#Fragment Farming (Extreme Edition)
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I was almost able to drop energy flow when swapping to cdr cauldron but I'm just a bit over 20 sec
Yeah
maybe if anvil cooldown comes in range
I'll try, I don't need Anvil for this
For damge that is
Hm, dunno
Let's see how it plays out, maybe it's rounded up
It was not rounded up, oh well
No dropping Flow
is ChIns 100b even possible? I deal like e148 damage
ah yes
too used to nature
still only e194, and thats with anvil, no powerstones tho
titanum hull can give another e51
I got it to work with Harmonizer instead of the two CDR Yellows
I think it only buffs General?
ah right
This requires the Cauldron to work, though, so it's a Spooky variation
And Anvil lock on CDR
Better RNG
This should be 883k on 100b
by my calc, light bosses on chins will have ~4e188 shield, so that's the damage threshold
also for some reason, I'm not getting this formula
in the game, its hp/8 instead of *125
weird
Hm, /8 is *0.125, so maybe something with that?
maybe
@polar cosmos fix the wiki
Is that 100b?
Ah ๐
pov you're in a low inf competition and your opponent is an endgame player with T200+ on all mods
no strange health buffs or shield nerfs?
yes
There is Bulwark in there
good science though
Doesn't Shield take the base health?
yes, now we know for sure
Also, Google seems to be required, even with double Spikes
So we'd need two new not-red not-blue Uni. modules to use this tech on Purple or Yellow for 8/8
how does google buff glacier?
is it range limited
Bigger spikes
didnt know about that interaction
do you think dark realm is a better or worse map for glacier spikes?
enemies on DrNm wil have less hp and so shield than ChIns, and might give that 3.5% extra frags
Enemies seem to spawn way further back on it though, I never got close to full killspeed there
yea
they do in fact spawn further back
lol they take damage so far from the spike
you could call this graph, a glacier spike
a theoretical max for this setup is 913120/s idle
Get out.
From the test I ran, the kps on DRNm was really bad, even on double spikes
understandable
btw, do you know if idles use game time or real time when setting the idle
for example pausing the game, will it affect an idle or not
It always was game time?
idk
Game time, as far as I can tell
E.g. AZ is helping, and not cutting the idle in half
I'm asking for one specific reason:
When you exit tower testing, an animation is played with the black bars covering the screen, however while it plays, the game still runs.
And I do not know wether this time gets counted into game time or real time if at all
so you could just exit, and have that small overhead time, or pause before quitting
Ah, yeah, I've been wondering if it is better to pause there
yeah
But I haven't tested it - pausing mid-run seems to be fine, though
It could be tested on other regdiffs through the stats screen
But even then, there's other small RNG that could affect the results
For DRNm, I guess we could try if Tower Range helps with this. E.g. we could cast Hurricane before the Spikes (so that'd be without Harmonizer) and see if it helps
i dont think GS is range limited, it doesnt get affected by generic armor module
Ah, true, that's in there
High Mountain Gift should make the spikes even bigger, but it'd break the 7th Contract
yes
98b left to climb... I wish those took 15h so there at least wouldn't be an overnight required
Also, saving this for later: 1715213700
trueeee
that'd require ~38x to accel or ~12x to eras skipped
Huh, quite a bit for what's effectively a doubling in speed
accel calc is messy, i may or may not be wrong
it is a little messy
what is your take on this, assuming an initial completion time of 42 hours
regdif, accel boosters, kill speed, i will need all this information
none of those matter? you have the time it takes normally, assume maxed killspeed, chaos insane
they all multiply together
so these specifics dont matter if we know the total outcome
just tweak them such that the total is close 42 real time hours
I thought it was more like 30-36?
On Chaos at least
yay new pentalock! went from ~e9 to ~e12
Needs more Purple ๐
just tested the game time thing, idles indeed count game time, pausing didnt ruin it
also inf burst gets processed before damage
so if it procs it is essentially a 40x damage boost
That's probably why it helped so much on Red
yea, just wanted to make sure if something like headhunting is not better
With bounces and splashes and multishots and such, I think it might also get applied multiple times in quick succession?
possible
btw. has your climb finished? Mine's still on 52b
yes, that's why I'm free
you sure you have accel boosters?
how long is the run atm
It's a bit over 30h now, so it's better to just keep going even if I forgot them
31-32h, I think
I made the window too small to see
I can just barely read the Infinity counter
How long did yours take?
~37 hours
Maybe it's fine then
I definitely do. I may try out some of the things you and Ne0 have been talking about above regarding purple idles
We were mostly talking about Blue recently, though
Except for this
It's a little bit better than the main one in pinned, but requires the Cauldron
At this rate it'll finish about an hour or two after I'll go sleeping
Ah, I guess it was slow 'cos Lag Saver ate a bunch of time (It finished around 40, I think)
At least the Boosters were correct
its frag time!
Yup!
First attempt with the non-Spooky version:
I'll figure out the numbers on that one first
Making some tweaks to the AI ๐
Good tweaks, it seems
I guess I should back up the old Blue in case anyone wants it (it had cool tech)
Reverse Reflect Blue
tVNbc+I2FP4rGV7b8WCI26HedAYSMGGDd/HG184+6IYtLMuMJAOm0/9eGRNisjNN9qF+0dHxuXzfp3P+7kFWka2gXMneHzd/9aYHJUhBbj5J7VTkzvx99KcNKgEMlBGUEwFLILAtiKRSAY6IsQeKiK4D0KsrYQQpQRFVdVuo4lnJapscUAZ4SvSd7oiQgHWz1lQQW2aEsdbs1oey9UFWovzcvw39EYuObZ1tMKNpps72G5xNaOO64Lq6dFlcnCcUlxsnlRKaBeFZU7AgXBkN4W6Tl5h1WXEMFC25UQABGbGBKEphCLKmnODufwiUxl/bKV0rAxNJhLLl9iSMKKXi5Q60up6uullKOBFtriBMGztiU67rauxNg4aJDYEQlIgTyRe7FQeTNeGSGKV+FM1MpOTiklqBnECA8rOE3adrY4UhM0oYtttDo5cU2ajkTVwDaVvu9WtwoCpBDAxqXagsbFlrzGltpICCy2VXUmxr9rqf0SZIVVYoO9OX1bYZx0rrevYUFVNUZqWySVuh7a7llZLy1JD5WcYzbmLnvOF8BnWG/EpKNe62jzHsvsmLnDYsxbr3/debnkSCbs87NPODWzxfMBgGk2/P23s4D5g/CDY4WjC0H1++SWNPFjwOTfZUmLtkHsjkm3VMQtdEhf8YD0YVGnoZ5KvpdO6WINT/7y0TFmyQRItjHO69ZBBU2t7GtTWMQ9bHodUH2q9zFXJmNYjcHaRWDocBhY6/QM4hI2FQP/Fsf+/of9ztxzpnMn785esq28CBdcTOrMLj5Qlj+riqVt7HMD44C5lE7hGEFn/iriDejCehxVDBNk8cZyDyTMi9LZzMdB9zH2vcSOc/Fd4Ohzp3xfbQmVlJ9FiR+fiq9nhzO+riHZ90nLAjMifTAmcw9CsYjnIcHpjuzeJhUCdXfFYudkbDpjYaBvvmXB7+Z3yfP/tOYd5/FF8yYAXuvG+yurvr6dma5j/O03M428L0dZbuT/ahw8ftw+E1xv+ey9FrbhHcNu+LHf8n8t/pPb3KXcYhfo6jhKGNbz4MMINFUINwqWc5a7Tpv9HG96Ksj4pAJf5s8SU/ZInpZljnuM/+srMDOn70Zq6tGZl7daLnd+Xnv62KUZ2k73N9eKv5cFF8AOeXa5yLHSrirx18jDiNXh57F2OGtYaYIWopONBz6fgVjlymd6vtNcne7mQWD70tLvxKx+RJlF7zifQMD5q913vr6HOz/CndsMM2YK/n8fs//wI=
Dark Realm Impossible 100b
- It's a Borf-based build, so you will need to put some auto-clicker AIs on Super Multishot and Super Bounce
- Disable Universal Shield, Super Tower 3, and Sky Blessing
- Run for as long as you like (running longer brings some diminishing returns)
- Limit your game to exactly 60 fps for best results
- You can use Super Tower 3 if you need extra damage
- You can swap Uni. Shield for Photosynthesis for even more damage
- It might take multiple attempts to get it started
this is the previous one we had yes?
Yeah
I'll add the new one soon, and then do the Spooky version
Neat number to stop on, I suppose
Extreme AI:
- Make sure that only one of the four [Color]Main scripts is enabled!
- LagSaver might prevent you from re-entering Tower Testing after returning to Town - turning the AI off should fix this (I'll fix this next time I'm updating the AI)
- Make sure you can disable ALL Era powers for free!
I hope I didn't include any Spooky/experimental Scripts by accident
All right, Spooky time
Neat
Spooky Blue BP + AI patch
Chaos Insane 100b, requires Halloween Cauldron (see below)5VXbbts4EP2VwM8LwZbj3Xq1KWAnldPUMWLF1oWLPvBmiRZFCSTlSxb995KW0jhOWyAvLZCVIYNzODNnzgwJ/ddBvKaVZEKrzt9n/3buq7LM92f/KINpetH7a/jeo4LKdO8gqBj2VEU5d3BZcibS1pJ0JanKvAzKohTsgUrHpsVQe6uyFgRqVgqHiRUTTO/boJRDzIynqlhOlUfoigpFHVTzLZS5x4oKYu2kEm5sTMpW2qkF21CpaJtBlQXV2aGMjFFOHEg2UGBKPFwK62hZq3JLpWfKY0rbTQci5WyhNiAVmUUKKrQDawk9usMGSanDWZppz2KOEaTKUjQGkXtBlfKsTmllM2HYvoW19UH+BAlaa2mAkwKIkXjIpDKr5MSknGItGbbCjwJ/ANt8P9lqtJyAkD3rSeODeInz7/sLqGtJ2/Ja48ilRZoEL7cPFUKpszbBCbs1m9Cn1bF7sz5uxAFoHFfsJdcp9jSX547PJLwc1CFNU8LRsu0VlNKe3sZqz19zQ9KyTDm1x93cAZOn8/mPs47CklXtHfuQh+fk+oajKBzfL6pLdB3yReRXKB19e3z7N/YFiAYcF3w9FSSDcdBDIqjQ2F8jt7dN4psKu8N6WgQbEt0oEPgCTYYsibY1mAx7SbHj04JwMsqM/+CBTPyajObjE/vybt39mJg8uB9kSMyviqoA9lcv3t0CN6yB4Un21n+4vZzMNkjMukk06I7HoU+vgz2Ieny+zP+cF7seCGc86Yd7EN/eHcVyOgnXJA74K+Jfxb2Y+GLp+i6IP+5u16NXc5/Ex4avb9Y1ioY5iUwfRfgAIv7YowS4vgb3A41cM5PJsk6iWRfGwPSbm96H58+5ggc8CRW6HJj5+GsYhfupmG1hpDnekS7qE47ZUy4SzziM2vmMM5GYGqdFbwOuQ2U4s6QfVKRY1sYnB3F6PLsPV/FsC6KdmhaG391VqMC/UMvvOa93cxmX/avhbfcNzE3ccGBe7KZvfm5LmdKMbnbztzC3/9F9O3wcClgslr9ybr9H6+P3eJGPPj1qBXFWkdHFRefzl68=
Best performance: 900 402/sec
Cauldron:
A bit
I'll probably let it run for a while with Reset instead of Exit
Although I'm not sure if that one doesn't cause a tiny hit to performance
It worked
it is useless
Weird, I got that last score from running it in a tiny window in the background
holy
just ran the latest and got 7.9e5
I really gotta get those last artifacts
I also get the best result from replacing Exit with Restart at the end of AI and running it dozens of times in a tiny window
But after a few runs this only seems to make a few k of difference
Also, I played around with cooling cell and managed to get 2x spikes with unlimited uptime if you time it well and have high cdr
with a glacier cooldown of 13/14 ish you can:
- use glacier
- wait 6 sec then use cooling cell + glacier
- wait 14 sec and repeat
If that allows you to survive long enough to get more secures then maybe it's a small improvement
Hmm, it requires both of the Yellow CDR modules, I presume?
yeah, I needed cauldron as well but a big anvil cdr lock might be enough too
I did my runs with pretty good Anvil CDR, and it seems that I'd need the Cauldron as well
So that'd add an extra Yellow module, 'cos Refresh would be out. Getting to 4th Secure would be easy, and that'd cancel out the extra module
Getting the 5th one, on the other hand, would take something like 30 hours
Theoretically, a 4 secures unlimited run could beat the current 1 minute one with the same module ratio, but it'd have to be really long - enough to make the 3 secures part negligible
Except in this case, RNG is a factor, and some Spike layouts are under max kps
On a 1 minute run it's plausible to roll 3 perfect-ish spreads if you let it loop for a bit
But unlimited run would end up averaging under max kps, or even randomly dying to a bad spread
ouch, didn't know it was that long
It gets 1000x longer every time
Extreme Yellow can do a 5 secures run, but it gets the 4th one in seconds
Correction: it wouldn't fully cancel it out, 'cos it doesn't replace it with a new Blue. So it'd be 40/47 vs 39/46, and the former is better
cue someone suggesting to Rak it
Still, this approach is worth remembering if we ever get a new CDR source
How exactly do I make this work?
First you need to get the whole Extreme AI linked up top
Then add this, and disable the non-Blue mains (and the duplicate one - leave up the one from the patch). But not the colorless Main, that one stays
Then max out Water damage, set the Cauldron
Minimize graphics etc.
Press F4, enter Chaos Insane 100b with speed set to x1
And let it do its thing
Oh, and get an Anvil lock with CDR and preferably also Water and Tower Damage
Thank you. I will have to get on this one after 100B Insane.
Only have Nightmare in Chaos at 100B
Yeah, it doesn't seem possible to get enough Water damage to run this on Nightmare
Is the AI suppose to keep pausing my game randomly with the pumpkins?
It's pausing the game whenever fps drops under either 55 or 120, depending on the BP
ohhhh
Pumpkins do reduce fps when they jump around, so if it was already close on your PC, they could push it under
probably cause my fps limit was set under 120
Ah, yeah,with that the 120 ones will just keep pausing even without the pumpkins
I use those BPs at Unlimited, except for the Borf ones, which should be set to 60
So I already got the 100B in Insane and tried all of the things you said here but I still instantly die ๐ฆ
Which BP? And how much damage are you dealing?
And can you post a screenshot of the AI setup?
hmm... spooky blue AI should also have a blue secures patch no?
seems like I'm not then
Both Extreme Blue and Spooky Blue should be using this Secures file:
oh, I see, my secures were from the reflect blue in a post just above
Ah, yeah, that was a backup of the previous Blue
welp, I'm dying with the spooky one... probably too low damage - did you mess with anvil to get it working? switch from penta to tower+water or something?
Yes, you need Anvil CDR for both new Blue versions either way, but I also had it locked together with Tower and Water
I also got some Water stones in Museum and Water 10^40 Infinity bonus
You can grab a lock with all 3 at 1715213700
It's the first one I found, so there probably is a better one, but dunno by how much
weird... sort of looks like power stones don't do anything? I went from not having a bonus there to having a x1500 and I don't see a difference in floating numbers. Oh well. I got to 20 seconds once, so it's theoretically possible for this to work, just gotta let it cook I think
As long as the cooldown on Spikes is under 20s, it should work
it did do another cast, yeah
But weird about Power Stones, are those also projectile-only?
No power stones do make a difference
the only time I didn't notice the dmg go up was when I had forgotten to change town perks
Hmm, actually, you might not need CDR lock on Extreme, there was a bit more wiggle room on that one. But still better to have it (the AI tries to take advantage of the wiggle room)
i honestly dont know what ai i was using for this because i dont remember most of these ais
Maybe the default #1261647978171596935?
That one is outdated now - Blue won't work on it
All of those are in the package, so you can just delete and re-add
Oh, wait, I think I interpreted this backwards
Yeah, you could've used bluecat's AI, either Delux or the old one specific to this - or no AI at all, as older versions of those were runnable by hand or with auto-clickers
I'm just trying to use soooky purple
Is it not working?
i haven't tried it yet, i just got scared by the script number
Ah, ok ๐
They're all pretty simple - I made it so on purpose so that it's easy to modify, swap etc.
I made it extremely easy to edit if anyone wants to modify it
Oh, just noticed that I wrote that in a way that could be misinterpreted: I meant that the Blue BP won't work on it
But yeah, it shouldn't be too hard to get it there
It's a few activations, and then it needs to end (or restart) right after 60s
@haughty wing is there supposed to be a refresh before the last glacier spikes activiation, seems weird for it to refresh in 1s to me
It should be off-cooldown there
Just barely
And I'm casting it there to cover the last 0.1s
Since I squeezed the earlier casts to smoothen transitions, 'cos those were hitting kps
The final ~0.1s ended up not covered and was also hitting kps, although less
So that final cast is to help with that
@tall jewel
couldn't get it to cast personally, even with a 19.35 cooldown and fast atomic functions
current town bonus is a 0.824x
My cooldown was under 19s, but I also had an anvil lock
This one
You forgot to turn on recommended cauldron right? Halloween cauldron boost is x0.88, Necronomicon grants x0.9, these two by themself should amount to below 0.8 without even counting in whatever anvil bonus you might have
not using the spooky version of blue
unless mp didn't account for that
and put spooky into main
oh, huh. Well, there was a difference between main blue and spooky blue I think, but I didn't pay too much attention there
No, I tested the main one without Cauldron
what is a good tt xp hexalock time?
I use the one around here, but I didn't look for better ones: 1714822800
Since I have those nodes hammered
I see, I havent found a better one as well, this one's is 1714817200 btw
the damage at it is ~700x times worse than at normal pentalock with my stats
depends on the exact placement too
Requirements are higher for it, since it doesn't have Touch
well, its a small difference between what i have and what i can get anyway, i should do spook blue
Aside from that, Anvil Range and Knight's tier could also play a role
I've just remembered that there was another on the 31st of May, dunno which one is better
I got around to doing a long Yellow run:
how do I get this to work, it seems like its just getting stuck
What is happening? Can you post a screenshot or recording of how it gets stuck?
also, define "getting stuck".
I know that sometimes it'll get stuck because it cant kill enemies, but if you have town perks and infinity perks set up right, it shouldnt be a problem
I apparently forgot to add basic usage notes when I posted an AI update - they're there now
Legendary Toys with TTXP and either Attack Speed or CDR will likely be the endgame for Fragments
Getting 4 secures with Spooky being the main goal
Looks like there have been quite a few updates in here since I last looked in this thread (early Halloween event).
Is there an updated setup for purple frag farming? or is the posted DRImp strat still the best known? @haughty wing
It's still the best - Spooky versions are better than Extreme though, if you can pull them off
Spooky Purple should be easily doable with Toys
Spooky Blue I'm not sure
don't the spooky ones require cauldron bonus?
You can use Toys instead
teddys and drums like we have today will be fine?
You'll need Attack Speed for Purple
Cooldown for Blue
And Cooldown will be cutting it close if it works at all
I'm most interested in purple since that will get my my pentalock sooner. so I gotta stay focused on that one even though blue is behind lol
the usual AI works for it?
Yeah - I will be making an AI update, but it's just QoL stuff
Purple can actually be improved over October, but I'm still waiting before I go for it
for spooky purple, same deal as always:
maybe not possible right now:
I don't have the stats for DRImp and I can survive about 10s in ChNM with spooky purple ๐ญ
oh! I got a lucky break and got 30s. lol
yay! 60s+!!
nice improvement since last idle time. I did ChNM seting for now with default purple setup since spooky is too much for me right now, upped idle from 223k to 975.8k
for blue, I re-imported the main BP and I don't see spikes at all
but the main instructions mention it. I must be missing something
oh I think I found the problem. the AI and BP was split in the main one. I got the updated AI and I thought I also got the updated BP but I was running an old BP. nvm! carry on!
but I still can't live in ChIns
I think blue needs a water/generic damage lock for chins
maybe only generic if enough purple frags
yeah I swapped nature + uni for water + uni for water damage. good call out though
my glacier spikes CD is about 18 too with ducks equipped:
I went down to ChHard and got a double of my current idle times:
I needed the CD accorind to mp
drums give cd
halloween got 12% cd, christmas only 8% tho
I'm not living past 2s still
yeah accordin to his post above, the key was spikes on 20s CD or lower since I have 18s, I should be ok there with the lesser CD toys compared to cauldron
One thing I'll need to find is the minimal amount of event boost needed - but that might vary from account to account
Hard should be able to reach up to about 780k if everything else is maxed
my hard is only at wave 1e6, I'll climb up during this event and see if I can do even better. But I'm already super pleased with the progress boost by using the updated BP/AI with my updated stats
mp, how can you even manage to go into chaos impossible, i copied ur build but i just insta die, my modules are 80 ish all of them
with modules at ~80 you are not ready for the full extreme edition farming experience, people who succeed using these mostly have over 200
whoah
On top of that, you will also need a really high anvil boost with locked Tower Damage, Light, Nature, Earth and Darkness
(It's called a Pentalock, there are posts about how to find it)
@haughty wing you may consider editing pinned message with your minimum stats when you first did this stuff, it would give people a benchmark and it's hard to track down initially.
I think it was like 180 Reds and 160+ rest with e13 pentalock, but not sure
It's already there:
That's current, and they're asking about minimum.
They were current when I last updated the scores ๐
This is about what's needed to run Extreme Red unmodified on ChImp 100b for its full duration (an hour or longer)
Which should be far less than t215 3e102. I'd be surprised if you need more than 210 and e20
Considering less stats are still infinite damage
e20 is literally nothing
e13 anvil Lock is literally e308+ damage
For Extreme Red you actually do need those stats to get the result listed
Well, it's not exactly e20 on each. Tower is raised to ^3.6, and Earth/Darkness - to ^0.8.
That's 'cos it stops using Actives after a few minutes
So anything more is not important
And just sails on passive bonuses
e20 total is nothing, e20 on each isn't possible
Mp says he has e102, that is more than e20
They're not evenly distributed.
How does a user see their total boost?
e14 in all is almost e101
I can see my anvil but not my total boost
You need to math it out
Tower ^ 3.6 * Nature * Light * Earth ^ 0.8 * Darkness ^ 0.8
So another thing that a user that reads here (like me) has forgotten and can't easily compare to see if ready for this at the desired difficulty/region
I see that in my notes now, but it's been a few months lol
And then users complain that the build doesn't work like above lol
Or start low and go high
I kind of expect people to modify those BPs and try them out in various RegDiffs
That's just common sense
Very few players can just grab them and run them under optimal conditions
You won't beat ChImp right off the bat
throw that in with the stat requirements
The issue is that I only have like 3 characters left in that post ๐
my neglected forge can't do it
The weird thing is getting to MT15, just using the recommended BPs was enough to get there, then you see stuff like this and see how far you have to go to get to baseline #infinity-phase
Just a very different thing compared to all the things players have seen up to this point
And there is this:
And it's jarring
That's helpful too.
I was just asking if you wouldn't mind posting your minimum stats of when you got started on this stuff (not just current) so people can see if they are ready for it or not
well, this isn't early inf player's first frag farm, this is a post endgame frag farmer
That wasn't clear to me when I first got to MT15 and it seems I'm not a one off over the months I've been away
When I first made this thread I had 215 Red and about e93 or e94 Anvil boosts. The BPs changed multiple times since then, often in response to my stats getting higher. The current BPs wouldn't be optimal at my stats back then
But I also started optimizing BPs for idles long before that point
the problem is that we don't have any early mt15 frag farming bps
It's just that what's optimal at given moment changes every 1 or 2 e of damage
That's why this one is EXTREME ๐ช
That's fair, hmm. Maybe a recommended barrier of entry from people that have successfully done it? I'm almost there so I'll post my stats whenever I get there
there is another thread for normies Kappa
That is very true. Maybe that would be helpful for people
That way they could step up to this in phases
I tried those when I got to MT15 first and I had troubles with those, I think maybe modules changed since it was last updated maybe? I didn't recall exactly
I ended up using extreme on forest easy at first I think to just initially get going which was very very slow
I agree that less exteme BPs would be useful, but I don't want to maintain another thread, and I don't even remember what early MT15 is stat-wise ๐
I'll link to it if someone else makes something good
Although I imagine such BPs would be mostly devolved versions of the ones here: with more damage boosts, Actives etc.
If you are super new, burnorf is fine
I think when I got to MT15 I had something like no anvil Lock (no clue what pentalock even was at that time) and had around modules level 60 or something.
I used burnorf for frag farming for a long time while working on inf 100b for water stone
But as I recall the other fragment farming bp that is linked from here, df's, almost never worked for me until I got this one working anyway
Getting trained to just plug and Play the all blue or the era goals BP or inf 25 BP really made this quite a jump. Because I was mostly missing modules and almost never stats. As I recall fragment farming was the first time I was actually missing stats. Except for maybe when I was trying to get to wave 100 when I first started
Yeah, Fragment farming is more of a climb - you need to go through many BP/regdiff combinations 'till you reach the top (And even the top isn't theoretically the top)
yeah. having a path for newly minted MT15 players may be a good idea.
I think I did WIN AI ASAP since it just works with only really modules as the requirement for setting resource idles.
Then it was BurnORF for frag farming until I could any of these extreme fragment farming ones as the regular fragment farming BPs never really worked for me.
My path in MT15+ is probably far from recommended I think, and it would likely be a really valueable thing to put into a pinned comment somewhere in #infinity-phase.
I think I did Forest Easy since it was the only one I could really do without much of anything.
Then I tried to work on water stone stages for exotic gem farming with shipyard, but got side tracked with frag farming regions and other things I was clearly not really ready for. so I ended up just getting Forest Hard as next inf 100b since I couldn't really do anything else.
I would love to have a post to recommend users read that gives a good build path kinda like what we have for the MT4-MT11 Resource & Refinement Guide That resource guide was really really helpful.
All the pinned stuff by the community is great, but when I get to MT15, I felt completely overwhelmed and outclassed since there wasn't any general path to growth with milestones. It's all just early/late without any reference of what that even means. I think what we need is something like:
"a good path to get to ChImp Inf 100b from inf 25 every region with module 60+ and no anvil lock"
Since players can do inf 25 every region with existing pinned info, this really the only void in knowledge which is quite vast.
@fresh steeple Proof of concept, but I rolled Slow (Fate) at 60s
damn, this must be some combo of range and speed buffs
Range is bad for this it seems
It's 3 Nutcrackers, 5 Trains, Car, all maxed
And Hexalock, and all the Resource boosts
Better
2 Nutcrackers/6 Trains is possible, although it requires multiple runs for a rather small improvement:
(Kps seems to be lower by a fraction of %, thus negating most gains)
Anyway, enough of this for now, I'll run it more when we have globals
still 38 purp 49 total?
Yes, it was the Spooky one
but that exceeds 100% eff?
4 Secures
ah alr
That's what the Trains are for ๐
6 Train version dies a lot to random stuff, though
5 is more stable
Getting a good Yellow should also be easy with the Trains
I will lose quite a bit of damage if I reset my lock, 26 times less, tho I have 225 tier so it might be good enough
I'm currently at tier 220 and e104 Anvil damage, and that was fine
e104 with hexalock?
damn maybe hammering isn't useless
It's convenient
I need to write all those locks down in a single place:
Hexalock: 1714817200 (and another on May 31st 2024)
Pentalock TXP: 1714822800
Best Pentalock: 2333509200
Good Pentalock with a normal date: 1741397313
Waterlock: 1715213700
Hammertime: 1627299459
Hexalock: <t:1714817200> (and another on May 31st 2024)
Pentalock TXP: <t:1714822800>
Best Pentalock: <t:2333509200>
Good Pentalock with a normal date: <t:1741397313>
Waterlock: <t:1715213700>
Hammertime: <t:1627299459>
I kept getting them lost
I already wrote them down in my bot dms
I should be able to find this post with keywords now ๐
Remembered one more to add
What do these locks mean?
pentalock is:
Tower Damage Factor, Nature Damage Factor, Light Damage Factor, Earth Damage Factor, Darkness Damage Factor
what is Hexalock?
Waterlock is presumably water damage factor along with what else?
What is hammertime?
Hexa is Penta + TTXP
Penta TXP is penta with Light swapped for TXP, I'm using it now
Water is Water, Tower, CDR, for the Blue idle
Hammer is the best for hammering the 4 red notes in a pentalock
when you hammer, how much do you keep reserved to relock? at least e13?
Hammering only makes sense if you have a specific purpose in mind, e.g. being able to use hexalock or penta TXP version
But in that case I didn't reserve anything, but made sure to also not waste stuff (i.e. I hammered red and purple separately)
how do you not reserve anything AND not waste stuff?
when you hammer, you lose your lock, right?
I haven't really hammered anything yet since I heard it was a bad idea for my current level of growth but I think I'll soon be able to
It is a bad idea at that level, yeah
Locking mechanics are important here
Locking does 2 things
- Invests all the current Fragments as virtual fragments as if they were hammered-in in the current position
- Raises total Fragments invested - real and virtual - in every node in the circle to ^1.25
If you put a circle over some nodes, look at the lock bonuses, hammer, look again
Nothing will change
'cos fragments invested went from virtual to real/permanent
But the amounts stay the same
so when should I bother to hammer? after my modules in the forge are up to a certain level? It's unclear to me
Only if you care about stuff like hexalocks
Hammering is only really useful for stuff like that
I mean hexalock sounds good, but I'm not sure I can even go for that. no idea what benchmark I need to reach to make it worthwhile to do. I would imagine it's after I can do e308 damage but that's about my only guess
It's mainly useful for pushing idles just for the sake of pushing them ๐
'cos the idea is that hammered nodes will always display the lock value they had when they were hammered
that is a key thing I hadn't realized
So Hammertime hammers the red ones when they're all bunched up together near the center, and I also hammer Tower Damage at dead center with Purples
so I hammer at pentalock to get permanent e308 damage
And Hexalock has all/most of those nodes in bad positions near the edge
But if the nodes are hammered, it doesn't matter - they still perform as if near the center
No
If you hammer at a pentalock, they will always have the performance of that pentalock when locked, but if you really want to hammer, then doing so at a pentalock is not the best route
Red should be hammered at Hammertime, with just Red Fragments, and Purple with just Purple Fragments, with Tower at dead center, and Attack Range as close as it can be
And I'm actually not recommending this strategy to anyone: I do it for niche purposes, and you need to know exactly what you're doing and why
so then for me, just lock at pentalock until I get to e308+ damage and build up my modules in forge more still, right?
Yeah
with my goal being to actually run these frag farming BPs/AIs in the intended region/diff ๐
I've got this today:
currently working on getting inf 100b in DR NM so I can get better idle there. I can't really run the BPs in DRImp right now and I have set idles in DRNM inf 1e6
Red and Purple are doing well
Yellow can also run in Chaos Nm
It should be better than DRNm
oh and blue I set today after getting ChHard inf 100b. I couldn't run blue on ChIns
You do need a lot of Water bonuses for that
better yellow on ChNM like you said:
That was short ๐
yeah it was, I'm trying to get DRNM inf100b done before end of christmas so I can try to lock water and get better blue idle before end of toy boost
was thinking that may be worth it
others aren't as needed for annual idle times
hmm maybe it wasn't blue then... I just remember one of them was needing DRImp and I couldn't do it so I settled on lower NM that I didn't have maxed... so I was wanting to take it to inf100 after ChHard was inf 100b
Purple and Yellow both target DRImp, although they should run on ChNm as well
so maybe I don't worry about DR NM as much right.
I wonder how I can get a better blue idle
By getting more Infs on ChHard or making it work on ChIns, I guess
As for Yellow, if you use Trains, you can do a good 5 Secure run much quicker than normal - few hours insted of entire day
ChHard is inf 100b
ChIns is Inf 100b
ChNM is inf 100b
oh! that's a great idea. I'll do yellows after then after winter daily reset
I may not have. I may have had damage maxed out or something. I'll tweak that and check it out. I need to get 5 trains too, so one sec while I do that
By HQ bonus, I mean this
oh gotcha. I have max from exotic gems. but I can get more from resources
That one is just for Resources
Do you have all the Artifacts?
Your HQ bonus should also say 1.644 if you do
So that explains some of the missing Fragments
But I'm guessing something went wrong in the run, too
Maybe CDR wasn't enough to double-cast or something
my CDR should be fine according my anvil
at least you said so months ago. but that was before BPs were updated
This BP requires getting CD on Spikes under 20s
That's why Waterlock also has CDR in range
my glacial spikes CD say in game around 18
Hm, then it should be fine
but that was with drums
ok running again in ChHard with all drums
idle didn't change
the blue is very random, you need many attempts
should I change my museum stones?
What does the 10 min chart look like?
need to get consistently <80 enemies at least
You should use the e40 Water one
yeah, let me change this out then:
Oh, those Stones, right
Yeah, get some Water ones, too
You probably don't need to change all out
Just some
what do you recommend I swap out?
so do you fill your inventory up with water and swap them in and out based on the run?
Yes, that many are enough for me
Lmao
ok better
rising tide
ChHm 10 min
same idle.
I'll try out ChIns
nope. I die after a few seconds still
I may need to get a new lock if I want to set idle in ChIns which is probably not worth it for my current progression level.
I'll probably give it many tries until the daily reset and see if I get lucky like Ne01n said
or maybe spooky?
Does it still look like this at 59s?
The amount of Fragments you're missing is too much for it to be just the random variation
oh! it dipped down
wait...
it's stopping at 30s??? huh?
let me see if I other AI running for some reason
I had a borf ai running that time... I just turned it off
switching back and forth is hard lol
It might've been incrementing the tick thing, I guess
should I lock my FPS for blue? I'm currently at 180fps
that is at 1min
weird dip
It shouldn't dip, hm
looks like blue expects 120FPS floor
It probably doesn't need it, it's an eyeballed amount
But the LagSaver is set to that, yeah
Frame rate should just be Unlimited on this one
at 1x speed?
Yes
new idle set
Yeah, that's where it should be
so my idles are now this. should I let yellow run a while with trains next? Or work on purples (with trains?)?
what do I need for inf damage so I can actually get ChImp inf 100b? I'd really like that down
Getting the locks above e13 would be good
Esp. that Tower one, that one is bad
So you'll need Purple Fragments for that
ok so just get fragments up. probably not worth focusing on a new idle for that until after Dec 24th, right? so just frag farm with purple BP for a long time and I get what I get while working on new inf 100b?
You mean Extreme Purple? Those are for setting idles, not farming
For Farming you want to go x3, and I haven't tested or designed those BPs at all for that
right, but I figure if I drop the diff in a region I could probably use the same BP for climbing to inf anyway
oh wait. purple is a weird one too with the lowered modules
Or kps will drop to the floor
ok, nvm. I'll just do normal stuff then and work on inf 100b so I can keep TT active for event.
Thanks for the help!
any point staying longer than the last secure for setting idle times in any of these BPs?
I got the last yellow secure (void synergy) and wondering if I should I move on to setting a new red or something
Yes, you should stay
The idle you get is the average of the entire run
After the final secure you are getting the most of the target fragments
So you needs to stay at least a few times longer to make it dominate the average
so I got it after staying for about 4 in-game hours, so then I should stay for at least double that to have it dominate the average, right?
I'll likely just stay until next winter daily reset or something
How did it take so long? It should be doable under 20 minutes with Trains
in-game time is not the same as actual time.
it only took about 1 hour or less irl since I'm running at 3x
It should be at x1
it's stable for me on ChNM
But is it max kps? That's the main point there
still same max kill rate
3600 on 10 min? 'cos Borfs can get stuck on a false max if they aren't running at x1 60fps
kps actually dropped when I turned down the speed
this dip you see is me testing what happens if I turn off x3:
I'm not using "full" I'm using 5 of them
Did you do all you could to maximize TTXP?
not really. I'm using ducks to keep up with milk production still
I was using bears while I was climbing to inf 100b, but for frag farm, I'm using trains or drums usually
Stuff that maximizes Resources also helps with TTXP: using Resource Boosters, putting SP into Resources/Gems/Assets, having higher Resources bonuses all around
I can reach 5th secure in about 1.5h without the Trains
And that's 1.5h game time
that's 5.5 hours in-game but 1:54 real time
I'm switching perks around and going to restart anyway
so not full train
I'll swap ducks to drums for this since module drop chance too
You could put a Train on Deers if you have a good surplus
sure I'll swap to this for a run and see how it goes
apparently I was using these town perks:
so I can get resource drops and town assets for more drops, right?
ok I'll do those three then
HQ and Anvil also help (although in Anvil you need hammered Resources and TTXP nodes to bring this down significantly)
yeah, I need my frags for new lock before I can do any sort of hammering at this time
my hammered xp is something around 1.5 though so it's at least something lol
Actually... @left sundial Can I please have a ๐ on this?
Thanks!
Hey, had a question about the purple build @haughty wing .
While i can do the rest of them effectively, purple is stuck a like 100k, and doesnt really seem to work properly. is there something specific for purple that i might not be doing or is the anvil range that critical (got like x1.16 from the anvil itself)
How is it failing? Does it die or something?
it dies as well but the main issue is only 100k a sec
Can you take a screenshot of the 10 minute kill chart at about a minute in?
ye one sec, in your guide you write "You can also run this on Chaos Nightmare: remove Touch and Universal Shield" , which mopdule do you mean by touch
Nature Touch
Are you running Spooky or Extreme?
extreme
It seems that I've accidentally uploaded Spooky as Extreme
welp
Add back Touch to get Extreme
This should be good then
yep, thanks up to 880k per second now
Removing Touch and Shield should also work on Chaos
I've updated the top post, it should be the correct version now
awesome, thanks. had another small question, i read some of the previous conversations here but didnt quite understand, but regarding the anvil simply getting more shards will increase all the temporary boosts, right?
You do need to get a new lock
The boost values are frozen in time 'till you release the lock
But having more Fragments will result in a stronger lock if everything else is the same
ahh, got you, thanks for the explanation. so far i have finished everything but infinity on DR and CH imp just by getting to T200 red, with a decent lock but now i wanna come back and finish those it seems like i need an extra boost.
I just got something utterly unhinged to work, fun will be had ๐
@fresh steeple And this... is to go... EVEN FURTHER BEYOND!
...Except it's just a trial run, I need to tweak things and run it properly next ๐
Beyond Red + AI Patch
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- Chaos Impossible 100b
- Max out your Damage and Tower Testing XP
- Trains and other Toys will help, but aren't technically required
- The AI will do weird things with Software - let it cook!
- You can tweak the stage durations in the AI to match your damage capabilities
- Run until you get the 5th Secure, and then at least a couple times longer - this BP won't do well on shorter runs
Best performance: 1 346 253/sec
I'm quite proud of this abomination ๐
what the heng
Multi-stage rocket ๐
is this to conserve energy or smth?
It doesn't have Energy
ok I need to look at this
It's amazing ๐
I got it running with 2 Drums, 1 Duck, and Trains
A bit unstable, but it does reach equilibrium once every few runs
With more damage more Trains could be swapped
Oh, I also used 1 Candle instead of a Train to match Attack Range bonus lost by removing Infinity Range - dunno if that's necessary though
crate of rex? insane 5 secure investment
It paid off ๐
ah yes exec budget 10 (one line costs 100 so this is basically 0)
Oh, oops
I thought this was how many lines it can do per frame
Oh well, it still worked, I'll fix it after the run
they didnt want to introduce decimal budget but did want the cap to increase smoothly so that's why 1 is not 1 line
I see, luckily it doesn't seem to much matter here
yea
what if... shatter
or will the freeze run out before another attack lands?
since we have no focuses or subsistences there is a number of "empty" slots
Not sure if the module will trigger on glacier spikes, if that's what you're using
Since its probably a critical
nah this on red, so smth like frost splash or ice shards
Why is red using water damage?
always forget it's for water damage only ๐คฆโโ๏ธ
the description really could use water damage
Would be nice if it worked ๐
also nice find about unholy missile
It seemed like it'd make a good combo with Infiniburst
yea
unfortunately, even tho division occurs before damage, unholy only works on the next shot
That's still fine here - the early stages take many shots to take down enemies
And it climbs its way to Infinity damage eventually
There's also a lot of splashing and bouncing going on, so there should be multiple hits per frame
I recall never getting any noticeable results from it
So the various Anti- seemed more useful
imagine if execution was a damage mult instead of just universal damage
Yeah
log of the damage needed to oneshot on chimp by element, hopefully I didnt mess up the order
Huh, I thought Fire would be tougher
it has a low shield bonus
Yeah, figured that must've been it
not even capping in shield
I guess squeezing-in the other Anti-Nature could help
'cos I think I only have the Crit
actually add one more bc of bosses, tho headhunting counters them
Also, Universal enemies were the plague when I was trying to get this working
Even now the Aura just barely stops them sometimes
(During the opening stages that is)
and this with a hexalock too??
Yup
Altough that might be difficult without hammered nodes
It'll still work without Hexa, but it'll take longer
yep
It took about 1h 35 mins to reach the 5th for me
I had better time with ice shards instead of frost splash
slightly better slow and on each shot, most of the enemies die anyway
and only the universals get targetted so a better slow for them is best
I haven't tried them - I'll test them out after the run
mmmm
It has a pulse!
the faster I reach max damage, the better my idle gonna be, but since we cant survive full wave streaming right away, we pulse it, each next pulse is a little longer than the last, and eventually it goes into constant wave streaming
Ah, I see, yeah, that's an interesting modification. Although I wonder about stability - I usually died at speed changes, presumably 'cos those messed up the Tower's tempo. But maybe Ice Shards are helping with that
One thing though: on a full run, the kills lost during the first two minutes will be a 0.1% (or less) of the total
thats true
I did the longer run:
Could be a little bit better, I've noticed that my 10 min was slightly uneven
Hm, I seem to be getting better stability with Frost Splash than Shards
But it's hard to say for sure
Frost Splash does say that it stacks with others, so maybe Shards don't stack with the Aura? Dunno
Hm, I could make room for Anti-Nature Projectile by merging Relay and Anti-Fire into Sun Synergy, but Relay might be helping?
I'm not sure what "Around the Tower" means
Ah, that's probably 'cos I can't use Google's anymore
I remember that it was helping a tiny bit with kps
I ran this for a couple of hours, and got totally bogus results, didnt even get a new idle, is this not enough speed/range?
They look fine
Did you get the 5th secure in those hours?
Without the 5th it's unlikely to set a new idle
Our previous idle was a near-perfect 4 Secure one
That being said, I need to check if more speed and/or range can make up for losing Google and smoothen the graph
I almost got to 5e15 xp
but the eff was like .954
That sounds like more than couple hours then ๐
I got ALL trains + candle on coal
the killrate is not stable for me even after hours when damage ramps
Hm, the kill rate was a little wobbly for me, but it was still good enough to get an idle. I did have one duck though - so maybe some speed if required
Wait, is that speed with Rapidfire or without?
@fresh steeple Did you perhaps put Chained Ball on it?
nope
with
Hm, then something is wrong
'cos my speed is around there without Rapidfire
As in, before it triggers
??
5(base)*1.5(rapid)*1.4(quant)*3.59(knight)*1.08(toy)
you prob have more toys with speed
since I went all trains
Ah, yeah, I had a lot of ducks equipped, I now replicated the bonuses from my run and got this, with Rapidfire active:
So tiny bit more range, and significantly more speed
10%
And if you got 95% efficiency, then you presumably missed about 5% kps
So that could be it
I remember that when I removed Hurricane, this was just barely getting max kps with Google
So I guess it needs something to make up for Google
@fresh steeple I ran some tests now, and while there was a small efficiency drop at 0 ducks, it wasn't much, maybe 1%, definitely not 5. Weirdly, I didn't reproduce the wobble I saw at the end of my run with 1 duck - it seemed rather smooth, and benefits for going past 1 seemed marginal. Turning off the Auto-Skip software reduces the kps, but that's closer to a 10% drop
Hm, it seems that my run was 99.33% efficiency? Better than I though
exactly why im so dumbfounded by mine
ran at 60 fps btw
I ran on Unlimited with Lag Saver at 100
Aside from Attacks it also has bounces and splashes, those might need extra fps?
I havent noticed much improvement setting the cap to 120
it might be a damage issue?
but I really cannot raise it any higher
Damage should max out at some point the run, and you probably have more than me anyway
hers is the bp and disables, I modified it after the first run but didnt do a full nother run yet
xVVLbtRAEL1K5AUr1JpA2GAJiQDZcgAmi7JdtkvT7ra6qjNjRZFYsM2OE3AHLjC5GGV72qMkRCIbsrH06vvq177OChuxD+SEs/cn37Ivu4uLk691jY7pCvMygKAJuMshBjB18Cy5A4kBTQVDYb3vch4chmYwDRAs4MpTlYMIlBszO7D4WLY59xa4NWixQycHXbLkHnFxK3x0Jd5Hpm89Otrl5GpyJIN52nMmdBB10Qpx6yUJAvRU1aS5lUopgcoxWkALg5ZNidnnrpmhpaaVBSEEaRdUQdg4ZB4FrKE2ytOCc8po0hfAVCYNewshsagQpN0qsZy6HiVyakiCU9pkfRAuyonFghKLY2+SvQDrGA+RixhYTLLJC68zNdoZLZ0cpuludfJt3hEzWTTRtd4OuU+LYVqEqo1OyDXLyH2HDeS1L5VLdGoVGOzcgCOc0z3EDqOEZHzgeez6gxhL24FCWqd5M7mFULEh3ZoKR6poSu+qWIoPeUP1EmQpU9dJvBYgLTJxvmyJmcrQ+W3cyMD0foshu3x9krGm7udruc6gFPJuPp11XK1O3zTQoel8FbVrjKXmWBfKgQWcjBars7U73lKmASe/0wa1iVSaLZCMfbWzuPRdD4HYO1P5WFhcixY8YDC7/lHg8Xv64YH47fRdPf7uv+9/mI8Lg39hLst78JLE8e727vZ5xCdKj1biZYrY/9r/nMJDd/6sIsK9Df7f5M9e3f3erOtPz+77u7+e2nRLRawaFL2elYJxLLSc06jW5ytaxvm8pmwOt0Hf9mrydipRVVZpjXU98ur1kYRmEo4/Mh5lesXnKU0NGu7m8uYP
as for the initialisation mechanism script, use what you see fit
I ran a quick test right now:
yea
The bit where it goes up is where I switched from 60 fps to Unlimited
It was without Lag Saver
With Lag Saver the Unlimited fps part is smoother
Enemies were also getting visibly closer to the Tower at 60
This is the fps change moment
i see it
Ah, yeah, I also switched to using both Splash and Shards
@fresh steeple I ran yours, first Unlimited + Lag Saver 100, then I switched to 60 and no Lag Saver
That actually went better than expected ๐
So, how do we get the 6th Secure?
Sadly, CDR from the event isn't good enough to improve Spooky Blue
so I can't even run spooky blue with event items?
Barely running it might be possible, although it'd require really high Anvil CDR
So probably not
ok. not worth it then. thanks.
Got a slightly better run with the globals
christmas turned out to be a lot stronger than halloween
if an easter event comes around with a new artifact we may be cooking sooner
New Artifact will destory all the current scores, even if it doesn't help with anything ๐
yep
I would like it if they introduce more regular events, at least once a quarter. It's fun
Boss Dating Sim in February ๐
New meta for Purple: ||turn on the Color Blind mode||
Ha
I've already been using this meta
I ran some experiments with making a Purple ChImp: I got it to 1.01m/s, but it'd take a combination of new modules and a lot more damage to make it meta
hey mp, I don't think this energy drain on startup is supposed to happen, is it?
The drain is expected, but why aren't they dying?
because I don't have the damage to kill them XD
It casts Spikes, Cooling and Spikes in the opening moments, so that is going to drain most of the bar
buut hey, despite the fact that I don't have the damage output to propperly test out the blueprints... I'm happy to say that the compactor version of these blueprints is functional
It's able to execute the spells with the correct timings
But how do you not have the damage xD
my town perks are in factory, not damage output XD
That doesn't seem to add up for Easy, and not even 100b at that
Do you have Water + Uni enabled?
the infty stone?
probably not
Ah, that could explain it
One way of checking if everything is running as it should would be the 10 min graph
But that won't work if they're not dying
neato :D
how would I check the 10 minute graph when the blue frag bp is meant to exit once 60 seconds have passed?
10 min graph updates every 6 seconds.
Just pause at 0:59
better solution, set it to pause instead of exiting
oki, peak of 3127
so... it works :D
Hm, no, it doesn't
This should be almost perfectly flat at 3600
A bad spread might sometimes happen
But if you run a few times, there should be a flat 3600
The low fps might be messing with it somehow?
oh neat, I died
it's most likely just becuse I don't have the firepower to deal with these enemies... and that it's not running at max efficiency since it's not 100b chaos insane
well, the AI seems functional, I likely just don't have the stats
could I send the compacted AI version script import here?
Sure, I can check it out later
Compacted script for extreme AI blueprints
Detects the blueprint being used and executes the correct activation sequence
import contains the stand alone compactor outside the package, as it's not related to just this set of blueprints
Ok, here's run I did with the regular AI just now:
Now let's try the compactor
Hm, it looks almost good
Activation times look fraction of a second off
Looking at the code, it seems to be casting the first spikes too early?
And the last one too late, but that's a smaller issue
; This is the blue frags blueprint
{synchronize(3)}
{add_spell.instant(spell.glacier.spikes, 0.0)}
{add_spell.instant(spell.cooling, 0.0)}
{add_spell.instant(spell.glacier.spikes, 0.0)}
{synchronize(3)}
{add_spell.instant(spell.glacier.spikes, 19.99)}
{add_spell.instant(spell.refresh, 19.99)}
{add_spell.instant(spell.glacier.spikes, 19.99)}
{synchronize(3)}
{add_spell.instant(spell.glacier.spikes, 39.89)}
{add_spell.instant(spell.cooling, 39.89)}
{add_spell.instant(spell.glacier.spikes, 39.89)}
{add_spell.instant(spell.glacier.spikes, 59.79)}
{recorded_blueprint(blue, false)}
```hmm, this is the spell activation sequence for it tho
I will admit that I did offset the last glacier spikes to happen 0.79 seconds lated because it was still on cooldown at 59.00
I would believe that as the first activation is synchronised, so it casts glacier spikes 2 times on the same frame
ooh, I missed the waituntil t >= 0.1
that makes timing more clear... yea
I assume you're talking about your code, because I wouldn't expect anybody to try and understand the compacted data
Nope ๐
my goodness, did you actually look at the string or did you find a moment when I showed the encoding
I know the version I gave didn't include the debugger, so unless you went in my repo to find it, I have absolutely no idea what you did
I looked at the string in the in-game editor
my goodness, and you actually understood it?
I mean, it's still pretty verbose, but it's just a lot to look at
Not fully, but enough to see the casting times
yea... I fixed it, it's now at 0.1 instead of 0.0, do you want me to change the final cast back to 59.0 too?
It's a smaller thing, but that'd be better
I probably should've sent you the debugger with it instead of the classic version
huge blunder on my part... sorry mp but I didn't think anyone would actually look at the string
oki, this is the version with updated timings
You should delete the old script called "Blueprint Compactor" before importing this one because they've got the same name (so that you don't have to change the execute's from the blueprint AI)
It's in debug mode by default, which means that when you run it... it won't cast anything but it will show you, in the global variables, the values sent to the compactor
To exit the debugging mode, you change the first line from being "set local debugging to true" to "set local debugging to false"
you go to the next spell by pressing x
hey mp, are there any signs that the compactor messes with blueprints performange?
it's all good if you haven't tested it, I just want to know if there are changes to make
I only tested the Blue one so far, there was a tiny dip which made me suspect the off-timing of the first casts, but otherwise it did well
I can check the others later
(But it's noteworthy that this will all need to be redone once 1.0 rolls in)
(As in, all the BPs, their AIs etc.)
yea, that's why I made this thing easy to customise... just not ingame
it very well could be casting too early because I dumbly kept the timer initialisation to time.delta() * 2.0
I'll put this here for safekeeping
what
Posted by Matt in #infinity-phase
Getting all of them to 10/11 should be pretty easy
What will that amount to in percentage gains
About x4 for Fragments? A bit less, 'cos we'll lose some ratio and switch from Nature to Neutral damage might also lose some Difficulty/Lane-count bonuses
Oh, I underestimated how much that x.x44 was doing
That's 4.44x bigger contract bonus
So we should end up above 4x even with that other stuff (EDIT: actually, maybe not - but still close)
and I'm excited to try and get 0/11 to be viable
these bps are already extreme, isn't there a way to do it? or is Neutral not stable in that sense?
The ~max kps Infinity damage Neutral BPs that I made require Sky Blessing to survive, 'cos a few enemies get through. Going for regular max kps will result in less damage than the current Nature BPs, and taking the Sky Blessing route will mess with contracts (mainly no Checkboard Aura on single Blue BPs), requiring extra modules to fix
I do plan on testing many variants, but I expect at least some loses in Regdiff
ddoes googles influence have the aura tag?
It does, yes
So that's a fix, but also an extra module
Ah, and letting enemies through is a problem on Purple
'cos they have some "you die" modules
Then again, maybe that'll solve itself with Utilitarian forcing fewer Purples
utilitarian is probably like annihilist, requiring yellow mods + some tags
Yeah
we'd finally have energy and can use abilities on red, again
Or Crate + XP on everything ๐
I'm in the process of making an enemy stat calculator, are there any features or design decision you'd want to see in it?
Hmm, I'd probably need to use it for a while first to figure out what else I'd want. I guess seeing which elements are toughest on various Regdiff combinations would be good - like that chart you made back in December
yea that is a planned feature, rn I need to punch in the element weakness/strength chart
Is your module finally making it into the game?
I would ideally only want that wack ass idea if it was possible to push with a 0 contract bp
Beyond Blue
Credits to @finite nexus for the RNG script, and to @tender crescent for the original variant of this BP
(AI patch included)
- Chaos Insane 100b
- Let the AI do its thing - it'll get the Rak stacks first, and then alternate Spike casts
- You might need an Anvil lock on Cooldown Reduction
- You will also need a lot of Water damage
- Run for around 100 minutes for best results
NOTE: This BP uses RNG manipulation achieved entirely with in-game AI
Current best performance: 934 827/s
the AI for raks isn't working for me. It's unused
trying again
execution budget -1?
ah, max use
oh, needed main on also, derp
Yeah ๐
are those all? I get to the full raks, but then it doesn't spam the attacking ones
It should cast Spikes at 0s 20s 34s 40s 54s 60s 74s etc.
It does require good CDR even with Rak, but it's doable
I have a water and cdr lock, but no love
What's the CDR on Spikes with full Rak?
Oh, is the tick script enabled?
Except the off-color Mains, yes
Might be worth getting it - depending on how things land, it might be useful in 1.0
still got a new record
With such a short run the regular Extreme might do better
Beyond has only partial kps for the first 34s
So it needs to run a long time to make up for it
I must not have used the blue yet
windows 11 doesn't allow you to go to 2043 anymore ๐ฆ
weird, had to skip only 10 years at a time
Extreme Blue is also Spikes, though, so you don't need the Pentalock for it
yeah, switched to borf to get to 100B
So, I'm not entirely sure how to make this work. I turn on the AI before going in, with the proper blueprint and ai secures and main turned on, and I die instantly
your stats are probalby too low, try a lower difficulty
I'm on Chaos Easy endless
how much damage are you doing? what blueprint is it? what is your fps? what infinity are you at?
I'm using the blueprint from the very top of this post, the Red one, I'm at infinity 2, I'm not sure how to tell how much damage I'm doing and I have the game set to 120 fps
what is your military tier
15
turn on floating text in settings
No numbers popped up
??? how?
can you increase the limit to 100?
The limit for which setting?
floating text
It's on unlimited rn
though, i can see from the video that however much damage youre doing, its not enough to use these bps
Dang. So what can I do to help?
more damage
Well yeah, but how do I get that more damage? Anvil, upgrades, what should I do?
module tiers, anvil, do you have nature and uni toggle?
The museum and tower testing ones? I don't have them on, but I can turn them on
sorry, reread that
Ahhh, the nature damage one, no I don't have that one on, but can turn it on
yeah thats the biggest thing you can easily do
Yup, looks like insufficient damage and also some fps issue that's causing Lag Saver to go crazy
Either a low limit or maybe the floating text and effects are doing it
Also, those BPs make a ton of a lot less damage for slightly more fragments trade-offs, and for most players it'll be better to devolve them and undo some of those trades
Actually, wait
It seems that only Light enemies are getting through
Do you have free Era power disables?
It won't work if you don't
Oh, the 120 is just meant to be the lower boundary here, not the goal
If you set it to exactly 120, and the LagSaver is also set to exactly 120, then that will result in stuttering, 'cos it'll usually be slightly under the set limit
Just set it to Unlimited, unless it's a BORF BP
Ahhh, no, I do not yet. Which bps should I use for farming the era hits?
And the Lag Saver thing making the game pause makes a lot more sense if it's meant to be set higher, because I didn't think about it and set it to 120 frame limit, thinking "Oh, that's what I'm supposed to do!"
BurnORF in Chaos should be good for farming kills, dunno about farming hits, I guess a WINCE build, or just something tanky
Yeah, it's meant to pause the game if fps drops too low due to a lag spike
something that gives enemies attack speed increases (not attack speed itself in most cases)
The pairings used in here are LagSaver120 + Unlimited, and LagSaver55 + 60 fps (the latter only for BORF-based idle setters running at x1)
Do you have a specific bp you could send me, or tell me what good ones make for good builds?
For kills, just grab BurnORF from pins in #infinity-phase , I've also posted some tips on improving it in a further pin there
Ahhhh, thank you
I don't have anything specifically for hits on hand, but it shouldn't be hard to make - just build something unkillable and put attack speed buffs on it
brain slowly melts
I guess additional attack modules and taste modules should work too?
oh yeah, that might also help
I made something real quick: VZBBbgMhDEWvUs0BkJpluUA3OUGUhQdMxgryjIzJKKp695J4mCYb9L/hfx78DGOuuAixluHr4zR8kx7Rl4kwRwfxBhwwelCFcHWJBLteQVG6QRCdugHa5wxa/yOZLpN2E0GujKXsFRmDCgXSex+NUCh0U5luKAVyH5QFG5lCUXSMVaVtmXtimjRK0wZp2lBM7yRmH/hbq9Fv6Rc+4kTchHtDaUE3VWlngFtqXlFcqUtbP9/cwQumR5tbqf2uR0a53LfXjrMkn+bKEZRmdv2q4fz7Bw==
Run on Chaos Easy or something, disable WINCE and Shield from copying
https://discord.com/channels/488444879836413975/1140396334558478347
Is this the one you mean? Just so I'm looking at the right one
Yeah
You will also need to disable some Era, but doesn't have to be all of it
Universal, Darkness, Lightning, and Neutral should be good to leave
Using the same AI from the top?
For the one I've just posted? No AI
Was it killed by an Era Power or damage?
damage