#Fragment Farming (Extreme Edition)
1 messages · Page 3 of 1
with the correct AI activated, right?
like, you don't have the blue frags AI enabled for the red frags bp, no?
thought so too xD
pretty sure it's one ai for everything
no, I only have the "RedMain" active ^^
(i was just kidding, plz use https://discord.com/channels/488444879836413975/1140396334558478347 or #1257039173907382343 and get chimp 100b or at least 10b)
not mp's AI
oki, that's good
doesn't it also need other scripts for disabling infinity and era
haven't tried the latter yet, which one is better (or faster)
#1257039173907382343
has all of it in there now as far as I can tell
2 seconds death looks like light's 1 second immunity reaching your tower or electricity enemies reflecting
hmmmm
mainly because the other hasn't been updated
elec death is less than 2s I believe
have you tried pausing for a second or 2 before starting run?
yes but if he gets lucky it could be 2 seconds (also 2 seconds could be exaggerative)
and also what kills you? is it always the same enemy type? what are they copying?
Universal mostly, then Light, occasionally Nature
that looks like disabling problems
nature seems like nature's touch, but maybe not
does the blueprint have universal shield by any chance? probably not but i want to check
well, iirc they don't even use infinity foundation
are there any modules all of those are copying?
is the enemy type nature or is the damage type nature?
the enemy type is
no uni shield
ookay
oh
right
nvm actually lol
universal and light both get high boost to shield
does ai disable universal?
that's the correlation
Universal attack?
universal era power
ah yeah, all Era powers are disabled
i told them to pause a second or 2 before starting so i would say yes
regardless if that was the problem then there'd also be earth, water etc
what i don't understand is what does nature have to do with this
(high boost is health^1.2 * 1000 btw, so that might explain the problem 🙃)
!wiki
The Perfect Tower II Wiki
https://www.perfecttower2.com/wiki
nature gets medium boost to shield
ChImp>DrImp>ChNm>DrNm
but by that logic Darkness, Air and water should also kill you
If you don't have stats, drop one
@latent escarp do any of those elements kill you?
it's red XD
No
Just Universal, Light and Nature enemies
okay so then Universal and Light are because of High boost to shields, but there's no explanation for why nature does
I just found out you can do that xD
i've already asked that
you told me you made sure it was nature element
ok is it then?
OH FFS
as expected
it was univ
look in the top left of the new window
i don't believe you anymore :( ||/s||
so it's just Ini and Light
pretty much
just the enemies with high boost to shields
why does it even say Nature then? because of the Nature module it copied?
because of nature's touch
might be that, might be uni era power if it's not disabled in time
it's another damage instance, deals close to inf damage because no inf foundation
would you be willing to get us a large screenshot?
of the full screen
no point imo
many thanks
yeah 12 seconds look more logical tbf
is t not working properly then?
the AI keeps running after death
it is, it just keeps going after death
oh okay
okay so the main problem is not enough damage
well, let's look at the era tab
t!math 7.87E+232^1.1 * 125
1.9163825983322886e+258 @winter junco
care to send a ss of that one?
high, not medium
this?
you're dealing between 2e258 and 2e284
damage
you should be dealing more
yes, that
i know.
didn't the AI leave air active tho?
lemme recheck
that'd put it at risk
not really, if enemies got that close then kps would (most likely) be compromised
for reflect bps you do want to leave air on
nope, it does kill air
it does not
line 10
that's why he said it doesn't
of course it's still useless because archers can also naturally spawn
no, i'm not taking the easy route out :p
Lol, ok
ez fix concluding in -15% to frags
Nope
also it's already fixed
-5٪
right, you want DRimp
tf is that percent sign
that's what I already did, I appreciate the help since I've been having issues quite a few times and this may help where to look
when in doubt, might as well increase the security level XD
I think there's a script called software?
change the security to 2 for "maximum safety"
please, whatever you do try to get into at least 10b infs
-5^%
it could let you survive longer
that I will do ^^
but that'd require them to have infinity damage
and get a pentalock
I don't get what happened. Phone shenanigans
not unless maybe chimp
yes, I'm talking about chimp
well no, sky breaker can get you to infinite damage pretty quickly
They aren't at 100b yet, but you need infinity
but he most likely isn't running chimps
as much as i hate a red blueprint not being ran in chimps he just doesn't have stats XD
(also yes i know it's chimp but impossible)
e11 penta is kinda bad
You need e13s
but might work
not even penta
no darkness
E14s to run all the bp here
for infinity damage on a red frag farm? e12 could work... but e13 to make sure, maybe
Yeah, red is more forgiving
yea, it's hexa :)
it's an improper pushing lock, yea ik
Purp needs it
yes plz get darkness @latent escarp
how do I even get them higher? I thought the temporary anvil bossts are fixed?
re-lock them
you re lock with more frags, or at a better date where nodes are closer
oooooohhhhhh
If you want to be able to run all, you need e14s, but some are 12 or 13. (Better)
also hammering a few times before locking will increase the final boost
.-.
current best lock (with balanced red/purp frags) found at
2333509200unix timestamp.
do time travel shenanigans
how many frags do I need to have saved up for e14?
but do you want to spend frags on that?
according to neo it's hardly better, and i believe it, according to math it only really helps because of ^0.8 for other frag types, meaning there's hardly any difference at all, if you manage to hit it in a good spot
okay, what is a reasonable amount instead?
e12 to e13
1 or 2 months
and that's how many frags?
Maybe
depends on the lock but
Save up enough to get 200 module level for purp and red, lock then upgrade
That should get you close
Don't unlock
Example: t!math 2+2*(3*sqrt(4)) will have Tatsu compute the expression and return the answer, 14.
ffs
Even better, 210 levels each
t!math 1E+13^(1/1.375) * 0.001
2848035.8684358033 @winter junco
can I just change the time on windows for that?
yes
a little more in practice but approx that much for 1e13
where did you get the 1.375 from again?
this doesn't look right at all though
yeah, you multiply by 1000
oh ffs
not divide
again they are close to each other on the numpad so don't blame me for it
t!math 1E+13^(1/1.375) / 0.001
2848035868435.803 @winter junco
simple, don't use numpad
t!math log10(2848035868435)
12.454545454545332 @winter junco
533669923120.6313 @winter junco
t!math log10(533669923120)
11.727272727272213 @winter junco
5e11 for e12 boost
alright so I'll guess the plan is:
- Sky Breaker to get ChImp to 10b (or higher)
- set best idles I can for Purple, Yellow and Blue
- wait and save up like 1e12 of each Fragment type
- lock and enjoy
do I have to restart the game in-between?
for now maybe go into Dark Realm impossible or Chaos Nightmare
preferably get to 100b, 10b is more like a "if you really can't"
Farming at less that 100b isn't efficient
I don't know because I haven't done it myself, but probably not?
it's only 10/11 to the frags you'd normally get if you think about it
11/12 but you also lose some kill speed
where does the 12 come from
I do have 100b for CHnm, that's also where my 950k idle is from
floor(log10(inf)) + 1
otherwise the enemies wouldn't be holding modules at inf1-9
yeah i just forgot i100b is i1e11 and not i1e10
how
idk
thanks everyone for the help!
That's a lot of activity here 😄
I skimmed through it and it seems to be all resolved - or is there something I should address?
well unless i missed something i think it is all resolved 😅
I think you did this the wrong way around, you should *1000 first, and then ^(1/1.375)
3e12 fragments is somewhere past e14 boost
not really, it is (frags * 0.001)^1.375, therefore you have to take the ^1.375 first
as far as i was taught
anyway, this isn't exact math because it doesn't account for distance
which might add or take to the amount of frags
hey mp, I've come back and am working on the AI for this set of bps
I don't suppose you made it so that a bp does 16 secures, did you?
XD
I'm pretty sure it's (Frags^1.375)/1000
in that case then yes
it would make sense the other way around but whatever
The inf stone power raises invested_frags by ^1.1, for both normal and temporary boosts.
from anvil mechanics
Yeah, the /1000 is at the very end, once invested fragments are fully calculated
To calculate temp boosts, take the new_fragments amount ^1.25.
also from there
@latent escarp
y'all love to correct huh
no point in spreading misinformation :)
I also kept an eye at my invested fragments, and crossed 1e14 boosts with a bit above 2e12 fragments in nodes (before the ^)
Not yet 😛
heh, thought so
It's my thread, I have a moral obligation to keep the info correct 😄
in case you're wondering why I'm asking... the value in security_targets is the security queue
and name is what it's trying to secure
pretty big queue, huh XD
t!math t!math (1E+13 / 0.001)^(1/1.375)
Example: t!math 2+2*(3*sqrt(4)) will have Tatsu compute the expression and return the answer, 14.
432876128108.30615 @winter junco
t!math log10(432876128108.30615)
11.636363636363637 @winter junco
why are you doing all this math here
because it is relevant to this
what's up with the 2 blank slots?
4.328e11 for 1e13 boost then, i guess that's more normal
That result is looking correct now
that's because of the batch
buut then it shouldn't take a month to complete like DeLaney said
I'm pretty satisfied for now 😄
Maybe that was about e14 or something?
t!math (1E+17)^(1/1.375)
2310129700083.1616 @haughty wing
2.3e12 for e14
the list is broken up in batches of 5 secures, if there's not enough modules (so if there's 4 secures) it's just empty and it gets discarded
why are there 15 ai scripts
It's just 3.75 per BP, though!
But it's 15 'cos I wanted the AI to do everything that's needed, and to make it modular and easy to edit (both by me and others)
Bluecat made a compressed version: #1261647978171596935 message
It seems to work, although I haven't tested it with long 4-5 disables runs
I'm happy to say that the 4 bp module disabler is fully functional :)
now that I got this module securing working, want me to add it to your frag AI?
my frag ai already does it
but doesn’t account for a fourth disable because at the time it wasn’t possible to get e12 xp in one minute (and long runs were an afterthought)
mine has no ternaries, just plain ol' substring manipulation, so it could support up to 52 secures XD
huh. neat.
oh, I see how you did it, yea I could implement it with ease if you want
how necessary is 120 fps for red? or can I set lagsaver to a lower value?
Lower should be fine, it's an eyeballed value
it stops the game and never unpauses it, so I just keep it off and it does fine
if you did that i’d have to actually update them
and i really don’t have time for that
so, it's a no on changing them?
oki
The Red and Blue ones here get it in about 2-3 minutes, and recommended run times are over 1h. Yellow gets it in seconds, and can get a 5th one in the ballpark of 2h
if you can come up with improvements to the bps that integrate all the changes to contracts and things, without basically just making these bps, i’ll update it
but there’s like 4 months of updates
discuss in the thread for those bps if you actually do it
That shouldn't be happening unless your fps is set to something under 120 or your PC never gets above 120 (which I recall not being the case)
no, it is the case :)
Ah, it died, right?
well sadly no, I know how to AI but not to bp
it gets to 1000+ fps on death
it stays at < 500 fps on perfectly configured towertesting setup
it stays at like 100 fps or so if I'm testing things
I see
oof
i just did trial and error with single mod additions and subtractions trying to max damage (red) or reduce off-color mods(others) after minimal mods to achieve contracts and survive on whatever region
so it's a non-problem if I'm using it in practice, but it's a problem if I'm trying to fix/create something XD
I made it so it's very easy for you to modify, btw
want to see how the Security_Config looks like?
Ok
here's how the secures are added, I made it simple to add/remove
{infinity_add(energy.basic)}
{infinity_add(aura.checkerboard)}
{infinity_add(nature.daybloom)}
{infinity_add(synergy.void)}
{infinity_bunch(purple)}
{infinity_add(shield.universal)}
{infinity_add(blessing.sky)}
{infinity_add(tower.super.3)}
{infinity_add(gift.universe)}
{infinity_bunch(blue)}
{infinity_add(shield.division)}
{infinity_add(infinity.range)}
{infinity_add(gift.universe)}
{infinity_add(multishot.focused)}
{infinity_bunch(red)}
{infinity_add(defense.bulwark)}
{infinity_add(shield.division)}
{infinity_add(impact.gravity)}
{infinity_add(gift.universe)}
{infinity_add(synergy.void)}
{infinity_bunch(yellow)}
you end it with infinity_bunch to end the string
They're done in the order you add them :D
That does look pretty simple
single example
{infinity_add(energy.basic)}
{infinity_add(aura.checkerboard)}
{infinity_add(nature.daybloom)}
{infinity_add(synergy.void)}
{infinity_bunch(purple)}
The AI will secure energy, checkerboard aura, daybloom and void, if the blueprint is purple
just ignore the lua magic that makes it work XD
I try to make the blueprint AI's as simple to modify as possible, and I'm almost there, I just need to figure out a way to add a sync in here that has the needed speed
the sync being the script that uses spells
let's go, it works :)
First actual run and it's functional, woohoo
To be fair, that is a good strategy that results in good BPs: it only becomes insufficient if you're in the realm of T200+ modules and e100+ anvil boosts, and want to really push things
yea, that's more like it XD
turns out this was actually on chaos easy instead XD
hehey, the AI works, I just don't have the stats for chimp
oh well, chnm it is
would it be worth it to secure more than the maximum 5 modules you programmed into this?
feasable, unfeasable, make a list, I can add it for the future XD
Even Yellow would require over a week to get a decent 6 disable run
well no, it doesn't rly matter if they will eventually get locked or not, it'd be pretty useful to see what the logic behind securing modules should be
Ultimately, you'd want to secure all the off-colors
The important ones are in the first three, afterwards it shouldn't matter much
As long as it's off-color
okily dokily then
btw, all the runs should last for as long as possible, right?
Your bps aren't made to "catch the speeding bullet in time", meaning to quit as soon as possible
As long as they can maintain top kps
For Purple that's 80s
Red runs out eventually, but it takes well over an hour or two
Yellow and Blue can go on forever
Hm, I'd expect there to be more Energy left at 10 minutes
I had more at 1h
It's probably using too many actives?
and going fullscreen did a number on my kps XD
no, it's the ones you programmed in
woops, I think I may have messed up my secures XD
That was the previous strategy
it works as long as your bp engine is optimal
bp engine creation is very difficult
borf engine is actually really easy compared to a lot of others
the problem with a borf engine is that it uses too many utility modules to be optimal in most cases. Using some of your 5 purple module slots, which you need for 7/8, can give you the little extra attack speed you need to be able to run it without borf
a pure attack speed engine is weird. it’s both easier and harder than other engine types, as it’s the most easiest to get working but also has so much room for changes
if someone makes an non-borf max contract minimal bp that’d make optimization of it much easier
well yes but non-borf is a lot more efficient, borf would need energy, energy regen, energy recycling, sun energy and even energy flow sometimes
it is unoptimal unless you're doing a yellow frag farm.
You can also get it going with Energy Regen and ST2 (or the SB circus that Blue is performing)
also, imo it isn't so hard to build
i guess so, it is still very limited for some stuff though
Yeah
what's the average rate of tt xp gain on yellow and non-yellow, what do you think
like, no bluecat's harmonizer unless non-glass cannon
i want to math some
and a lot of modules can't be used
not that it would affect #1257712401143566406 but i'm still not adding borf
Hm, on Red I'm getting to e12 slightly under 2 minutes under best circumstances, so that's pretty easy
it also requires modules like google's and borf itself (ofc lol), which yes it is special but it's still better to run a module of the type your farming for sooooo
anyway a more relevant conversation has started so i'll leave
Blue and Purple should have the same rates, except 10% lower
Yellow is harder, 'cos while it gets to e12 in like 5-10 seconds, that's with Awareness (and maybe Floof), and that won't have a 100% uptime
Maybe 2h to e15 would be a good ballpark?
Could be slightly faster in best case scenario, no sure
alright
(You don't need Google's on borf, SM + SB + some projectile speed are sufficient)
so it'd take ~5.42 hours to get to 99% eff of 5th disable
i guess
hehey, progress
I got shoreline and dark sac to activate this time XD
why you doing this on easy
to test it out :)
anyway, turns out that when I try to cast super.tower.3, I'm actually casting ight
so that's a fun bug :)
And this one?
Grim Reaper is the one in charge of the end conditions
nono
it reaps the soul of the other scripts
the big mula
correct me if I'm wrong, but this isn't the expected performance of the blue frags bp, is it?
oh god, I'm dealing e54 damage to them, no wonder I'm not killing XD
how
yes
You found a way for it to not be immortal 🙂
Did you read the instructions for this BP? 😛
neutral gift being maxed
Ah, wait, is that's Blue of Purple?
yellow bp?
didn't rly see complex instructions
Oh, Yellow now
if you're dealing e50 with the purple one it's because you have to unmax neutral gift
how tf are you only dealing e175 damage and saying it's fine?
you say that like it's my first time using these blueprints
according to yourself you don't like tower testing
it's better that e54 at least
the bar for decent damage is very low with me
It shouldn't be that far apart
I don't, but I'm still gonna do it, even if I don't enjoy it as much as the others
codboy you can't even beat enemies up at 8b waves
I mean, yea, I die before I can cast refresh, but that's not an energy problem
nope, never messed with these, I can reimport them for certainty
And that low damage was on Yellow?
8mil infinities*
yes i made the same typo twice with 2 keys that were separated, so what? talking to a fish all of these months is making my dementia grow worse (/s)
hehey, I can't even survive now
the damage is fixed tho
also mil is technically the spanish word for thousand so you're technically wrong
Does the v stand for virus?
mkv
Matroska Video files, also known as MKV videos, are container files that support unlimited picture, audio, and subtitle tracks. They're similar to MOV and AVI files, except they have a much larger amount of storage.
obs creates mkv files and I just change the extension once I upload the file to discord from mkv to mp4
I was reading luna's replies and forgot to edit the attatchment
I'd guess that maybe Touch was accidentally removed or something
no module removals were made, unless the bp should have 44 modules instead of 43
I meant in the damage bugged version
'cos the one in the clip seems fine
Or maybe Daybloom was missing
I probably just got unlucky
oh god, I've spent so much time on this, and in the end I'm turning an AI of 15 scripts into an AI of 10 scripts
mp, why does the yellow frags bp activate floof?
does a more efficient tranmute lead to increased frags gain?
doesn't seem like it'd have that effect, I can look into it, if you want
Boosting Resource drops boosts TTXP at ^0.05 rate
Through some Military Perk
So depending on order of operations, Floof might be boosting XP
oh, you mean that kind of boost
I'm not entirely sure if the mt perks take into account temporary boosts as well
The module has to be there anyway and there's no Energy shortage
So I figured eh, why not
no no, I get why it's in there, just don't get why it's used is all XD
something for me to do!
nope, resouce boost inside TT do not get counted
as expected
np mp
I guess I'll remove that bit next time I'm touching the AI
oki, aparently I just can't survive on drimp :)
so... I died on drnm because of natures touch, is this expected?
your inf is too low most likely (imo)
blue needs enemy barrier procs
if they dont have enough, it dies
it's purpl
purple is pure damage demand (and range)
yea, makes sense why I die
make sure uni shield is tier 1
I followed the recommendations, yea
Could be an issue with Anvil range or Knight's tier
'cos e170 damage should be fine there
Enemies are only at e101 from the looks of it
Shields will be higher, and Universals have resistances, but still, it should be enough
accounting for your skill issue and the fact that i recently learned that when an enemy copies an attack module it can use it before doing its normal attack, yes.
t!math 4.18E+101^1.1 * 125
7.589338487437894e+113 @winter junco
if you can deal more than e114 damage then you shouldn't have problems ig
my purple isnt working it keeps pausing it and at 80 secs it dies i get nothing
it's supposed to set an idle
if it dies at 80 seconds it's doing well
check on idle production
it's probably a lot higher now
its still 147
im on dark realm
i tried on every difficulty
What should I do to fix this?
If it pauses, that's probably LagSaver - it pauses when fps drops below 120 (make sure that you're set to Unlimited for this one in the settings; if it still pauses too much, then you can edit the LagSaver120 file and change the 120s there to something lower)
80s is the expected behavior
I'm not sure how this is possible, do you mean 147k at least? 'cos just 147 is really low
Aside from that, things that can help:
- upgrading Fragment contracts in HQ
- running at higher Infinities (the BPs are designed for 100b)
- getting some Attack Range on the Anvil (this is specific to Purple)
Knowing your kps on the 10 minutes chart could also be informative. And do the other colors also fail, or is it just this one?
147 base
Base?
I think turn off x3 speed
Yeah, that's a start
Do you have an fps limit in the settings?
Unlimited
vsync?
Off
Does this use diago?
No
well, do you see daigo at the bottom?
I don't have it
That's the only mod I don't have
It keeps dying
Even on easy inf 1
How much damage is it dealing? Can it kill enemies?
Did you down-tier the purples?
No they are at 85 min
Oh didn't see thT
To be fair, some of the top players also had this issue 😛
I think setting SB/Conductor to t1 is unnecessary
So do I have to do all the one below division shield or neutral gift
div shield and everything below that
And Neutral Gift specifically should be Tier I and level 0
Probably, I threw in everything in there that seemed like it could be a threat
Most of these mods are max level 5
But I didn't test it beyond "it works"/"it doesn't work"
It's still important that they're downtiered so that they don't help the enemies
Uni. Shield, for example, gets a lot weaker at Tier I
oh right, it doesn't have inf foundation (it's normal)
when does darkness era power get disabled?
I disabled it manually then it died to nature
Right, the BP assumes free Era disables, do you have that?
I have for neutral and fire
Ah
Then you should get them all, most endgame BPs will assume the ability to disable all Eras before enemies even show up
you can boost workshop in power plant
Wasn't there also an option to pay-off the timer? With kills/hits or something?
yes, there is
So farm those, yeah
How
My idle is 30 hits per sec and 200 kills per sec on every element
Should I just put on every Armour?
And sit there
no because you actually need to take damage
So no diamond foundation?
I think you can leave it on, if it doesn't reduce damage too much?
ones I can think of are death wish, fracture, and diamond foundation with less than 33% health
One more thing to note: even with the Eras handled, the BP might still die on DR 'cos DR is a pain to run - it also requires anvil range, and maybe even high Knight's tiers (as in, not just for the last few % of kps, but for survival)
So if that happens, I'd recommend trying it on Chaos instead
That one's way more forgiving
Like e13 temporary?
All 5 that are needed - Tower damage, Nature damage, Light damage, Earth damage, Darkness damage.
Will it not work without them?
Im only able to get 2 right now
Tower and darkness
It might work, but at lower infinities.
Well, you can try.
No.
Even more roboty
if you want a boost with all of those it's called "pentalock" on this server, you can sometimes find information that it's up, you can find math models for calculating when the next one will be, and you should be able to find the times of best ones found so far (which are reachable by changing the clock on your PC)
The BPs are currently designed for Red modules at t215, and anvil boost around e102 total (this is Tower^3.6 * Nature * Light * Earth^0.8 * Darkness^0.8). This is for maximum performance, though: it should be possible to use them at lower Infs and in easier places at lower stats. You can also tweak them, by adding stuff like Shoreline Boost, or Energy Regen (and then more actives)
You might also need more Range to do DRImp with non-Borfs (which I think is Red and Purple now). TTXP is more optional, but it helps
yea I'm way too weak for this, lv135 for offense, e6 perma, e9 temp
Can level 1 eternal wall be used for the purple frag bp?
no, the enemies always copy modules at max level
I need this for later
This post is linked in pins of #infinity-phase, but sure.
That's where I found it
set your PCs clock to 12.12.2043 at 7am (UTC+2)
Do these require any specific setup for infinity stones and town perks?
neutral uni toggle, fire toggle, power stones and damage town perks
I don't see a neutral + universal toggle:
i meant Nature uni, sorry
👌
thanks
glad it overlaps well with BurnORF 😄
makes sense since it's based on it. but wanted to double check
nature damage is just the best source
how long does each round typically last? mine is only lasting a couple seconds on Beach Easy inf 378 and I could push higher with normal BurnORF.
At least 1 minute is required to set the idle
Purple should last 1:20, other 3 can go for much longer
ok, that makes sense. this is for blasting for idle times, gotcha 👍
But they do have less damage than BurnORF, 'cos they're optimized for setting idles and not pushing
Yes, but the AI should handle it
Experimenting can help: trying different areas and difficulties, and devolving the BPs (you can give them a lot more damage if you sacrifice some efficiency)
light stone enabled i think
looks like I'm too much of a baby in MT15 and I have start on Forest Easy for a bit 🙂
thank you
If you're like a baby-baby, then Luna's Fragmented Sandstorm might also be useful
well I'm about inf 100-1000 across all regions/difficulties.
so I'm not early Inf since that is MT12 I thought. but I"m still a fresh MT15 and working on getting shipments to 16667 still
In the pin it talks about tiering down modules. is that still a thing or is the most recent BP and AI just take care of everything at max?
almost 1m with BurnORF then I'm going to try seeing what my new idle frags can be with these
You need to manually Tier down some modules on the Purple
btw. the BurnORF mod I've posted in the other channel should also set a decent Red idle
oh it absolutely cooks for Red for me.
I'm trying to use these to catch up blue, yellow and purple mainly
what else do I need to do other than import the AI and BP?
light: ON
nature + Universal: ON
Fire: ON
Town Perks: 50/50 on Damage/Power Stones
you said:
Purple down tier .... ??? which ones?
what about other colors?
Instructions for Purple list what to downtier
I'm assuming same as pin?
Set every Purple module starting from Division Shield to tier I, and Neutral Gift to level 0
Yeah
ok good
and that's everything?
Anvil same as BurnORF?
For anvil perks, try set a permanent buff on Ability Cooldown and Tower Testing XP Factor,
then lock as much of the following as possible (order of importance from most to least):
Tower Damage Factor, Nature Damage Factor, Light Damage Factor, Earth Damage Factor, Darkness Damage Factor.
Getting some Skill Points into Resources and Town Assets also helps with idles, if you can spare them
'cos that improves TTXP
I can change to any ratio you recommend in 10s with the unlock. I just don't know what to use that helps the most.
Yeah, you want what's called a pentalock on the Anvil
Which is Tower + the 4 damage types
oh I've heard of pentalock but I haven't seen it defined in any Anvil Guide, Infinity Guide or anything
Tower XP? or Tower Damage?
On Anvil? Damage
Tower Damage + Nature, Light, Earth, Darkness since that's what we use in this BP, right?
Yes
Would you mind adding that to the "General Pointers" in the pinned comment? It seems super important to maximize things well
Essentially anything that is not covered by the AI is where most of my questions are coming from.
Hm, I thought the Anvil was covered in that old channel I linked to, but perhaps not - I'm going to sleep soon, but I'll look into it later
thank you for all the help! good night! 💤
they very well could be, I was reading everything in here and getting lost but I hadn't clicked that link yet
so I'll read up there as well
Optimal is technically as little damage, and as much of the other three as you can get away with, although the differences are minimal after a point
In practice, just throwing a few levels into Resources and Town Assets each can make a difference without compromising damage
oh nice! thanks for the advice!
One thing to note is that those old BPs ran only for 60s, and that value comes up often in old conversations. But while it is the minimum, it's actually almost never optimal
I assumed wave accel helps with frags/s, right?
only up to the value needed to make enemies go maximum speed
Yeah, and going above 60s has 2 benefits: it mitigates the impact of the first couple of seconds (which are always bad) on the average, and it allows getting more secures
which is what number? how can I tell when I got that?
@cobalt sapphire has earned the Wildfire role!
it is significantly lower than the 1 billion you will likely start with
(That's assuming peak efficiency is maintained)
what do you mean by secures Yoshi?
I thought security was referencing the software as in the scripts? is that wrong?
or do you mean the longer it goes, the more software the ai enables?
i didnt say it, but it means the infinity disables
Secures as in module secures/disables
does that mean all those accel increasing softwares can be disabled?
just the 1b and wave restart left
except for wave streaming
yes
and some uncapping software if wave catalyst doesnt
In the AI, it's not using Blue's Frost Nova and Aura Enhancement, is this on purpose?
Yes, they are for additional Fragments.
alright, also kinda odd how all colors mains are different, are you supposed to reset once the Mains have run their course?
What do you mean? You just enable the AI of a Fragment color you want to farm + the ones that are always supposed to be on.
And just leave it running until it dies, I believe.
No like, Blue and Red just runs the scripts, Purple ends the run after ~80 seconds/ticks, Yellow loops, that's why I got confused on "do you need to reset after X time"
No, don't reset. Just let them run.
alright, guess I'm just too impatient and/or reading too much into the scripts
also doesnt help I'm only at 100k instead of 100b
Doesn't really matter, it's just your idle will be lower.
Red and Blue reach best results after over 1h, Yellow can get somewhat meaningful gains up to about a day, on Purple it's just 80s 'cos it relies on Super Towers (Blue and Yellow technically could go even longer, but it'd take a lot of time to get meaningful gains out of that)
Blue might have some issues on low Infinities 'cos it's reverse-reflect based (but it doesn't use Harmonizer, so it should be more forgiving here than Sky Breaker)
for fragment farming. what boosters do you set for optimal frag idle setting?
resource ones
thanks
Tree boosters 🙂
I'm not in experimental just yet. I still want to play live version for a while longer
Resource ones give a slight TTXP boost, which helps with idles (faster secures)
how does Red get best results after over an hour when the ai last executes light focus at 150s. wouldn't I just want to end the run after light focus is done at 195s (3:25) ?
Not if you can survive without the boosts.
but it doesn't recast nature, light focus after the second time, right?
at least I don't see how it does in the ai script
It doesn't need to. (Does it not have enough Energy?)
oh! maybe that's what I'm missing (can't see in game since I'm in the middle of a climb)
Oh wait, I remember. The Energy is needed for Subsistences and Battery Foundation. And no, we can't use Energy Regeneration, as that would hurt the Fragments gained.
ok got it! thank you!
Yup, the idea there is to let Uni. Gift build up, and then survive without any actives
Older versions, designed for slightly lower stats, used more actives and survived for 2.5-12.5 minutes
With better stats, you could reduce the actives even further, maybe to just only a single use of DS
And then live even longer, although the gains from that over a 1h run would be minimal
Thank you!
I'm also on the struggle bus for frag farming
I can't seem to survive very long enough to set any decent idle rates. I was hoping that since I can do ChNM I should be able to set idle rates of e6 but maybe that isn't a reasonable expectation for where I'm at in the game.
I have inf 100b on Forest Easy, Forest NM, Ocean NM, ChNM (technically this is at 91b but close enough)
Best rates seem to be from just pushing at this time for Red (BurnORF)
ChIns for Blue inf 4k (extreme blue)
Forest NM for for Purple (not sure what combination got me this, but probably happened in push)
Forest Easy for Yellow (Nature Damage perk with extreme yellow)
I tried the lower frag farmer linked in pinned post here and it's a struggle. I'm not really sure what else to do other than push more and get more frags from the push and come back at some future stat point to get there.
In terms of fragments 91b is the same as 10b, but that's a minor detail - you should be able to get higher than this, I think. Main thing to try would be devolving the BPs - there are many older versions of them in this thread, which are slightly less efficient but also have a lot more damage
The AI situation for them is a bit complicated, though: it technically can be pieced together from what's in the thread, but it'll be messy
So it'll probably be easier to just make new AIs or run them by hand
Or you can devolve them on your own by just adding more and more of the strongest damage modules
Using the older version of Blue might also be a good idea in general, 'cos the current one is very gimmicky and probably has a lot of hidden requirements
Trying the original Red might also be good, 'cos it had Hurricane, thus lowering Anvil Range requirement
And you can devolve that to pre-Extreme era by adding Energy Regen and using more Actives
You can grab the oldest version from here: #infinity-phase message
You can devolve them further from there, and while there's no AI, there are instructions for running them by hand in a screenshot a bit lower
Thank you for the advice! I'll give it a try
Switched some things around and seemed to have better luck with:
Town perks set for BurnORF push
Factory with resource boosters
nature + Universal for nature damage boost
red BurnORF on push seems better still. Your Extreme I think has higher stat requirements to make it better than a long push at least for setting idle in a few minutes. may be different if I did as long as you suggested in pin.
extreme blue on Forest NM. Your Extreme Blue seems ok with these new settings.
dfsFF for purple on Forest NM. your extreme BP seems to have a VERY strict requirement on stats. at least much higher than I have currently.
yellow extreme on Forest NM. Your extreme yellow seems ok with these new settings.
I haven't gone back to older versions and played with the AI just yet. Perhaps it would be even better as you mentioned, but considering you started with T215 RED and T180 others, I'm feeling like I'm ok for now and will climb to those stats with these new settings. Probably going in steps of e+2 (currently e9 anvil boost, next e11, then e13) after each new lock, I'll spend all frags to boost modules and sit on idle screen to build up at least e7 before I try and set new idle or do a new push or something.
Essentially I think I tried to skip too many steps to jump to your extreme setup.
Probably, I think even back when I posted the oldest versions I already had e95 total anvil boost
And T215 Red
Extreme Red will beat the pusher even with a short run just by having better proportions, but that's only if it can survive in a sufficiently good region
But the pusher shouldn't be bad for now, yeah
It's 7/8, mostly Red, and has a lot of damage
ok thank you. I have a total anvil boost of about e9 for each of the pentalock items and I only have about 0.915 CDR
so I'm a little short of your stats 😄
e9 all around amounts to about e65 total
oh!
so am I just trying to get to e13 all around to get your numbers?
I thought I saw you had e13 anvil all around in the original post
Yeah, a little bit over 13 will get you to what I had when I first posted
ok cool.
How much hammering do I need to do?
just pentalock and spend all on forge for now?
Hmm, I'm probably not the best person to ask, 'cos I followed an unusual strategy that's only good if you have very specific goals and know exactly what you're doing - so I wouldn't recommend that. In general, people seem to be saving up Fragments, getting a pentalock, spending on Tiers, using the combined boost to establish new idles and such, and loop
ok that's what I was planning on.
Thanks
What do you have for your boosters, infinity perks and town perks?
are your stats high enough for resource boosters, universal resource infinity perk instead of nature damage and townperks set for resource boost instead of damage and power stones?
For Fragments I use Resource boosters, Nature damage Infinity boost, and for skills some into Damage, rest split across the 3 Resource ones ("some" will vary between the BPs, I usually tested how far I could push it)
(Incidentally, Power Stones boost both damage and Resources)
oh interesting. that is yet another point of failure. I had assumed that since frag farming I would use setup similar to WinAI. so that was clearly a mistake
I never used WinAI, so no idea what that does
it sets a really reliable high resource/s idle rate
Ah, for Resources I'm using a different setup, yeah
yeah. I had read that using resource boosters and setting perks for resource rate affects fragment idle rates as well so I had assumed that I was using that since I didn't see any mention in the pinned detailed run down of your setup.
Just a bad assumption on my part
They do affect it, but indirectly and not by a lot
That's 'cos they affect TTXP, which results in faster secures
And that's their whole contribution
So it's a "nice to have" sort of thing
But not a priority
ok so sounds like I want:
Town Perks: Total Damage, Power Stones 1:1, (if damage to spare add in Resource Drops, Town Assets 1:1)
infinity stone: light, fire, nature+uni
Boosters: Resource Boosters
Museum: BurnORF 5:5:4:4 nature/light/earth/dark for power stones
Don't forget for purple frag farm to down tier every Purple module starting from Division Shield to tier I, and Neutral Gift to level 0
Red and Purple at 300+ FPS and x1 speed
Blue and Yellow at 60 FPS and x1 speed
~e12 anvil bonus all around with fire active
~T210 Red T180 Others modules
~ 0.9 CDR
And that is likely the floor of where I'll see gains over just pushing and using the earlier Fragment Farming BP from dfirestorm.
Does that sound about right?
EDIT: Added BurnORF Museum setup
EDIT2: Added perk clarification
EDIT3: Added note about purple frag farming
EDIT4: add FPS and speed notes
For Town Perks, generally prioritize the first two, and maybe just a few levels into the latter two - if you have damage to spare, you can shift things
edited
I haven't used those other BPs, so I'm not sure how well they'd compare to devolved original Extremes - so you might be able to beat them earlier if you tinker, dunno
Also the Purple seems like the strictest BP in here. I can't even use it on Forest Easy inf 100b
Have you tiered down the modules?
but maybe if I add in more damage from town perks I can? but essentially it's the weakest of the 4 I think
what would tiering down the modules do? Doesn't that just make me weaker?
It has a bunch of Purple modules that'll kill you if copied by enemies at Tier 5, and Neutral Gift that massively reduces your damage
oh!! I hadn't thought of that
The top post has an instruction which modules to Tier down
I missed that I think. thanks!
I'm sure that will fix it and bring my experience to at least on par with the other BPs. Thank you!
started trying to use the purple BP and it's certainly a struggle with only t104 modules (the red ones anyway)
even with nature+uni and fire stones I only do e110 dmg or so when I tested it for a bit
I also don't have enough energy to use all 3 super tower modules at once
got 93k per second on winter nightmare 100k
Double-checking, have you followed the down-Tiering instructions?
Hmm, that's weird
They should only take this much
might have been "fixed" in the experimental version, I havent updated so I dont know for sure
I am on Experimental, and I've taken that screenshot just now
Unless perhaps there are now 2 versions of ST3? And new players get the fixed one, and old ones keep the legacy one?
I dont think the stats of modules are save-dependant
they're global
maybe it is a tier issue
of the super tower modules
Dunno, they only go to 5, but I guess they could've been accidentally downtiered on this BP
I only have like 170m energy
I’m not at home rn I’ll check later
Those should be taking just a % + 1k, so it shouldn't matter
Good news mp!
So I finally finished my push to inf 100b on ChNM. I was able to farm with these BP/AI successfully better than other fragment farming BPs now!
I just needed to adjust my perks/inf stones and down tier as I summarized above from our conversation: #1227586381929386036 message
Red (5 minutes to verify it was capable) is able to do ChNM inf 100b Woohoo! 🎉
- BurnORF Push ChNM inf 90b -> Red Extreme ChNM inf 100b
- 385213/s -> 553609/s
Blue (15 min run to find farming value) probably just needs some module levels to do ChNM, I think, as I die after about 30s or so.
- Blue Extreme ChIns inf 4k -> OceanNM inf 100b
- 75243/s -> 214657/s
Purple (80s run to find farming value)
- Forest NM inf 100b -> Forest NM inf 100b no reg/diff change.
- 164089/s -> 222476/s
Yellow (15 min run to find farming value) is able to do a harder reg/diff than before but not ChNM inf 100b.
- Forest Easy inf 100b -> Forest NM inf 100b
- 93950/s -> 201039/s
I'll farm more module levels and see where that lands me. I may need more fragment investments and set a new anvil lock.
My plan is to be able to farm all fragments on ChNM before I move on to another push which will be DRImp.
EDIT1: add length of run for Red.
I figured it was due to module levels on ChNM and I'm just not killing enough before I get overwhelmed or something
Does the Energy deplete or something?
I'll try again and check
do you want me to limit my FPS? I was running unlimited with the lag savers included in the AI which one of them is 120FPS so setting to 60 seems strange
Yes
ok I'll do that for blue and see what happens
The Borf ones should run the 55 fps LagSaver
so why does Red use 120 lagsaver?
Blue and Yellow are Borfs
And those work best at exactly 60 fps (at x1 speed)
That's the "voodoo" mentioned in the instructions
It used to be a bit of a secret, but dunno, it's been posted many times now. If Ne0 agrees (it was his discovery), I can just make the instructions clear
I'll edit my message above to add this:
Is this correct?
Red and Purple at 300+ FPS and x1
Blue and Yellow at 60 FPS and x1
All x1
@fresh steeple ☝️
Only use x1 for setting idles
ok will do
edited above
also just to be extra sure I understand things.
I ONLY down tier purple, every other BP is at max tier?
Yes
ok great! I'll run through blue right now
btw. are your Contract bonuses for Fragments maxed out?
not yet:
Ah, I see
Wait, didn't you have maxed out Exotic Lab?
That costs like e19 of those
I thought I did, but I didn't have it yet.
I can spam ships to max contracts though and will likely be well worth it
here is a clip of my blue fight
it takes a couple of attempts to get it started but then it goes and dies at nearly the same place each time.
looks like my hp, energy, shield all go to 0 at same time
yeah so not enough damage. They die at range on OceanNM
Yeah
Yeah, maxed 6/8 looks like this:
So a pretty significant buff
I just put some frags into the forge to get higher module levels. went from:
red: 130 -> 140
blue: 100 -> 115
yellow: 100 -> 120
purple: 100 -> 115
not enough. I'll farm frags and some ship spam. and try again when I get up to T180 modules, e12 frags for new lock up from e9 red and e8 others and see where that takes me.
My cooldown is only 0.915 so I may invest that to 0.9 like you mentioned earlier before I get the new lock.
I only did the red run for 5 minutes to verify it would work well for me.
the other runs were 15 minutes since I wanted to see what they could get since I couldn't do ChNM.
I'll note in original post in case others are looking at it for a reference or something
You said 15 here, but edited-in 5 😄
yes, borfs magically run with better efficiency at 60 fps
Yeah, but I was wondering if I should just add that plainly to the instructions instead of the voodoo bit
'cos at this point it got posted many times anyway
yea
All right
it seems I'm even stable at 60fps while running 3x which is completely counter to what I was reading before that I needed 180fps for running 3x. maybe borf completely bypasses this?
maybe, it does rely on spells and not normal attacks so here's that
yeah. very strange
super bounce is just very good in general
yeah it is
and supermulti is only really to catch the stragglers
I wish the modules (super bounce and super multishot) would tell me how much damage they per shot
its the same a regular attack
oh ok
It can be stable on different framerates, but the 60 (and presumably 180) was needed for stable max kps
I recall testing it with with 30 and AZ, and it was still holding up
I might've also tested x2 and 120, not sure
I was consistent max kill rate with 3x at 140
But that's why it's a guideline and not a rule
60x per speed
yeah it looks like, even though I'm stable at 60. when I go back to 300, I get more kps:
The lower part is 60fps and the upper part is unlimited/300 FPS
it's strange that I see no difference when running 120FPS over unlimited while at 3x speed.
maybe something changed in the code to reduce impact of speed boost a little 🤔
can't even tell where I flipped from unlimited to 120 in this 10 min kill graph:
We do a bit of trolling:
(This puts Something directly on one of the spawn points in DRImp)
It looks pretty funny in wide view
Hmm, but the one on the right seems further away, so maybe I should aim at that
Progress!
Spooky Purple BP + AI patch
Dark Realm Impossible 100b, requires Halloween Cauldron buff (see below) tVRbb+JGFP4rq7xu5QUDbam7lewkdoICCWTxrdqHuYEH5mLNjCFO1f/e4wRIiCq1fShINmc4l+8yM39cYNGw2nDl7MUvn36/eKy13raffrWw5tjX/k8//xagxiCPVIxsmcEaGRoo5BrDPIpaLLSWgW0VM+vWWyOOTsFOcxog5xDZerIRjttKu+OCrRmjAdbaOq9RfMeMRSKwtUC28phgkinnvY4J2Gs/jCwngdN7Zjzb1PAcQAETwrNaMldxtQ4QN17VGMMJUuwst38W+cdKher71RWzjqv2sPaC+/UnNVoxz7bWMRlsFV9Xzqu7NgGXNSLOWxu0464NTvy8lSaNBWpWNBLDJMpYHSBZC77iECrWOANMDwqujd676hgZtml2DAIW2IozQUGalRa0Y3ZIqWGGBoVdxSy3AShFHLAFDJ7caCYUN8ELDtGQbRswZFzloR0SSIGDgeTWcgGUmOG6sQFXK666YoPUmh1YrwUiHVZb8y2zh0WDKILWzjAkPSBzTIYFqY0N1nx1cpIFlK2YsszDjdgjsz3SoXzHLdfq9D/RijbEaRNQTpi36qgTodEWWlVatK9tj6JhwQC+WnsWqK0Nl6AYAjsDw1adEB5BtUNcHcdxCdAcEp1DJ0GPe+11O3yMEbZaNI55z8zoi+8/fLqwxPD6cDri63RIbyYCZ2n0+K2e03yyx0k6KzLRhG+f++5xlVCBZdqibNqQwWJHwmqD/dEzTeKGhvN8kVc9IlNXLuPJvYj6REW2TGeiGKRtmU8fSj9tynxSF+1IsCTd0HwhLpPZDqtZr8hGvSiiMbtZtGXWF/Pl9sflTdqS5Eks/S53Isj+SZXZSBApNndQgwfhbeGPOywVVvPreHnGZVpk9FuRl4JsrttpOH6rlemwzGZ9miz/fX1EYR4VhI8c9hd9nCwbms8Eyg78o0oVgPtO9nflTWrLx1FVDBY1lcsGcrZlvj6bdZXFNfTSwAv0nFVYLnOajAdlftvgbLyl2ZO4U+lzCT4caorSjx30Pc0vslkPAb47KZoySYdnWob9I95nmkfwHj7F4Bn10/Ydxj7x0/pYkyS0wtnybb6MNzQRPuTVWC4EO/d7dsRLBum+e0+r+J0/tEI54FSLGkcx1PX3BXhPQIM7CTiyiS0XscLJmBfZHvCP+4XsZlJBz+dEH+LLh03vvZZXN8PcLHH1ebENi7/VMI92xBc9lI2b/8jxgQwigZN9A7hdmS80eKnOdJ6H4eX2Ngyn36Lr7O18UD+u6U3aQG97nUF+HlWgyzP2hyeukG+xP6nw5WiLBynvPIUz0jv3Mf4Q335+mL/HOH1++X6Z3c7//z26eHeGB3BH9ChgQtl+AXWOJHGLcsDKT3wg/2lXyNiePH8cqTKfn80JP8ab4fg953D45XL8WJEv/dk/3UH3Z3cQ7L3Ct2/7VKZdXkvDr18vvv/5Fw==
Best performance: 1 106 821/sec
**Cauldron: **
Is there a savefile shared somewhere with 100b inf in these region? I've got a bp idea to test frag rates for but dont really wanna idle for 40 hrs
~~your save in 40 hours will have it 🤣 ~~
I don't think there is one for the community to use but the devs have some that they have been given for testing
You could run it on whatever you have and then approximate how it would perform on higher infs
the devs don't have saves that are at 100b that they got themselves
I think they just end up stealing BudEBoy's save for that
wait no
I don't think he even has that many inf 100b's
All I know is they said they had a save from people that gave them it
I could have sworn it was at least an inf 100b not necessarily 90/90
they have my tpt1 save
my tpt1 save is the one on a bunch of the images on the steam page for it
they at least have an inf 100b save for either chaos nightmare or chaos impossible
since those were the first regdifs that people had gone for
Yeah I would assume they have forest easy, chaos nightmare and impossible. Those are commonly ran enough.
forest easy is rare for someone to do first
But going back to the question originally asked, no, there are no community saves available for random discord users to try stuff with
I did it first. I'm a snowflake ❄️ haha 😂
my first one was chaos nightmare
because impossible was kinda difficult at the time
and uhh
you had to sit in tower testing for a really long time
because of accel farming
I did Forest easy, nightmare, ocean nightmare, chaos nightmare
I use BurnORF since I started recently enough
my push is like 40 hrs except chaos nightmare was a lot of resets since I kept dying due to lag and not understanding enough of how to mitigate that
Energy foundation ftw (think that's the name)
Now I'm just farming up frags to be able to extreme frag farm all colors on ChNM before I make another inf 100b push
Currently I can only farm red on ChNM.
why were you accel farming?
Others are in Ocean and Forest currently but not too far behind red honestly. So it's fine for now while I learn more about scripting in this game and hang out with family some lol
Speaking of, I made a Spooky Blue prototype that works on ChImp, but it only scored 614k/s - I might be able to get it to set an idle by the end of the month, but I'm not sure (it's looking really close)
have you noticed the partial module tags "rework"
toggles gained #active for example
Nope, seems interesting, I'll see if it allows some optimizations
Gives some flexibility on Red, I suppose
also we're in luck, despite the active tag, enemies still cant toggle toggle modules, so maybe it's coded on a different level
I've looked through, nothing major for sure
Yeah, most of them can get Active tags easily anyway
Just got this with a glacier bp in Chaos Insane
fVNLUsMwDL1KJwfwAfCOHWdgWCiO4mjqyBnJaSkMd8eOU5qmwE7v6enz5OSzacOMkxAnbZ4Or81zhocXhxYZxV9MC0ruCvoQzzZRh6YEA8gYmT5QTGniINk+ztxBosiGuCemdLE6YQjGB3CUlTrREXUlNY6YBmJvO+yRFU07hzPI0dI4gUvGC5xKD099MjPTCUXR6kAYOgPdCdhhZ13kkihTp3hGsYJKmkrSQKvmDCmTyENhRuRkYBawLYiUlQL5IVl8dznvcYVFYbI9jZEr6OTCqGqLazGC2V6e/VO2bgfhRjHOSTKxW6fLBpdOOpQj7CAGdEnIFdubwj/o0u+fVPWyI4HuLlQ1bYju+LueIc2C63or2EhWpjZ4TC8bgqRhbbCbXmAtvUVbeY23h1iIKuzpcdaeu73LvfDOwuNDLW3qCptwe6trkY/RByzfe/4Jcmnz9vUN
It's "max kills/s"-ish, with bad ice spike rng it can drop so you have to place something
Setup is max water and generic dmg: water inf stone, full water power stones, duo lock on water and tower dmg
Tokens also help both with their dmg and armor mult
You can die randomly with it so I only went for 3 mod secures, if you manage to survive longer rates should improve a bit
Oooh, 7 contracts, looks interesting
Good bit of improvement
Although for some reason I'm getting kps mostly in the 2k which results in this:
I'll try with CDR in the Cauldron
Ah, right
I don't have 100b there 😄
Yeah had to wait 2 days before being able to test too 🥲
I wonder if DRNm would work
And yes, if dmg is enough going for cdr in anvil and cauldron should improve consistency
I tried but the map seems worse for glacier spikes, seems like they dont spawn close enough to the enemy spawnpoints
Yeah, the layout is less favorable there
is it because chaos has curved lanes?
DRImp has the spawn points really far away in general
Hmm, reaching enough damage for ChNm seems too far off
I think I could maybe get it into low e200s, but that's still e20 short
Yeah it is a bit to go
Hm, true, seems so
shoreline boost is a decent one, but I found that without google's area increase you die way too often
All right, I guess it's time to get ChIns 100b 😄
Incidentally, this score was at 300m, so something like 750k should be possible - maybe more with further optimizations
yeah I should mention that I dont have all artifacts, so less than optimal contract boost via light triangle
I think I'd also experiment with Cooling Cell and Refresh to perhaps always have double spikes
Increase in kps could be worth a loss in ratio and overall duration
btw. what are your plans for the BP? As in, are you going to give it its own post, or would you like it to be incorporated here in some way?
Incorporate it here, especially if you manage to squeeze out some more frags with it
before trying to frag farm with it I just made a barebones version so maybe I'll make a post for that one
All right, any preferences on how you'd like to be credited?
An @ it is then, I'll get to it after the ChIns climb finishes 😄
There's also some future potential in this tech if we can get more Uni. modules
It could then maaaaybe allow for 8/8 on Yellow and Purple
lol, these bps are all going to be so different
Hmm, could someone post the damage on Glacier Spike, and how much Water Armor is it plausible to have? I'd like to do some math, but I'm in the middle of a climb now
1.616e72 base damage and i have 330 times armor with 8.39666e8 refined armor and e152 water armor
dmg from bp only (assuming ref armor and bulwark included) should be around e154
then that's boosted by (generic all dmg mult)^1 * (water all dmg mult)^1 * (armor mult)^0.5
what's the max normal element dr enemies can get btw?
wdym?
Depends on difficulty, /65k on Impossible
water uni toggle, you have that right?
yep
I wonder if Storm Synergy not helping is a bug. 'cos Water damage seems to be applied normally, and the description doesn't say "projectiles only"
i think synergys are crit type
With the anvil stats I have, squeezing the most out of it I deal around e195 to inf enemies
True, most other projectile-only-mods have it clearly stated in their description
yeah, the synergies dont say they only work on projectiles
ddoes shatter work i wonder
So I guess it's either a description bug, or a mechanical bug
I think with Shoreline and ST3 I could push close to e220, but that's still short for ChNm
And there's the issue of some enemies getting through, dunno if I can tank through those on Nightmare
the synergies do not affect the damage stats in tower testing, which indicates they are either crit type and not labeled as such, or they are incorrectly made crit type, which i doubt
I tested st3 and it didn't seem to work sadly
shoreline and water focus did tho
Hm, weird, I recall ST3 also underperforming in some other test I did recently
wow, st3 is really a crit type
Bah, my climb died. I got a bit greedy, and tried to keep farming Souls and Fragments with it
I'll need to restart tomorrow with something that's just stable
nope, tested
so that either means glacier isn't a freeze or that shatter just doesn't work like that
I also tried deathwish but didn't notice a difference there either
yep
neither did subsistence and battery 😦
we're just hunting for crit types i guess
crit types dont show in tower stats, and things that don't show up there don't buff projectiles
Anyway, I tested the doubled spikes idea:
A slightly messy test done by hand
I also removed the Harmonizer for this
is that chimp or chnm
ChIns
alright
do you think optimising for water damage can get this up to chnm or other regions?
So we're looking at 850k now, and I think it can be squeezed a bit more past that
Maybe DRNm
ChNm seems unlikely, esp. if ST3 doesn't work
fVNBcsMgDPxKxg/gAeXWW9/Q6UEGGWuChUfguJlO/14wtHGctjftaiWthP3R9X7BWYhT7J5Or91zhqcXgxoZxV1VD5HMNxh8WHUii6oEcUbvlQnBE7uGBAfBOOohLGwhUWBFPBBTujaF82AIRcWZzhgbGcOEaSxtLA7IEVW/+BXkrGmawSTlBC6lh6MhqYXpghJRx5HQWwX2AmzQahO4JMrUOawoOnuhmEpSQR/VCimTyGNhJuSkYBHQPYgUS57cmDS+m5x32GBRqClwDIErsHJljFGDTEHKxsR59k9Zcwf+RjEuSTJxsGPzglunOJYjHCB6NEnIlLV3hX/Qpd8/qbrLgQS6u1DV9D6Y8+96hrQINnsN7CSNqQ0e05tDkDS2BofpBdbSW7SX13h/iI2owoEeZx2527vcC+9WeHyorU21sAvrfVwIzmP5wvNfk8Xd2+cX
Modified BP
Cast Spikes twice at 0s, 20s, and 40s
Might also place Something if you want
End at 60s
Kill rate on DRNm was worse, far from full kps
So that's probably not good
Hm, why is Light Barrier in the BP?
for #light? idk
for reflect dmg to regen energy with power conversion
it might become to much to tank at higher diffs
going for infinity regen would work as well
Sky Blessing should also work in case of higher difficulties
Yeah
Either way, doesn't seem to be an issue on ChIns
AI run, and I didn't use Something this time around
So that frees up a Purple slot, I suppose
I guess it could go to Sky Blessing on higher diffs, but that's nor useful here
And ST3 doesn't work, hm
3VNNb5swGP4rVa7bAUw4ZFIPQIJTmqJCiw2edsB2ViexESpxIFT773OiftFJWy5rtSGBONjv8/k+jBp2v6q3zejL2ddRmKExn0eSYuTf3NYBnSOZAbTmeSRZ6z0//uHfj6oC23Kh7B2Zo4bcuD3Bsc1UdlGAiWZOKmiVzKYglUQhzUCmiwo1HIT7sgsrgl3JlFwvKi7KPLVpldbUD9cU2G2RRzUzMxYq3XEcNSSRLYWhS/ILvZx7g/neejwJYLyjVWwV2LW8I8/AE4HrzxQXFGea4smG404uqlgWDtqTRBgct+cw1NxLMub4ksJWE9CJAkjJVm7PoLwn+VVKANLE8Cn2rlNgaXGDUeI2NRy2DBotucFeuRvqoBWFWcRgJ5YY7ReVaF/z8r2LT9cD3Kujl4Q5cZKe6KUTtwR3jdGxMxlZJZSa/G0vLy8zqOzgRC9jAqTigWtTJYHxrSfJ+fno89lotvm1W7c4rOndS6+myeHbvdITW9QZcvx9RycvdxUaHzzkMDv9fscNHj/kv6XA+AgzzfNYlvhRny/e5iQKJ625yrQ5syH53RBr/piX4k2B4/rguelaXQLUh47JA5ievMyyGUD1k/cQvvFbhWsOjac3bk1VKpfe0PenDhv8HT324v20zDCXVKF9ia+02e+az5E2XJsZNl3KfWHy6CkYawIndqE6ac43FESCBs97Y3YPWcN9Ca0/7M8k2C7X7NrqE//fz40ppMzbl++o5YNy+y6W21Rfu9P/IbeP2LfRtx8/AQ==
The AI btw.
Requires getting CDR on Spikes under 20s