VVJLjuUgDLxK6x0AqXvZ7EZ9i1EvHHCI9QhE2CQdjebuAwPJS3ZUlV3+8ecx+IxLoiD8+Hz7/fh1QA0iYJ6KF0SrKYwUSHZ1Y00iUQMwGc0Fs1opeiy5RfZecV4wDTEHg4fbnL0QT/G0v8sJFrIjJWzWntwkX7PTNC8omRuhOQ9MLFgSOzNGc6oBJCdUFvbBxzgf1o0+nTr8X6a9a52rc49oo0j8IUPr3it1rVsfy9FDTiwveC6tF30ROdCKicHrhLUg1IIwsNpAMGnICUrMFP2uTQw1lGJQS9yK6GgUFQ1CKM3kYEGq5hIUZ7xSlmCOwV4plhhuMUMZAdNe2nAYMDUyoS+PFXWl3F6w2Y2n4A6infxUX6kHN/q4aQPSW+aJ0NvL1BZHDIxqyH6D9NQblB1j6SQUsR/QpbjJdORaWqkuQUt1bF9Lvd/QR7+V82Cosgs9kTtpU5lc8V6OO+tnqD+lN3fZxnm52zpOtg934uZcDjTm2trj++8/
#my inf bp
21 messages · Page 1 of 1 (latest)
This is a daybloom centered BP with some light multipliers to multiply nature by a bunch
okay, so:
- You shouldn't mix together multiple attacking elements. IMO focus only on Nature with Daybloom and Gaia/Void synergies. That means remove Glacier Spikes (and Water Armor) and Universal Infinity - an actual useless module because Universal has almost no multipliers. Void Synergy also lets you use Dark Sacrifice and other Darkness multipliers. Same with Gaia Synergy and Earth.
- Do you really need this much health? I mean, it would be helpful with Dark Sacrifice + Void Synergy, but you don't seem to be using it.
- Toxic Piranha Ivy isn't super helpful here, I think.
omg, someone actually uses Confusion Field!Although... is it really that helpful?
Other than that, seems pretty fine. If you have Borf, you can add that and Super Multishot and make an AI so that it spams Multishot/Bounce on every frame.
- this build only uses nature for attack, other than the ability that you mentioned and universal Infinity
- It was originally a dark sacrifice void synergy build, but I decided to sub it out for some other modules, it does help that the bulk also helps prevent electricity enemies from being a pain, even though that they still are
- Toxic piranha Ivy is good to deal with close range enemies, which my AI is set to activate every module in the blueprint except boost of power
- Thanks! I like how it's the only module that can scale with the enemies, also, it isn't useless because it allows me to control certain troublesome modules on enemies to use against others, power of cat and adaptive region come to mind
lVPJbtswEP2VwOeCiOUaqCvkIDuNEsAwEBe2HBc5cJPEmCIFLlKUov9e0lpiAbmYB2EWzntvZqi/E8QtLRUTRk9+3vyZLHs3hMZAfAK6pJSETKRMMNOAUbRzOEupNhTyECtmAIKa4VC7CxpUTHLqwNx9zoG2JVVIWoFpX1tYbpjO5cA3TitYMpIyRVtozrLc3BdZyIqSGqvbQKgt0swpcIVdJJV4yAporKKAwAZxKYseug0PSJ17pmltz3OJ3N1oWzHynWFWNR1Tl+ug+2mFyCptPt1hih2pw+JQ5wCSCjoGEirq2bwNINKghoaqEFoFgRW55E2Ipaio0kwKUMraJTOWGiAxhcIpsYJA43OEwUIKchnSRgp6GUBOLFWN48yooKoNKsqdUfVd9sJyv1x/K2vcFdxgzkTWB9p9D9lPtD6WclmHGJpOss4Z5cR1xHwrDpjQlApNAbK8huoU1tBRUydOuGS3vUzJ2uR9LWEV80MIjUds3xWYjryga4Eo1zfQjVtiEZ6EfxGdjotZDBsaDWOIdn0MfovsdpFar2Ly+u1mot3LKfufKJ5ylOyWkTtLQXIY7Kc4Op+1/zzMthUJ9s26mFbHx70+/p5PcbAvkdjcviTz21W8qXo7yn75kgOJF7Pj4cmiZHEiyTtfi/3HMeEWz7Y5Es9PL8Git1dR5onJLZoRjtncoGA7RfHOksOGw2T+QeIHS6L8DQW9/XTvSeLHL3XVaLYpScwrlI1qzsIutS6fo+Fc1+Pu6h6X1/f4eL2u7GpdKz+DZf6lLhwvPuBhW6Lg+7im9jSXWnefg4zexTGZc1zwt3VBKhL/GO/6fO7uJq///gM=
Updated version + the script that I use for it
aalright let me go through every single module now 🙃
- Lifesteal is useless (applies after all damage instances but before multipliers), it barely heals anything, and you already have advanced heal
- Violent Seeds is only good for getting to mt8 since you can restart whenever it runs out, being a little more than the 5 minute restarts recommended, but, for other parts of the game, it is bad since you lose all the damage after the duration is off, it might be okay if it stacks if you use one while the duration is still on but i don't think it does (i honestly kinda forgot)
- Super Bounce is kinda meh used like this, but fine.
- Ignore Fireball, toxic piranha ivy is useful, but you usually want borf to be able to spam it. Though since you're at infinity, this would now only work for lower difficulties, or ones where there's no earth nor universal
- with piranha ivy you can probably use other modules like Infinity Splash or Bash, though the last one loses efficiency on higher infinities and difficulties
- Don't use advanced splash for infinity, please, it gets affected by the /1e50 again, and is not good at all
- Why do you need water armor?
- You usually don't want both power conversion and energy regen mods.
- You don't have shield for power conversion
- Stone Foundation is just outdated, it doesn't give anything at this point of the game xd
- Why adaptive regeneration-
- You're using block modules, which is good, but you're using them with defensive modules (Division Shield, etc.) which is bad, you're defending yourself against 0 damage, if enemies are getting through the block modules and hitting you then you don't need blocks
- Use Dark Sac for bulwark, which btw, you should use synergies, this way, not only would you be able to get the damage off of dark sac, you can also get a lot more damage. yes, even with the ^0.8. but do make sure to boost all elements (4 total)
- Don't use Infinity Regeneration. It is a ^0.9 to health, please use modules like Advanced heal which don't get affected by it (and you already have)
- As an additional note, if you're ultimately going to go with Power Conversion, don't use infinity energy
- Make your ai only have either st1 or st2 active at the same time. You can't get both to have 100% uptime, so there's a point where your tower is missing a LOT of attack speed
- Other modules like focused multishot could help
Also, if you go for block modules make sure to disable them
same for Eternal Wall
@junior sparrow
Adaptive regen is there because the build wants to be able to survive a constant assault
it would survive a lot better without that ^0.9 to health yknow
You know what would make it survive way shorter? That same multiplier being applied to regen
Now your regen is less viable, and since most damage dealt from Infinity enemies are percentage based, it's not a hefty cost to remove that Base HP because it would mean that the percentages would be less
it's actually ^0.8 to health regen
anyway, let's say you had 1e100 health, and your enemies dealt 1e92 damage, with Infinity Regen, you get one shot because you have 1e90 health, without it, you won't run into trouble unless there's like 100 enemies on the map, in which point they'd do so little that adv. heal would make that damage be 0.
and since most damage dealt from Infinity enemies are percentage based
that's just infinity attack and burst being copied
which is another thing, if you already are disabling so many modules, don't use those
I know
do you have more important disables than Inf attack and burst?
i would say PotC univ shield and eternal wall are