VZvc6I4HP4qHd/uDhWVdjm2N6Ot0HZdt7Uqws2+SEiASAgMSax4c9/9ogjqzr25OWfuzuUFw+//8zxJmPzeglTivCBM8NYvV7+1hmtR4BRffebKKfCdfnvz65UFhABBojEgZIG5yGQQW4GK7z0PaWTxnAIea5iqalYHLJLmWEhem7xkuIhKLQIE1E15jjGqjX2+xUVBEqzxjILCqoo1BEpIsyxtuqwygpoJlESxqEDtPreY9k0LkBMUEjV/70AYiPid8LipxqAQBwuBImGY8zpfMrLCBQfUglnGhcbjrMCUMLy3D/F9QSqpUO0zYXGgIIUkwLumFpeQEy4wU45akyPXEYlDT8JCwogotRPBahGyFEegKtmR2PLeWTWJxgEBJ8EPzbfBKMsiijU1Rm0FhcLKwhAzrjK0GAMUSyYIa8SEmdzmNKCqda+XH6AVUGF0wqoSF8pCSVXXVTiOF6VqXG2NMAsOm6YyKmmqb0CKA4BmyxxNbBYwVE0RECRjir4QuCgtXOlWqRGRsFEDWwnbDtHy7B0XFo8JpkhDZEW4qreaNdV2IBTHBkIBWIRb3z9etbiile+P0tNyvQken3PkzMyv06T9ksx7k8S7mbp2Dk9ikf6y/Droq+fBRTF0ZxKm826QmjpMX7fuvrN7m8x3DRqkdDlK5z3fHeuq/snrmDLoTmLIXof29K9nIocuwfs/rF+jNuwiGhBDwM5Eh85MosWYAtfYIMeWaBAzz9XpKNVX/uOc+29G7HUnOUpnUuUk/iI6mTV00Ap20DYvh6nPkTuXXme2QI7Z9RdPErpmgtw1HbH5xndpXef5HVuomgaD547bYOGruVT6zrx374xXkI3bnmu0B32TwI65QffGBjhm6btrNevcM4yNipfA9XOFX8XtEqztg9YMxWCh+rBJDgf2Enb0d2/xnAdKi1E6WSH3mfsTm0HHJJ77rupN3UsVphRR1I9V/l7f/uvgB/v+Zdk+1vQBr9/k5MPjzWjWPzPHdQo7Yz0oDekpLsHZNRR1fw5clKHBv6PfY29RzODyw/Ts+v139sjy00j/YpfXs+TSOa6v52fn+HOcg7dv9o395Tb0hpe7RyqON9feBZ+DPcfQP/s6/kznoHcNkv6L35lLX83xSoNiZ75Eiwk9wXz/9CnoDkqFjb5Mh8b4wbDx0He+JXoM3N5xrDee9totdV/8e3fE6i5YPd72deH7thfCi///3F7D//tdrX931/r+x58=

haughty wing
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Over 10 minutes πŸ˜„

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I'll update the top post tommorow, it got late over here

fresh steeple
haughty wing
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I was also running this by hand which lost some seconds

haughty wing
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I improved the run slightly with the help of AI and the apparently maxed (except for damage) Globals:

ancient knoll
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well, close to max
(I saw the edit, a little too late) XD

haughty wing
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AI patch for the 2 Focuses Alternating version: 3VRBb5swFP4rU649DEyo5Ek7OAkmiRKW0ILB0w4YVyXEpqiEQFLtv++la9MQRdph0Q7jgmx/773v+/z8XnpV+rwqN1Xvy6fvvUne7tPxtJRugOf3a2OxDvv+Or69Z7QUnbNHc5GnAwLfiMlMsKAWOrRSjU2hl4dt4rz+cMGZrVKt8pkO+5x5JsRPYoTr1PIzUSwden+5pnRVnjR/Gd9KQ1hSpSt7I5BvCjeoZeSphNl76dJaDrIiZqaaaXPLx2HF7+wstvxS6qAGzJpHj51ajiu3AskDrhSaV5KFdYyCSLrY4tGkFgyvJWvVrAj3nKn3uJgjuoGYI4eYeUYScairau6G/aHrbUXhGTGzjQHBK4HwXg7tfeLiHWct1Lp2DXsP57uE8RL4wzndJS398LqQWRJBnsIvxYDmAplNHE3LFLyYaX8r2bTiPi2Ei1cxayAem7EGTloqSTLAv/lLloOz9XCRG6eejh7au9q/Gd/OAvLfalwsn6Mna4QXV9fYaoE8M93ZdQxaUh34HIU1Bx3xzrZipgwJuIQ1PvDZpAcPIohf2WthhSvID/h2G2taHTXf2QWPlp2+J+frvI9PeZDm9cmTR0qJw6SCWQC+z2uJaCnHYQ1vsXIY4KNBBt7vBeof/XTYgZP/JFhoHGL+vC8rgaaZGB411KDZ6PpCz9bO5hJfMrJJF+eB7x2to3E/eg5EduOvyZkHzUUPyIJ8HukPDzjChkBKd7CZc0D+kztpJlNCLciDwt3JnDNTFJbvWNd9m+HvPalpDneGfs85Xz10+3vONc5lNIeZTw0ZTdWV88+O+V1VJGOod9bTF30nAzJyz3xvTvNOZgfUlbl+SxHNoad1wjzA+tDf1dfej5+/AA==

  • Other mains and Timeloop should be disabled - manual Secures required
    Alternative version with a longer run time: vVRdb9owFP0rE699WOKQapm0B/PhAIIM3CaOPe0hjquGYKdRQyBQ7b/v0rWUIKQ9DM0PkWyfc++5xzf3pVOlz8tyXXW+fvrRGefNPh1NSuWH3ux+Zc1XUZeu+O09I6Vs3T3a8zztYVgDpjLJwlqayEmNZ0uzwK/n28PXKwRzdWp0PjVRV7DABv6YI69OHZrJYjEk95dzKl/nyfYf+Y2ypKN0unTXElFb+mGt4kAnzN0rn9SqlxWc2Xpq7I0YRZW4czPu0FKZsAbMSsSPrVxDX20kUgdcKY2oFItqjsJY+Z4j4nEtmbdSrNHTItoLpt95XCCyBs5RA2eBlcQC8upa+FG37wcbWQQWZ67Vw95SIm+v+u4+8b2dYA3kunYOdw/3u4SJEvTDPdklDfnwulBZEkOcgpayR3KJ7C2PJ2UKXkwN3Sg2qQQlhfS9JWdb4Hs2N6DJKK1wBvg3f/Gid7bvz3Pr1NPBQ3NX05vR7TTEV66xMRIFdrpzaw61pCakAkW1gDr4znU405YCXMK2FPSs04MHMfCX7ko60RLiA77ZcEOqY813biHiRasn8Pk+73qnOvDrfwBrqPGQKQ3/Cfg+qxUipRpFNfRpNWSAj3sZeL+XqHv0c8gOmuiTZJF14Pz9XFUSTTLZP9ZQQ81W2xdyth+uL+rtu7iNC8D3Vq2DUTd+DmV2Q1f4zIPtZQ/m+PPAfHggkGdJpE0L+/jlgPwvb/I0ppg4EAdFu5MZYKcoKt+xvv8239570pAc3gz9mQFUP7T7eyaMl6t4BvOQWCqe6CvHnx7j+7pIRpDvrKcv+o57eOCf+b49jTueHFBX1vo9RSSHnjYJCwBLob+rb52fv34D
#

And it's not even all that shoddy for a change

#

Quad Focus Alternating version of Red with AI patch: 7VZbb+JGFP4rEa+pqG1Ctl53K0GInbCEBSf4Vu3DjGewB9tjy2MDpup/7wFjA1FfVkWNVJUHNGfO9fvmzBn/0cFxSbOc8UJ0Pt/83nncFjlN6M2vAjYL+kX+dP/bjYaKAvlRl6OizKko0tIPNR/0x51REmgii5EIuzQGb94oNJZktChFI4qK0zyougFiqAkqMkpJIxztNVHkLKJdkcYo12rnLkEVjtM0aaOsU0baDDELwqIu6rDc13QMmqOMkSWD/McNQlERbpgIW2+K8uIkEZRHnArR2JecrWkuUKzhNBVFV4RpTmPG6VE+6Y8OSRkXED4tNIGgpCXz6SGoJkosmCgoh42Gk7OtMxCnmIwvGWdF1b0grCEhTWiAapcDiD3ug9SAaDcwEsx/F3yvDNI0iGkX0kArQBVaulxSLsCiG1JEwpIXjLdk4rTc27RF1efeHD8iawRqcoGqJheXOVDV+NV1nB9KHbhujWXqn5qmFmpq6jVi+XFVh67X7aktIRJBBUs5YC4KmlcarcmqKQjYsqWAahHfR+5m6YbmmggZjUmXsDUT4K+1B9k95ABgLfAc8YB2vv900xGAJTven+fVduc/jTNiLNSXt0iaRdadGbn3b7ae4QtdIM9Wi+EAfiObhNhelDixen6iyjiZ77cHxuFf5Z7dj/0kXk0S686zpzL4P7uKWvo9M8R8/qi//X1OYsQrtPmH/lsi4R6JfdYvsGLK2FiUxJnGyO7viKGXZBhy15bjSSKvvSdLeK/90O2ZGUkWJdhEnhNc5Ho0yBorZG+X4cQTxLZKV1k4xFB7nvNcYluNiL2NJ9zaeXbc+Lmeohfg09bg2lMJOR7kjUvPsO4ejOka86nk2n1pOFAZVtQdeejvkKFWnr2FXNfO0d+BvkK2l0H9oNcrtNVPXHMSIgficDPDQ32FFXnjOuPMBy4mibkm9lh4ps6xoTLX3oC/KrsJ1JSQmAxCsD/yO5gP38kPs5V0zumIbl9L8/bpfrIY/Gcxzua5k/ZG6uzqGLcJVqayX/VLF7D41++TJn4E3ORwx3f+B3G4+mUif9WrnxfRtTksGowC2SQlw+vOjAfFW7s9awfzK/S5mT7aJAYeoS9fSqLoGXmySphV4tGGmpxhCLzusHLXcgX2AivjED/0I9yz2L4eT7GkSwz6O/n5djY/5/PbbLNepM5MJfMr4xsZDb5+CFgqz7xy/KSJbwI3Rek5093HcDh9vnPSRZ6p0bU5PPXINvOUUNJ7cHcUqzrzl33FypraDOP45jb9n+grwK/U75IZ08u7NPESdUWcl9Kz9YoYgQnYgcdx5lb9nmvHEoGYyN6YUFPh7+ekAzywliuw367dRBftnX7tc8+ZX2AYvJdXd+o5nwNpFdLwtZwp2eDK+F4afDjRJeKM4yvH/9byt+dGgdnXe/lQDnuKOhgppzvgOWEM/SN5F/06Z7On6QbuguS9Sdtvb/Nb0wkNc5VNod7yQjda3E6DL1868D34Y9+A7uD0O6z/n80/PpsjfyR9lT+p1dVnM5+Cfpx58FaD7eEN/1CM9+ru38DY+f7nXw==

#

Old Red Hub
Listed from most efficient to least stat-hungry:
Quad Focus: #1227586381929386036 message
Dual Focus with older logic: #1227586381929386036 message
Tri-Focus: #1227586381929386036 message
DS only: #1227586381929386036 message
Hurricane version: #1227586381929386036 message

#

PLACEHOLDER just in case

haughty wing
#

All right, semblance of sanity has been restored (although it's a bit of a link maze now)

winter junco
#

@haughty wing i have a question, how much difference do you think there is from DRimp to chnm

haughty wing
#

Not a lot, at best 3.5%, but less in practice ('cos it tends to require extra modules, and the range thing is also an issue)

winter junco
#

okay, ty

haughty wing
#

Yellow should be getting the best benefit there

#

As I think the module count is the same, and it reduces the range issues by being a Borf

winter junco
#

it was for some other bp i am trying to test, if it all goes right, i'll give it to you, so you can see if it is good or not

#

it would need to run at chnm, but has less modules as part of its core

haughty wing
#

All right, sounds interesting

winter junco
#

of course, i would still need to finish i100b

haughty wing
#

Hmm, a bit of an issue, but it isn't that far off from i100b - if it works over there, then it might also work higher (maybe with a couple more orders of magnitude in damage)

winter junco
haughty wing
winter junco
#

lol pls ping next time

#

it is just that
i am not too short, tho i have T200 purple

#

if somebody can alternate between locks (hasn't used their frags) it is definitely runnable

#

or if they have T205 (preferably T210) purple with insane stats

haughty wing
winter junco
#

well, i am not too short was an understatement

#

i think i am dealing like e213 or something

haughty wing
#

Ah, that's more along the lines of what I saw, yeah

haughty wing
winter junco
#

i dunno, it scales really fast, which is the reason why i said T205 or T210

haughty wing
#

Then again, I wasn't killing enemies at all in my tests, and Uni. Gift might start taking off once you're closer

winter junco
#

i might be completely wrong on the damage tho, i would have to check

haughty wing
#

So you might be right

haughty wing
#

I don't know if I should add this to the pinned πŸ˜„ ZVHBjp0wDPyV1fuASNtL1abtrV9R9eDAQCxC8uQEdlG1/74OKZTXvSDGsccz4z83FxbchWPJt69Pv24/X4tgxtO3rMWC78+fv/ywtAiZzqObIC6R9NaF1E1mYIEVZM6FYgfzQgVyLRA/QAR0RbjjsjXOJfoUNovXzlMcoZhXSKZgewyIGUYn3V2wIhZO8Uq2L88eIXzQQS63WpPZZLXWjxK1txVb83+S63MtnRIfwNXQWdw3nyhiKaKGEH0lnNWIqd6vS46eIS2xp2rUzCQuwJLMSYxg4Ij++u6oqObNjjwU0yNDis33PQxJucS0Uot4h7psRIS0WUHQnxWWo/Kq9rqgOrGORBiymzz+A4++nPdIeh91JiMuJxKe4Kib/kb474oHxzUnQZsXkz0j9CfPISJSWQSmp03p0mzzpsrHzYzEdII1cW81A91q1DdOMC+hcPapxhEo+7p7D73RWrR5R5k7O8VqztzTy35/5MxxNHnabKklk5e7fj89oGer6Ri/qLOOIq5HOfK8/X57Bw==

#

On one hand, I'm quite proud of the mechanics behind it

#

On another, it's an abomination πŸ˜„

#

@fresh steeple You'll probably get a kick out of this one. The idea is to start with ST2 and Hurricane, swap ST2 for ST when it's about to run out, keep refreshing Hurricane, grab 4th Disable, end after 3 Hurricanes

fresh steeple
#

I'll see how this works

haughty wing
#

Requires a lot of restarts to get going

fresh steeple
#

so you trade a blue module for longer lifespan (4th dis) and more att speed

haughty wing
#

Mostly lifespan

#

It triggers Overcharge and Strike Back by abusing Sky Blessing

fresh steeple
#

yes

#

no more focused multishot??

#

crazy

haughty wing
#

It somehow works without it

#

Might be losing a tiny bit of kps

#

With more natural Range (and possibly more levels of Knight's? Not sure) it might be possible to swap Hurricane for Infinity Range

fresh steeple
#

knight reduces range

haughty wing
#

I tried that variant, and it worked, but it lost a bit of kps

#

Yeah, it'd need to be a net gain

#

It should also do better with maxed Globals

#

'cos of the 4th disable

#

@winter junco I got the thing working πŸ˜„

polar cosmos
#

any disables reccomended?

haughty wing
#

Not really, maybe Hurricane and Knight's just in case an enemy gets too much range from them? But that's unlikely

polar cosmos
#

and not elec?

fresh steeple
#

enemies cant use it

haughty wing
#

Ah, I see

fresh steeple
#

so it only reduces their range

haughty wing
#

Good to know

fresh steeple
#

that works in general with any "toggleables"

haughty wing
#

Overchange is triggered with Reflect

#

Apparently

winter junco
fresh steeple
#

is it needed?

haughty wing
#

Didn't work

#

No, it's not

fresh steeple
#

wb inf reflect

haughty wing
#

That's needed

fresh steeple
#

for strikeback, right.

haughty wing
#

In tandem with Regen it keeps you under 60% HP

#

Yeah

#

Right, I should remove Elec Barrier from the BP

#

As it's only causing early deaths

fresh steeple
#

yes.

haughty wing
#

ZVHBjt0gDPyV1fsApO2laml761dUPThkElAIRDbJblTtv68JfWle94KYwdgz4z+3Lq5YOKQit69Pv24/XwtjxtM3UbLg+/PnLz8srUzGebgJ3GXi3nYxu8kMgWEZEqRQcjAvVMBXgsIDRIQrHFwoe+u5Jp/jbvHqPKURisMGFoq2x4AkMPqzWxgbUgk5XZsdw8Ujxg86qJPGNZlNViv9KFFrG9mK/5Ncnyt1SnwAV0MneUw+UcJaWA0h+dpwViOmer8OudcMeU09VaNmJu4iLPGc2TCGkNBf3zsqqnm3YxiK6SHgYmU5wuAsJeWNWsQH1GEjErj9ZUS9bLAhaV/VXgdUJ7Yj5gA+TN7vMYy+nPvIuh91xiMuK+IwoSM3/Y3w3xYZrZaN+ID44EBKTnWBlVc7EpxNVFaG6WnXRnm2sqvmcTcjBTrBlkNv1b3OM+oYJ5jXWIL4XIOIJL5u54i7tbVo/9uoKVVbZskvx+YhEtJoZNptqZSRddHz0wN6tpqL8avm4ki1X8zck7z9fnsH

  • Chaos Nightmare 100b
  • Start by activating Super Tower 2 and Hurricane. Replace ST2 with ST when it's about to run out. Keep refreshing Hurricane, end once the 3rd one is about to run out
  • Secure Sky Blessing first
  • Make sure to grab the 4th secure as soon as possible - maximizing Tower Testing XP helps
  • You'll need multiple restarts to get this working
  • Old variant with more sanity to it: #1227586381929386036 message
#

Stone Foundation should be fine, I guess

fresh steeple
#

oh nvm

fresh steeple
haughty wing
#

It's not fully lost though, 'cos you're trading for Grey

#

So it's not as bad as trading for another off-color

haughty wing
fresh steeple
haughty wing
#

Yeah

fresh steeple
#

still not 601k

haughty wing
#

And once you get the 4th Disable it should actually be a gain in terms of ratio

fresh steeple
#

nah

haughty wing
#

4th

#

That's a 3 πŸ˜›

fresh steeple
#

oh true

fresh steeple
haughty wing
#

Maybe? I did run this on a hexalock

#

With 2.515 Anvil boost

#

Since it's just ChNm, you might be able to run a hexalock on this too

fresh steeple
#

I cant unlock atm, I spent the frags

haughty wing
#

Ah

fresh steeple
#

my permanent is only 2.09

haughty wing
#

I did a compromise in the pinneds

haughty wing
#

...I made a DRImp version

#

And I made it better to the point where the whole thing isn't stupid anymore

#

ZVJLbt0wDLxK8A4goKuiVdtdT1F0Qctji7AsPZDyS4ygdy9txa7T7MTfzHCo11uXFtyFc9Xb16dft58vVTDj6ZtasuL7p89ffnhahFyICBOkKyS971IJkxtY4AXKWikHuGeqkGuC+F2IhFCFA9e1YS45lrR6vIRIeYTF/IAopevUzqIRKX0gpE5brulp/K31oxbrbcnW/J+2rbylTi3vgqvyM7kzn1HGUsWUI8cNcEaublvySnL0DGXJPVUu2c0kXYInmYs4wcAZ/bXeUTXNqx95qK6HQqrX+26GFK25PKh5uYdGNiJD2qwg2eMBz9lwTftGsG3iOxJhyL7k8U48xup7DMgKV+wQtpmMOFNqDkzoKExvFl7P1XrFaWSk/pw5CJtk5fmeEGETmeoicD2thlVmr6vJHlc3EtMZPAr33gwwSmcIOIN5SZU1lg04kcbtQLvjDfZo68zHYDdqaB0pB5MOVc6j08l+IYuLi+0fKKN5/LYU/JQ3Q9y9PNuf+efgduzrgY7K7fefvw==

haughty wing
#

Previous Blue: bVJLbtwwDL1KMAcQkGyKVkl2PUXRBS3RljCyZJDUJEaRu4eyMI4n041hPpN8H/rfaUgVF4pZ+PTr4c/p97sQzvjwzAoKvjz++PlqoRIYF9CdkYYC5O2QijubMRJaQo4skB2aNxCkIwDxpsSETii6KGvfWXMoabX47gLkCbWOFySGZD2OmBmNTg4L4QWzxJKPyzZyDpjSnQ4YuGNdZpfVW+8lam8He3OT3Fu/iW+NXx+PVvrgEdkNtYG9+G/HpnOvMlYhtY85NNJZbZuWlLJGTP5qensHmgt9V3ldMJaaPbTMzAw0JLS9nXCMGf1x5Cv0m8X3VD2mw+YBRJH1CLGUjPv1ii5WZzShneIoxiMjieVluxoVllwu0P+FrbwSqofMY6EZpJDNIJXQeFg16jJbXjPStJoJIuzFpURvVRDoLZQA92KuSSKH0ngTcGh32ILtazXrbX4Ajs5qnCZU0iuB+pDyhmS4Lvp8vKme7DnHKYhZGmh3DjMWVxn96e/HJw==

  • Chaos Nightmare 100b
  • Activate both Towers and Hurricane, and don't forget to refresh the latter
#

Slightly better run

haughty wing
#

I also bumped up my Red a little bit by extending the run to 11:45

haughty wing
#

Oh, Reflect isn't needed on DRImp

#

Barriers didn't trigger Overcharge on ChNm, 'cos Electric enemies don't have Shields on Nightmare

#

And a version without Reflect seems to have an easier time getting started

haughty wing
#

I've updated ChNm version to have Basic Shield instead of Reflect - that's good enough to trigger Overcharge

haughty wing
#

@fresh steeple Well, nevermind all that above, there's a new version in town πŸ˜„

fresh steeple
#

wow

haughty wing
#

ZVJNjt0gDL7K6B0Aqeqi6tB211NUXRjiBBQCkW3eTFT17jUhL8rrrII/jL8f58/NpYorxSx8e335dfv5LoQLvnxjBQW/f/ry9YeFSmB8QD8juQI0WJeKn80YCS0hRxbIHs0bCNIVgPhUYkIvFH2Urc+sOZS0WXz3AfKEWsc7EkO6vtpZOGBKHwjBcce6ns7fWz9q0d4O9ub/tLXrBp1anoqr8hPcmc8qYxVS5ZhDG7hgFtNMXkkePWOpeQCJJZsFyCW0QEshQzjGjMP13oGo5s1OcRQzICOJ5XUPgwpLLnfoWe6lkk2YkfpbwqSHO9qYda5qbwTNiXVAFJF2k49zilMQO+CImdEUXYQ6owlPiDWBGR34+Yjwuq7eS4ZDxDTY/lH1HL31Jbe+Jmktb7qBDFIJzQCbDiqL5U01T5uZIMJZ3EscrLpXPtMfsJTqw2Gf69r+xqq5HshSk0QORSz2CZ1d42WOeTI8HzEeutHOuXl+FrXqgKIaJLS9WWl3ncx8vi7mkal1hcbb77//AA==

#

Behold, my greatest invention! πŸ˜„

#

Immortal DRImp Borf without Energy Regen

#

The above score was from a 15 minute run

#

But it can go forever

fresh steeple
#

power conversion op?

haughty wing
#

Yup

fresh steeple
#

nice

#

looks like you need a loooot of damage

haughty wing
#

Nah

#

I just didn't know what else to put there

#

So might as well lower the damage requirements

fresh steeple
haughty wing
#

No, this one was a single DS, alternations 'till it became unstable, and one more DS

winter junco
#

hi

#

i am back

winter junco
haughty wing
#

How long did you run it for?

winter junco
#

uhhhhh

#

t!math 4495 / 60

severe kilnBOT
#

74.91666666666667 @winter junco

winter junco
#

oh

#

according to this an hour-

haughty wing
#

Huh

winter junco
#

yeah no

#

i prob just got it wrong

haughty wing
#

Was the fps set to 60 + some lag saver to keep it there?

#

4th secure is also important

winter junco
#

also i saw the problem

#

i had 2 tick scripts

#

lol

haughty wing
#

I've finished a long run of my own now

#

Around 100 minutes

winter junco
#

t!math 632429 / 630703

severe kilnBOT
#

1.0027366288094397 @winter junco

winter junco
#

why

haughty wing
#

It was also a stability test

winter junco
#

oh cool

#

is it stable?

haughty wing
#

Seems so

winter junco
haughty wing
#

Only Main 7

#

And secures are manual

#

Also no Time Loop, but yes to tick

winter junco
#

okay thanks!

haughty wing
#

@winter junco All right, here's a prototype of the pusher based on this tech. The default version was made for survival, and I wasn't able to kill it with lag - even setting the game to 30 fps and wildly resizing the window didn't kill it, and this was without using LagSaver. The Contracts version meets 6/8 contracts, but severe lag can kill it 7VVNc+I4EP0rqZy3vGAPW2Fdc+AjOKESZiAbG7Q1B32BhSXZK8skZmv/+7YxJiYzU5UDx+HgcotW9+vX/dr/XhNZ8MwIbfPrP6/+vn5Kyquh4Tjhxs8zLqWjCmlFHqf2aOdFxg1JC025j63FNHE0toXhuU0LGvvUCHs8GasNXJI4jx0uueK6+cMXKuO2yBszLzU3m9LZYIGboJCNs8Y4+vu5NSLhTp5KbPz6ssNwSWSaqlOUXSrYKYMUm9jWoA6vFaZjUMaxjV+gtpMzx8a+WQybRPM8b/wLLXbc5Fj6JE1z6wAphkuhAT+GBGtB+eGOnxckF7nlQNGpwtZRC9JbyIN5yF8hPFgE54LWrw2UA6OtUDXg9skJ9DqlbwTXRp24fn/ndwx06PDaYFqDtlxo4dAYQ5EM8EjpY5KnJrMi1Q7+p8AWEKbrNdc5FOLEHLO40FboDcQtNMMHRwIEclP6NNVVtdVRlr7AhBFsjODmCKyxsIDZiwWX7EgBLgwGVMC5z+sW1+cbsT5RyJtxyGBUUxgFG3MgxT+Nr3MoFEaKSCgbEDp5UjZ52q016zZ2odfAgS19xqsqK4LFJs0Aann921VbL1ejVNuKuvyXcn4p50PKuaRGjEqNY/i6SlgrhsacJtXEYcMuLpxGDqSQL4fOfVRI199ANjn0Jjt+cm7DmeFPwxFVYYzdsPySTLtIof3g7feletwqFpPouSBRP2HRq3zQM7nywhLN4y1xe3sWTAo2mD+hIFQo6u3RUy9ZRVITbxhTPe2NAyaJCkscPRbUW+zo4Oze/Nm1vfvbaYmiiUHL+z/mql+iTV9DLEmV3D6o8BOKZl0WPN+v3H4VIyZ6fns7+Q7/jqrVV+SGBVpOs1XZkzwIt2y5kKNgtiN61llFvc5wOPwLe8lmrqdyFVlJt9mIeFM1dt9womVc1dh5V+OPscasQzwmqehZ4i66JHgu2HImcXS8N4z1KurKB9XdobswB37ilbfImHouwCdBy81ZXWN3uiPerAM8p4BLkkAWaHHhHHoG/08zBPwe+rWcmgn0hgGPrRhd6oZZw1sQvJsDNdmyQLrglxG1kPy8r49I9YH7x4KoSYctp/LC8R9O8QOp8d18yYK+Bz1pzWm4R5Fsal4hd2Ih1om/VTTr4CWCPMBvEH46m5FBTxF31qVlzQ3MxZ6+XrYHIxftYMb2MN+gk0V6YX6+UG8Is/NSID2tcHSpen5sacMDjXbaNQ9eGtkPB23NIrffIS/t2Pd3lVf1Gf6JBlsr5LF6XLg3/T0NwpyMehZigV+lkwv3fzhpcuzZcgh7aLpjUW+L5q+tvcR2LLhp93Q0mFflfv78Y266MY4+DSuPcXTspQo9qvpdouY185vq2coBeIg3ON97P9nbH9hfi+/2l4adrR8/NhdfB79/8Fswp26coeg1gR4UFccU9g05q4vFeDlv1zVuJuZmfPP0vlegg221Q87n4FWQAHTpQv/K3h52+ufrb//9Dw==

#

It apparently can die to lag on lower infinities, presumably due to insufficient enemies copying the barriers

#

Ah, right, and the Barriers won't work well on lower difficulties where most enemies don't have shields

#

Hmm, it seems to be most stable on DRImp 100b and ChImp 100b, lane count also affects it, I think

winter junco
#

thank you!

haughty wing
#

This might be a failed experiment, I'm not sure - or maybe only good in some circumstances (and dunno how it compares to other max kps pushers)

haughty wing
fresh steeple
#

it's easy enough

haughty wing
#

It wasn't too bad, but with Uni it usually works on first try

ancient knoll
#

or is it all manual?

haughty wing
#

The secures are different, so manual I suppose

ancient knoll
#

the abilities can just be stolen from your pusher?

fathom ermine
#

well, it's not that hard to modify the AI so it disables the correct stuff

haughty wing
#

And in case of a lag spike they might hit you up close, triggering your own Barriers - which might trigger their copied Sky Blessing

#

And that'd be bad

#

It could also happen early in the run, before your damage escalated - in which case disabling SB first would be recommended

ancient knoll
haughty wing
#

The AI for the pusher should mostly work on the setter, I think? But you'll have to manually disable ST3

ancient knoll
#

neato, oki doki, much appreciated

ancient knoll
haughty wing
#

I don't think so?

ancient knoll
#

only active modules you use are the classic borf and super tower 3, ye?

#

or do you not use super tower 3?

#

I gave it a shot and it ded XD
Should I not go for chimp?

haughty wing
#

The setter is designed for DRImp 100b

ancient knoll
#

tried it in drimp and instant death XD

haughty wing
#

Yeah, you need to bring the damage for the setters

#

The pusher will be better at pushing, as it has more damage stuff

ancient knoll
#

changed the AI to this
Secures super tower 3 and sky blessing immediately and then I just added some extra locks that shouldn't matter much 1ZVdb5swFIb/SpXb7YKPMo1JvYAE3KKGFrLY2NMusF2FJphGTUgK0/77jrtECWm7MWnStFwQyV/n9fO+HL4NVuLxfrleDT6dfRkEOH68m/hDoXCRW7i5WUQmU6z1Dr9IPwIlC06mNSfuQpKn8rqKS2rjhiXFnFtOK1FYSy+JJXJtll3VwsZb/T/ePlWMOKVQ5Rz2GNz2rqjlwnxa8CoJgvBF/Y1Q9JZZuGZZtKSNU94hPJdZWg5RvOFwBiWO4fv+59xezJIqKilZl2K+HHI7UiNLllzhJidj2F9ojcaJxmRqrZ2rIGoYCR9B44dEuQ2buQedCp8zEpsSTftoHR9phRrutqPTc091hkIFv7/f6/uyPd+DD7hlpNxrPNY79GfauSP+Sm4k+thZM3y2+OJi8P5s8Mb9jqIw1o/faaDMCtds4qy5lZocTWtKYiPPWHmtypohfH5yz1YgvOJDZw1nwbr4gdvJ363hh/sarcx8YBFtJHHmLPk1Gy/5FRuzyMm5r1eMyO7dUNgWyjW5et7oDbcn/F/L/xvvX48cpy9yXGHFqvHklI2wdL6ik3w93XOEW2EBL8gtZO3mKJMVt9NNTui1RLjhKmzuJs4S9KagfS1Q2IBPG37vLLiN4ZzpeO9XjnDBL9OH41rAsXNnb264nfntIWGd8dmDHup6otf6IXAwtxS0Cpi7Vin4Ga1YGhbA2ciRWUqkPd2Nd7iN96UWidfhORJwh1d1+YXXZXf17jaVFSUm5M3csEu8At6t7hlCQRYtt5V+9NZ8h8XoMna0z8xe1ODbkqZ/vk8qd8n61rOcQl7CvomzoFkJ3rkb3rNmYIUGsJrnjVPTLIV5rPudSa3Zf5EdP/kH2RlFf56dTs+QRZ51+vpoL8IYfTx8b5+9CBu561cj87Sv4IYmR6yec+3vdKTAItReaA+Lrl4JY9gQKlwF6GefY6hsqWYz0RqDjj9DlALHNeyJ2z7rfYILUaUPvc62gBX0ec0lz1Kn1/mILYFrsuuJC8heQRV8T5Tm0fEQQVYN3Sd7aclwrb83oooL3osjtuGdKcUM/Pn6/Qc=

#

didn't add any timings, I don't know if you made it with timings in mind

haughty wing
#

I did account for timing: at the start of the run you can only secure a single thing

#

Then another after the first attacks, and a 3rd one a second or so later

#

And a 4th after a few minutes, but that depends on the BP (Yellow secures a 4th in few seconds)

#

Most BPs won't get to a 5th in any sane amount of time

#

Well, I guess they might just towards the end of a 100b push

ancient knoll
#

well no, I meant as in module timings
I guess it's just use super tower?

haughty wing
#

Yes, and even that's optional

ancient knoll
#

then it's prob just not enough damg

haughty wing
#

Yeah - the setters are damage-hungry on purpose

#

They have built-in choices that trade multiple es for like a 2% Fragment gain (or less)

#

There are probably only a few players who can run all of them without changes at the intended Regdiffs

ancient knoll
#

oh, I just forgot the blueprint was rng based XD
whoopsies

ancient knoll
haughty wing
#

It's only needed to buy time for Uni. Gift (and Photosynthesis, if included)

#

If it was enough, then you won't need it afterwards

#

If it wasn't enough, then the run failed in the early seconds

ancient knoll
#

oh, so there's no need to keep using it?

haughty wing
#

Yeah

ancient knoll
#

so the extra max shield is useless, pretty much, huh?

haughty wing
#

Yes

ancient knoll
#

if our health is guaranteed to not be at 100%, is there a reason not to add bulwark?

haughty wing
#

Bulwark buffs enemy HP

#

And the pusher version is supposed to survive through various damage negations, so Bulwark won't help with that

#

(It is good for Contracts, though, which is why I included it in the Contracts version)

#

Oh, but the pusher has 100% health

#

You'd like the add Bulwark to the setter? It won't help with anything there

ancient knoll
haughty wing
#

Ah, then it doesn't

ancient knoll
#

cus yea, I'm just trying to replace 1 time use things with things that could permanently help
absolute zero maybe?

haughty wing
#

That'd lose the Annihilist contract

ancient knoll
#

contracts help fragments?

fathom ermine
#

yes?

ancient knoll
#

damn I'm bad XD

haughty wing
#

They're sort of the most important thing πŸ˜›

fathom ermine
#

I think they might be important, idk for sure

ancient knoll
#

I got Chnm working :D

haughty wing
#

Oh, that's interesting: Sky Breaker can do a full speed Borf with Harmonizer just fine

haughty wing
#

1 hour run:

#

And there was still a lot of energy left

#

The BP was the same, but thanks to better stats I was able to let go and stop using Actives after a few Focuses

#

I think this is like 99.84% of theoretical maximum with 4 secures?

fresh steeple
novel topaz
#

I need to ramp up my locks I guess :). Close but not quite

fresh steeple
#

I also could run without abilities, but only gave me 99.6% after 1 hour, just not stable enough

haughty wing
#

I did run with LagSaver, so that might've helped. And on Hexalock, so the 4th disable had a better uptime

haughty wing
#

**Credits: **
@tall jewel - original Extreme Fragment Farming AI, WaterCat
@thorn tapir - original LagSaver
@fresh steeple - shorter pause-only LagSaver used as the basis for the one here
@orchid crest - the ticky thing
@ancient knoll - the clicky thing

** Instructions:**

  • Only works with the most recent BPs and execution strategies. Older AIs posted around this thread won't be compatible, but can be adapted to work
  • Only one of the following should be enabled: RedMain, BlueMain, YellowMain, PurpleMain
  • Don't change resolution after starting a run or the LagSaver will stop working
  • In PurpleMain, you can change Exit tower testing to Restart tower testing to get multiple runs (helpful against the RNG)
#

Old AI by @tall jewel :#1227586381929386036 message
Potentially useful tweaks to make in the old AI: #1227586381929386036 message
(The old AI doesn't support the current version of Red. A basic patch can be found here: #1227586381929386036 message)

#

I've tested the AI and it seems to be working, but it'd be great if other people also took it for a spin

ancient knoll
#

oh no, you used something I did XD
what was it, I might have to fix it

winter junco
#

lmao

haughty wing
#

It's the first line in LagSavers

ancient knoll
#

oh
the relative vector

haughty wing
#

It locates the pause button at any resolution

#

Yeah

#

And it seems to be working

#

As long as the window isn't resized after the run starts

idle axle
#

up to date BPs are in the first post, or should I scour the thread?

haughty wing
#

It'd be easy to remove that limitation, but I don't want to execute that block of code every few frames

haughty wing
ancient knoll
haughty wing
#

How is it fixed, though? Does it just recalculate the vector in a loop?

ancient knoll
#

it um.... does some special actions


:local vector screen_size
:local vector clicker
:local double timer

#identifier "DOS.SuperClickAtomicVersion"
#hider "<size=0><line-height=0um>" . {identifier}

; start AI
global.string.set({hider}, global.string.get({hider}) . "</line-height></size>")

refresh_screensize:
screen_size = vec(width.d(), height.d())
timer = now()

update_clicker:
clicker = {pos.relative(695.0 / 800.0, 270.0 / 450.0, 1.0, 0.0)}

clicking:
click(clicker)
gotoif(if(\
  x(screen_size) != width.d() || y(screen_size) != height.d(), \
  refresh_screensize, \
  if(\
    now() - timer <= 25.0, \
    update_clicker, \
    clicking\
  )\
), contains("</line-height></size>", global.string.get({hider})))

global.unset({hider})```
haughty wing
#

Nah, I'll keep it as it is: I've tried to keep the AI relatively lightweight on what it does

ancient knoll
#

:D

haughty wing
#

So it doesn't slow things down too much

tall jewel
haughty wing
#

I made it using the in-game editor, with the exception of the first line in LagSavers

tall jewel
#

ah okay

#

oh its 15 scripts

haughty wing
#

Yeah

#

I wanted it to be very modular so that it's easy to change and understand

winter junco
#

oh it is?

#

i didn't have time to import

#

mp i might need you to make it in less space XD

haughty wing
#

You can store some stuff in Notepad, I guess

winter junco
#

fine fine

ancient knoll
#

about 12 hours late, but I gotcha

haughty wing
#

The AI seems to be still working, so that's good. I've also added a note that PurpleMain can be altered to restart after 80s instead of stopping

tall jewel
#

But with more editability

ancient knoll
#

you want to crunch?

tall jewel
#

Right now I have to reimport the swatercat and make the security into a var (which is like 2 changes)

#

And I have to test if the borf/lagsaver/disabler combo works

#

I think those messages came in the wrong order

ancient knoll
#

wrong order?

tall jewel
#

Funny discord

ancient knoll
#

oh

somber geyser
haughty wing
#

It'll do the Software settings for you

somber geyser
#

ah thanks

novel topaz
#

@haughty wing , would you post in your lock and module levels here?

#

I suggest right below your high scores for reference

haughty wing
#

Hmm, I can, but I'm not sure how helpful that'd be, as those don't apply to all BPs equally

#

E.g. the current Blue is probably pretty easy to run, compared to others

novel topaz
#

I had issues with damage with blue, could still help there also

#

had to do the swap out with ST3(?)

#

er, photosnthesis

#

anyways, I think it's a helpful benchmark...it's not the minimum, but gives data on what you are working with

haughty wing
#

All right, I'll add a note

tall jewel
#

@haughty wing any reason why purple has the exit at the end but red doesn't?

haughty wing
#

Purple is supposed to run for exactly 80 seconds, Red can go for over an hour (maybe two) before its Energy gets too low (and the longer it goes, the better)

#

The Actives are there just to buy time for Uni. Gift

somber geyser
haughty wing
#

Nope, longer is better if it's at sustained peak efficiency

#

The Purple BP in this cases loses its peak killing speed after 80s, so that's where it has to stop

#

The Red one does not, so it can keep going

#

And about 2-3 minutes in, it gets an extra Secure

#

And going longer increases its effect on the average

somber geyser
#

ah i guess as long as it remains the same killspeed

haughty wing
#

Yeah

#

And the first couple seconds of every run are bad

#

So you want to reduce their impact on the average

#

By making them a smaller fraction of the run

bright nexus
#

Ai definitely has some bug
in that it exits tower testing automatically when i try to re enter after exiting unless restarted (due to the t variable most likely)

haughty wing
#

Hm, which AI are you using? The linked one?

bright nexus
#

"Ai for the most recent version"

haughty wing
#

Hm, strange, the only one that should be exiting the run is PurpleMain, and only after 80s on t

#

Ah, t reaches 80 when you're outside TT, and that exit line instantly tiggers when you re-enter, before Main gets to reset t?

bright nexus
#

nope, something weirder
even if t < 80 it happens

haughty wing
#

Ah

#

That's LagSaver

#

It clicks where the pause buttons was

#

And apparently it does it like a maniac

bright nexus
#

why are there 2 lagsavers anyways

haughty wing
#

One if for Borfs

#

Those should run with game set to 60 fps so it prevents them from falling down below 55

#

The other is for non-borfs, with the 120 somewhat arbitrarily picked as "good enough"

bright nexus
#

additionally something does not like having the unfocused mode on
probably lagsaver
but it screws up the t counter

haughty wing
#

Hmm, I don't think I've tested unfocused mode - I did my long runs with Dynamic Rendering off, or without unfocusing

fresh steeple
#

is "t" made using ticks? or just waits

haughty wing
#

It runs two of those

fresh steeple
#

yes

#

thats tick

haughty wing
#

Patch for the LagSaver issue lVTNb5swFP9XKs478DmJST3YCzhBCS1usMFVDzGu5iYGsVECybT/fU7aKfGhS/MOliz5+f0+3nu/ra769dK+dta3m0drsiG+mCaKUwIflm1aUtWDDOhwmpI6al4HSnjJVtBgA47hH44Fc0nPiqQtd8FeoHD4jtItb1K7pIENQRA/T/GO6fws33wVSK1XY9xwFL6UdOgZCp2yHtW8SZUAcs3dwx9xL0AGBYxlVSt7hRx1yJvXWNdOOpa19uqIBys+xdKsF/08v4MBvAcEE1coXpPdii40XqlKj9gsM2re4ULaVU1eWR4ndw1uS7e7P+OnnhFZiwKrixyHsWE0UBr/WnOzuQdmpRv2lYclb7Ioyg2tHxjFR70/gREbGFWiWOTIFfX/7wNMDIxZPTosP+Zd5vdx7oWa2MijlHTad29J45b/CE/61MRnNHUEyg2N4sjQiDE6dtwTbzqhk076/bYyeyc3NYJO1cDu83xN3PmU7Co0qjfcV/k64YhIrshwta+btGM07kkBbq0vN9ZH/4JTxIcjoqc6wo1bMSW97sdu4mp+BTzM0567fl/W4ZbD9H2u1Z5oX7QmOStSPVtBY/b3TN4bWCN4QX9ichklc1Ip9PvFcjZc5d1ZbrrMr981eg7/7Rq9t/asyAy/QJHdWk9//gI=

#

Athough I don't think I'll use it myself, as that's an extra Script running

#

I guess I could just roll it into Main to save space

#

But that'd still be an extra Script running

ancient knoll
haughty wing
#

No, Blue is also a Borf

ancient knoll
#

so, blue and yellow 55, red and purple 120?

haughty wing
#

Yes

ancient knoll
#

oki doki

novel topaz
#

Blue can face tank the spikes

ancient knoll
#

7 6 12 17

4 3 6 8
2 1 3 4
purple -> blue -> red -> yellow

mp, would you mind it if I switch the order of things a little?

#

actually, I don't think I even know how to do it without switching the order

haughty wing
#

Order of what?

ancient knoll
#

which fragment type is counted first

I can't do it in red blue yellow purple, I'm sorry

haughty wing
#

Counted?

#

Like, the order in which Main starts the sub-mains or something?

ancient knoll
#

I mean, I could but it'll add more complexity than it needs

ancient knoll
haughty wing
#

Some of the secures are more important than other, so it'd depend on case-by-base basis

#

Also, those BPs might still change, so detection methods might stop working

ancient knoll
ancient knoll
haughty wing
ancient knoll
#

nah, I was just asking if you'd rather them be calculated in the red blue yellow purple order or if I'm fine to change it so it's easier

#

idk how to make it be in RBYP order, so ignore tha question XD

haughty wing
#

Calculated?

ancient knoll
#

say we have the string:

module1; module2; module3; ... moduleX; end of red secures start of blue secures module1; module2; module....
and so on for the rest of the things

I'm making them all have equal spacing, so it's easy to index

index * 0 = red
index * 1 = blue
and so on
ya get it?

#

that's the calculation XD

and I can't do that, so I need to make it be
index * 0 = purple
index * 1 = blue
index * 2 = red
index * 3 = yellow

this is what I was asking, if you'd rather I make it be RBYP or no XD

haughty wing
#

I'm not sure how I was supposed to get that without explanation, but sure, seems fine, as long as it ultimately works the same

ancient knoll
#

yea, you definitely weren't XD

I'm in a completely different world rn XD

tall jewel
#

oh reminds me to finish my ai

ancient knoll
tall jewel
#

yeh

ancient knoll
#

ya got it?
neat

tall jewel
#

only thing left I have to add is the exit/restart after timerloop end

#

I wish I could still return void functions

#

would make it one line

#

and logicable

tall jewel
ancient knoll
#

oki dokio, bye bye chimp XD

tall jewel
#

oh

#

wait you're still there

ancient knoll
#

wow, just 4 scripts?

Super compact XD

tall jewel
#

I wanted to add something to skills but it was 25 already

ancient knoll
#

should I give it a real run or just tester run?

#

tester runs*

tall jewel
#

just see if it runs every skill correctly

#

most of the dev time was making the api

ancient knoll
#

well that sucks

tall jewel
#

oh right

#

forgot to check the lagsaver issue

ancient knoll
#

well, lagsaver works, it's just that I can't see the screen without activating it

#

that was shit wording, lol

I can't be in tower testing without it pausing since I can't get more than 60 fps
I need to have the game in focus so the game renders the skill uses

tall jewel
#

I'm just gonna add something to be able to disable lagsaver

ancient knoll
#

dark sacrifice + googles influence and then instant death XD

tall jewel
#

does the normal ai work?

ancient knoll
#

nope

tall jewel
#

okay then no issue

#

probably need less difficulity

ancient knoll
#

oki, red frags works :D

#

seems to work with blue

#

isn't yellow supposed to exit?

tall jewel
#

did it not?

ancient knoll
tall jewel
#

pretty sure its purple that exits

#

yes its purple

#

yellow is just spamloop

ancient knoll
#

brilliant, everything is functional from the looks of things :D

when should purples quit? at 80?

#

yey, it works :D

tall jewel
#

did you test em dying, I will if you didn't

ancient knoll
#

I didn't

#

I mean, the only one I died on was red when doing it on chimp

tall jewel
#

okay well here's the package if you want to borrow anything

#

I'll write it up in #1093895780865163284 soonish

ancient knoll
#

oki doki, ty

tall jewel
#

wait

#

that's export

#

lmao

ancient knoll
#

yea, I didn't mention it cus I was just gonna let ya do your thing XD

tall jewel
#

lua's only somewhat cursed at least

haughty wing
#

Shouldn't there be 3 of those for Borf to borf as much as a Borf can?

fathom ermine
#

with fast atomics there can be 2

haughty wing
#

Oh, actually, this also seems to be working differently than I thought

tall jewel
fathom ermine
#

change line 2 to execute(tick)?

tall jewel
#

does that work?

fathom ermine
#

yes, I've done that myself

#

only 1 copy

tall jewel
#

don't run it twice?

ancient knoll
#

no, just 1 time

tall jewel
#

okie

ancient knoll
#

add a wait(0.0) at the top of the script

fathom ermine
#

no need with execute(tick)

ancient knoll
#

what are you saying to do?

fathom ermine
ancient knoll
#

I assumed you wanted something like this

:global double t

wait(0.0)
t = t + time.delta()
goto(1)```
tall jewel
#

execute(self) is 1 frame

#

and works just as well with 1 script

ancient knoll
#

oh, you're saying

execute(tick)
t = t + time.delta()
```?
tall jewel
#

other way around

#

both might work

#

idk

ancient knoll
#

tick
execute?

oki, no need for fast atomics in that case anyway

unless you want to remove 1 of the bls or however they're called

tall jewel
#

it seems to be accurate with atomic functions on and off

#

just a better tick seems

haughty wing
#

So there's an issue that I also encountered in my version, but it got fixed there

#

LagSaver breaks if you restart

#

It pauses at the start of the run and does nothing once unpaused

ancient knoll
#

LagSaver breaks whenever in your version XD

haughty wing
#

?

#

It didn't break in my testing

tall jewel
#

lagsaver just spams pause for me, idk why

ancient knoll
#

it persists outside of towertesting and clicks everything :D

haughty wing
#

Oh, that - I made a patch for it

tall jewel
#

well he added a script to fix that

haughty wing
#

Or if you open a menu mid-run

ancient knoll
#

it's an incredibly sensitive system

haughty wing
#

For this reason, Purple also shouldn't be exiting if it dies early (it seems to be doing that currently)

#

If it makes things easier, it's fine if Purple restarts at 80s instead of exiting

#

That might even be more useful

tall jewel
#

actually, makes more sense for it to just be a restart

#

you can exit at any time

haughty wing
#

True

tall jewel
haughty wing
#

LagSaver doesn't seem to be working at all now

#

It never pauses

tall jewel
#

oh uhhhhhhhhhh

#

I'll just add the thing you had before back

#

I don't need the extra lines

#

whoops

#

flipd an if

haughty wing
#

LagSaver still doesn't work, and it always shows as False here:

ancient knoll
#

you changed it to true?

haughty wing
#

Was I supposed to?

ancient knoll
#

it's in main

tall jewel
#

oh yeah I disabled it

#

its working fine for me now

#

so I'll enable it in release

haughty wing
#

Yeah, seems to be good now

#

Otherwise things seem to be working, although I didn't test 4th or 5th secures

#

(Thanks for making this!)

ancient knoll
#

haha, but just you wait
I'm making something so big, it's breaking d0s's code XD

#

hehe, I broke it so badly I can't continue until d0s comes and fixes his code :D

tall jewel
#

though mostly a game issue it seems

#

actually

#

easy fix

#

okay is done

ancient knoll
# tall jewel okay is done

d0s's editor has had enough of my abuse and it's fighting back

could you try this in case it works for you?
if it doesn't, you can delete the workspace and refresh the page to get it back to normal :D

tall jewel
#

ExtremeAI Compressed

Highly Recommended to use Fast Atomic Functions

You can set software Security (0 = all software, 1 = normal software, 2 = safe software) and turn off/on Lagsaver in the 'Main' script, first 2 lines

Editing the script should be done at https://d0sboots.github.io/perfect-tower/ using the source (all the legiable text). Only update the first 6 scripts, its not recommended to touch below

Otherwise works fine

ancient knoll
#

go into sync, if you get a scripts/lexer.lua:... error, it's just broken entirely XD

tall jewel
#

scripts/lexer.lua:236: attempt to concatenate a nil value (local 'typeRight')

ancient knoll
#

yup, it's just broken
oki doki, you should be able to delete the workspace and refresh the page to get back to normal :D

#

ty for testing it

tall jewel
#

wait is that internal

ancient knoll
#

yea

#

this boy I highlighted```
if left.type == "string" and left.value == "" then
table.insert(node.tokens, j, right);
elseif right.type == "string" and right.value == "" then
table.insert(node.tokens, j, left);

  • else
  • local new = newNode(left.pos, node, "concat");
  • new.args = { left, right };
  • table.insert(node.tokens, j, new); line 236
  • end

else
if type == "op_mod" then
local types = { int = 1, double = 1, vector = 1 };
assert(types[typeLeft], tokenError(left, "arithmetic cannot be performed on a " .. typeLeft));
assert(types[typeRight], tokenError(right, "arithmetic cannot be performed on a " .. typeRight));
assert(op.value ~= "%" or typeLeft ~= "vector", tokenError(op, "vector doesn't support modulus"));
end

#

yea, the editor is using scripts written in lua :D

tall jewel
#

it needs a value in the %

#

and returns null because its expecting an int, but no int returned

ancient knoll
#

oh, I forgot to add that one?
lmfao, you're right

tall jewel
#

probably d0s needs to be pinged about it

#

or make a bug report

ancient knoll
#

nah, dw

I dm'd him

tall jewel
#

ah ok

ancient knoll
#

lol

tall jewel
#

it just needs an outlier message like assigning nill

#

"arithmetic cannot be preformed on nil"

bright nexus
#

there’s a lot of checking though

ancient knoll
tall jewel
#

sure

ancient knoll
#

:D
atomics gotta be on, there's no toggle for lagsaver, it might cause problems... we'll see

#

it can be crunched further
but it's better to test if this thing even works beforehand XD

#

I highly doubt that my checkpoint system is going to work.... that one might fail if you're doing red/purple

#

oh wait, it's unfinished

#

fuck XD

I forgot the end conditions

#

well, even with the missing end conditions, it'd still be nice to see if it activates things correctly

tall jewel
ancient knoll
#

useinstant(active.index("air.hurricane"))
useinstant(active.index("tower.super.1"))
useinstant(active.index("tower.super.2"))
waituntil(t >= 19.99)
useinstant(active.index("spell.radar"))
waituntil(t >= 39.99)
useinstant(active.index("spell.radar"))
waituntil(t >= 49.99)
useinstant(active.index("air.hurricane"))
waituntil(t >= 79.99)

there's a huricane at the beginning
very interesting tho...
tysm

tall jewel
#

oh right

#

was looking at the wrong thing

ancient knoll
#

nah, I get what's happening tho, it's just surprising that it doesn't sync

#

how about this?

I still don't have the ending (please do not include the last 5 scripts XD) but this should've fixed the crash on restart and the AI not using the spells correctly

#

is lagsaver giving you problems?
you could just disable it if it is

tall jewel
#

well it doesn't run when I turn on overlay while inside of tt, but it doesn't crash either

#

still the same issues besides that

ancient knoll
#

yea, there's no impulse wakeup()

ancient knoll
#

there's 17 spells to go through, I understand if you'd rather not XD

#

oh, it might also be better to restart AI overlay if you're doing it, so that the hiding block doesn't mess stuff up

tall jewel
#

unless this one is broken

#

I'll try the one you just posted

#

nope its the same

ancient knoll
tall jewel
#

yeah I'm spamming it

ancient knoll
#

uh oh, that's not good XD

#

oh

#

I was doing %0 on every increment because the blueprint was 0, no wonder it wouldn't go past 0

ancient knoll
#

outside of the spell id and the wait/xpos/ypos

tall jewel
#

index and pointer are changing, but they're just different substrings of "google.influence" (ex: ogle.influence)

ancient knoll
#

oki, that's really wrong XD
can you send a screenshot of the second value?

ancient knoll
#

increment * 2 = 94
when pointer = 94

#

pointer means the variable "pointerExtremeAI"

tall jewel
#

and then it loops but index starts 1 higher

ancient knoll
#

ofc it's messed up, I'm a dumbass XD

tall jewel
ancient knoll
#

hell yea, it's not broken, I was the one to break it XD

Woohoo

tall jewel
#

thats all

ancient knoll
#

oki great
so this clears things up a lot XD

#

oki, this one should have spell activations

the scripts after software are unnecessary πŸ˜…

tall jewel
ancient knoll
#

so red yellow and purple are working
Secures is still messed up?

#

wait no
red one, does it die before it gets to use them a second time?

#

or does my AI just fail catastrophically?

#

oh wait, idk what threshold was doing there XD

tall jewel
#

secures don't work

#

purple dies before doing much

#

because it uses every skill

#

and then it'll die before they're off cd to see if they're used again

ancient knoll
#

wait, purple uses radar and hurricane instantly?

tall jewel
#

hurricane, st1, st2, and radar

ancient knoll
#

huh
and t is above 20 when it uses radar, right?

tall jewel
#

t stops after first tick

fathom ermine
#

someone messed up the name then if it's execute(tick)

ancient knoll
#

oh, that explains it XD

so t is at 1 or 0 permanently?

tall jewel
#

0.32 usually

#

after a restart its at 8 or 7 because of the lag

ancient knoll
haughty wing
#

Purple is supposed to use Radar twice, at about 20s and 40s

#

Not at 0s, though

tall jewel
winter junco
ancient knoll
tall jewel
#

yes

haughty wing
#

Not really exactly, but there are reasons:

  • if used too early, before things fully stabilize, it causes instability and often death
  • I don't want it to overlap with potential buffs from Dice (which come at 30 and 60)
ancient knoll
tall jewel
#

nope

ancient knoll
winter junco
tall jewel
winter junco
#

also plz leave ping reply on

haughty wing
#

Or something like that

tall jewel
#

it seems sync gets overexecuted

ancient knoll
tall jewel
haughty wing
#

There always seems to be at least a slight risk when using range changing things on DRImp from what I've seen

#

But it's much smaller if things are already fully stabilized

ancient knoll
winter junco
ancient knoll
# tall jewel

oh no, I might need you to do this one again
I can't believe I didn't include the syncronization for it
hope you don't mind πŸ˜…

tall jewel
haughty wing
tall jewel
#

he knows how its supposed to go

haughty wing
#

Ah, all right

#

Ah, sorry, I've misread "red uses both nature and light focus once" as "at once"

tall jewel
#

it does both them

#

at once

#

at the start of the run

#

he knows its not supposed to do that

ancient knoll
haughty wing
#

Ok, I see

ancient knoll
#

this is how the thing looks XD```
:const int blueprint_red {lua(return #spell.active_module.names)}
{syncronize_module_activation(3)}
{add_active_module.instant(google.influence, 0.0)}
{add_active_module.instant(boost.shoreline, 0.0)}
{add_active_module.instant(sacrifice.dark, 0.0)}
:const int red_checkpoint {lua(return #spell.active_module.names)}

{add_active_module.instant(focus.nature, 14.99)}
{add_active_module.instant(focus.light, 59.99)}
{add_active_module.instant(focus.nature, 104.99)}
{add_active_module.instant(focus.light, 149.99)}

:const int blueprint_blue {lua(return #spell.active_module.names)}
{add_active_module.instant(tower.super.3, 0.0)}
:const int blue_checkpoint {lua(return #spell.active_module.names)}

:const int blueprint_yellow {lua(return #spell.active_module.names)}
{syncronize_module_activation(3)}
{add_active_module.instant(spell.awareness, 0.1)}
{add_active_module.instant(spell.floof, 0.1)}
{add_active_module.instant(spell.refresh, 0.1)}

:const int blueprint_purple {lua(return #spell.active_module.names)}
{syncronize_module_activation(3)}
{add_active_module.instant(air.hurricane, 0.0)}
{add_active_module.instant(tower.super.1, 0.0)}
{add_active_module.instant(tower.super.2, 0.0)}

{add_active_module.instant(spell.radar, 19.99)}
{add_active_module.instant(spell.radar, 39.99)}
{add_active_module.instant(air.hurricane, 49.99)}
:const int purple_checkpoint {lua(return #spell.active_module.names)}

ancient knoll
tall jewel
#

yeah it basically just uses every skill at the start without waits

ancient knoll
#

disregard everything bellow software, yknow the drill XD

#

umm, I actually royally messed up the sign
I don't think it's going to use any of them this time

#

this doesn't fix the root problem, ik, but it should've fixed the timing of skills

tall jewel
#

crashes from sync again

ancient knoll
#

yea, I know... it's something I need to think about for longer, but does it still use the skills before it's supposed to?

#

purple should show it

ancient knoll
#

well, that's bad

#

oh wait, there's no longer a hider.... what're the internal variables?

can you send a ss?

ancient knoll
#

for a few minutes

tall jewel
ancient knoll
#

pointer
bleuprint found
checkpoint
blueprint next

that's the order, ye?

tall jewel
#

yeah

ancient knoll
#

expected values```
red:
0
3
7

blue
7
0
8

yellow:
8
0
12

purple
12
0
17

marveloius, we've found the issue
ancient knoll
tall jewel
#

yes

#

to both

#

its probably because its checking if its less than 7

#

and it has 7

ancient knoll
#

blue has 6
red has 7

tall jewel
#

oh my blue was wrong then

#

ah right

#

I put crates in it for testing

#

forgot to remove it

#

blue is 7 0 8

ancient knoll
#

aha, oki

that'd also explain the lack of super tower 3

tall jewel
#

and does use st3

winter junco
ancient knoll
#

yey, blue purple and yellow are functionally sound, sort of...

ancient knoll
winter junco
#

wait but actually, why do you need so many detectors?

ancient knoll
#

there's just 3

winter junco
#

yes but why

#

and can it not be a single 3 number int?

ancient knoll
#

and the checkpoint is temporary bc there's no ending script

ancient knoll
winter junco
#

fair i guess (am i being agressive? sorry)

ancient knoll
tall jewel
#

no

ancient knoll
#

great
it's literally just because of the red XD

ancient knoll
#

I didn't change it, but it's worth checking just in case

tall jewel
#

well blue only uses st3 at the start

ancient knoll
ancient knoll
tall jewel
#

also idk why but red isn't crashing anymore for me

#

still uses focuses at the same time though

#

and only once

ancient knoll
#

oh, no death?
that's impressive

winter junco
#

can i help with anything

#

why so much silence suddenly

tall jewel
#

well cod says he was going to sleep

winter junco
#

oh sad

#

||i could make another one just to not bore to death ig||

ancient knoll
tall jewel
#

same thing

ancient knoll
#

XD

winter junco
#

chat we've all been lied to

#

the cost to upgrade era powers is 212, not 213 XD

seriously this is probably unrelated and offtopic so fine i'll stop

fathom ermine
#

pretty sure you round up the entire thing

winter junco
#

oh i misunderstood parenthesis

ancient knoll
#

with red bp

tall jewel
#

well I reimported all the bp's, if that somehow fixed it

#

though I doubt it

ancient knoll
#

I mean... are you still able to make it crash?

tall jewel
#

oh its crashing now though

ancient knoll
#

oki... that's still in need of fixing then

out of pure randomness XD
you should also be able to run this AI without fast atomics and it'll function
mind giving that a go?

#

cus that should fix the increased activation from sync
but it'll probably also be slower than intended

tall jewel
#

red didn't use shor, it did use ds and booble's though
also it is using the focuses correctly

#

if I restart it uses them at the same time though

ancient knoll
#

uses the focuses at the same time?

tall jewel
#

when I restart it uses both at the same time

#

when I start ai from town and go into tt is uses 1 after another timed correctly

ancient knoll
#

hmm, that's messy... it also makes sense because I'm most likely killing it slower than I'd like

ancient knoll
#

that one's the second most complex
does it still use radar before it should?

tall jewel
#

uses them all right away on purple

ancient knoll
#

radar included.... before 19.99

tall jewel
#

yes

ancient knoll
#

oki, tysm blue, sorry it has so many problems XD

tall jewel
#

all good

ancient knoll
ancient knoll
#

it probably dies, I just can't survive the frag farms :(

ancient knoll
#

hey @haughty wing any special town perks or the normal damage perks?

haughty wing
#

Optimally, you'll want to have as many Resource-boosting perks as possible, esp. for non-Purples

#

But damage comes first

ancient knoll
#

huh, so I should have resource boosters in manufacturing?

haughty wing
#

Yes

ancient knoll
#

so I should have the winAI town perks setup?

haughty wing
#

No idea what that is

ancient knoll
#

1:1:1 resources -> town assets -> museum boost

haughty wing
#

If you can manage without Damage, then sure

#

But you'll probably need at least some Damage

ancient knoll
#

I cannot manage with damage

#

I'm doing chimp and I cannot survive for 1 second with your AI

#

using red frags

haughty wing
#

I only recently became able to survive that

ancient knoll
#

chimp?
Oh I see

haughty wing
#

Older versions, esp. the Hurricane one, might work better

#

But their AI situation is messy

#

Might be easier to make your own, I guess

ancient knoll
#

but I did chimp inf100b for frags ;-;

haughty wing
#

Hurricane was also for ChImp

#

And you can devolve it further by swapping-in Energy Regen to use more Actives

#

And devolve further still into a Borf, with even more Actives going

#

Adding ST3 might also help

ancient knoll
#

and none of the other recently made bps work on chimp, because they're recommended to be done in drimp, huh?

#

;-;
gad dangit

haughty wing
#

Yes, I don't think anyone with legit stats can run those on ChImp

#

And their previous versions were on ChNm

#

You can run 8/8 on ChImp 100b, though

ancient knoll
#

problem is I don't have a functional 8/8

haughty wing
#

Enough stuff has been posted around to put one together

ancient knoll
#

you saw what I did to sky breaker thinking they were good changes
I am not a person that creates blueprints XD

haughty wing
#

There is a BP posted - slightly older/suboptimal version, but it works

ancient knoll
#

I tried the winNER... that's the only one I know of

haughty wing
#

That was the AI for it, I think

ancient knoll
#

yea, and you made a bp after that, which works with winNER, no?

haughty wing
#

So I was told, I haven't tried the AI

#

So the last piece you need is how to make it work after the nerf

#

And that was also posted

fresh steeple
haughty wing
#

Hmm, I think an early version of it needed 4 secures, and then they became leftover 'cos I was changing the BP in a hurry

#

So they're not needed anymore

fresh steeple
#

alr

fresh steeple
#

cause from my math the chance that enemy dies is lower

#

that is unless uni power cannot "block" wince

tall jewel
#

pretty sure not disabling uni dosen't count as an extra hit

haughty wing
#

And the latter is the main reason

fresh steeple
#

hm true

#

it actually does not count as hits

#

just damage

haughty wing
fresh steeple
haughty wing
#

So it might also trigger WINCE anyway, even if it doesn't add to the counters?

fresh steeple
#

I'd assume that wince counts the hits

#

not any ol damame instance

haughty wing
#

WINCE kills even with all hits at 0

#

I ran a test, and I'm not sure if there's a practical difference in kill speed from the Era power, at least at ChImp 100b attack speeds. Pretty much all elements were getting killed at roughly the same rate, except Darkness who were a bit ahead (this was with no Era disabled)

#

But it's not happening in a repeat test

fresh steeple
#

from my test uni do die faster with power

#

with it they barely pile up

haughty wing
#

I actually confirmed that much in testing a while ago

fresh steeple
#

does it make them move faster or teleport?

#

can they die while invisible?

#

or possibly its the same deal as uni, the extra % damage hit they deal

haughty wing
#

I assumed the latter, but dunno for sure

fresh steeple
#

yes I confirmed that darkness enemies are tangible while hidden

#

module "something" kills them, at least

fresh steeple
#

guess the results

haughty wing
#

I'd expect a small effect of more killed with the Era power on? 'cos they start hitting sooner?

fresh steeple
#

the story goes as follows:
just pure melee Vs ranged air, I felt no difference after disabling
but giving enemies Radar, gives a clear preference to melee (as expected?)

#

so that's the answer for max wince killrate

#

disable all except dark and uni

#

need to test elec tho

haughty wing
#

Neutral?

fresh steeple
#

yea

haughty wing
#

As in, have you tested those as well?

fresh steeple
#

nop not yet, but it'll prob be similar to darkness

haughty wing
#

Yeah

polar cosmos
polar cosmos
fresh steeple
#

+1 less disable

fresh steeple
polar cosmos
#

I'll throw no dark on my script then

fresh steeple
#

seems like water era cant block wince

#

so it CAN be left enabled, but no reason to

#

nor can light enemies, or 1 sec is just too short

fathom ermine
#

I don't think instakills are blockable at all

fresh steeple
#

I also tried testing what modules are worth, inconclusive, too many mod combos to try

haughty wing
#

Yeah, I've kind of just slapped a bunch of things that might work onto my version

#

Most of them are probably rather marginal either way

fresh steeple
#

there is a decent number of ability junk for enemies like refresh floof cooling snap, so I've also just added all the positive abilities

fathom ermine
#

why don't you run purple on chimp?
is it hard to get infinity damage with purple or...?

fresh steeple
#

most likely damage, it's still a big jump from drimp to chimp

fathom ermine
#

makes sense

haughty wing
#

Yup, not that long ago I needed to use ST3 to just barely run it on DRImp

#

And ChImp is like e52 higher or so?

novel topaz
#

Even DrImp needs massive locks

latent escarp
#

Been away for a bit, I'm guessing this is still the best setup for setting a good idle?

winter junco
#

yes

latent escarp
#

Having a bit of trouble fololowing which one is the most current/most-recently updated BP and AI. Are the pins just the way to go?

fathom ermine
#

yes

latent escarp
#

thanks!

#

is it to be expected that I die in Chimp 6B with T195 Reds?

winter junco
latent escarp
#

(unless I turn Wave Streaming off)

winter junco
#

for red it isn't

#

for all others - yes

latent escarp
winter junco
#

do remember that all of these blueprints require crazy stats

ancient knoll
#

use the blueprint AI
It shuts off the correct software for you

fathom ermine
latent escarp
#

I'm at x1

#

also using the AI

winter junco
ancient knoll
winter junco
#

also check damage you're dealing

winter junco
ancient knoll
#

if you die before 60 seconds, you don't set an idle, so your fragment farming will have been for nothing
a slightly worse idle from chnm compared to the idle of chimp is better than no idle at all

latent escarp
#

I literally die within 2s

#

Chnm seems to be working smoothly

winter junco
#

then it's a damage issue

#

but you are losing 15% of fragments on chnm

#

although since you don't have 100b on chimp it might be less or more, i don't know.
Depends on infinity number at chnm

ancient knoll
#

that doesn't matter if you're still getting an improvement

latent escarp
#

from Chnm

winter junco
latent escarp
#

Was wrong btw I'm only at 6M for Chimp ^^

winter junco
#

the less stat dependant ones, maybe like 1.2e6 or 1.1e6