@4G I know previous runs' stats dont factor into current; none of them do, but they are useful for figuring out why the current run is more/less than the previous. ALL of my listed stats were equal or higher than the previous run, yet my NUMBER for the current run was 1/10th the previous run. The only factor I could not compare was TLF. So unless it also tracks mob kills, Adv Trains, amount of loot, gold earned, or something like that (as a hidden factor) TLF is the culprit. I havent noticed the other stuff making a difference before, but I havent focused in on it either.
well actually, both the rebirth time factor and boss factor of the last rebirth DO factor into the next run's number calculation, just not last training factor. For display purposes i could definitely add it in though.
Also, Training Level Factor (last rebirth) is missing, and has been for a couple of updates. All of my stats are higher this run than last run, yet my NUMBER is drastically lower. I suspect the difference is in the TLF, but can't verify without the stat.
@4G: It takes 25~26 mins to unlock the ultimate attack/block skills. This is an absolute time limit and cannot (AFAIK) be reduced in any way. SUGGESTION: When a tier is reduced to 1 cap, the next tier's threshold receives a reduction. *OR* you receive a blanket reduction on all tiers' thresholds based on total number of tiers reduced to 1 cap. Either would drastically speed this up, especially the higher tiers.
I saw a comment that there is a way to speed up monster spawns in adventures, but no details were given. Anyone know what it is? (other than kill them faster :P )
@macropolis phew thanks! I had my filters set to only boosts and accessories on the previous zone, and was afraid that it had somehow become "stuck" when I transferred zones. Bizarre coincidence of loot and filter choices O.o
I am Adventuring in "The Sky" now, and the only loot drops I am getting are Forest Pendants and Boosts. Is this a bug or is that the only loot that drops in that zone? I have confirmed that all of my loot filters are white and that the filter itself is even turned off. I have also restarted the game several times with no change.
(part 2) ULF could have a similar cost to the original LF, and it would re-roll loot in an encounter when the result is a filtered item. It could either re-roll continually until it finds an appropriate item, or it could re-roll X times based on the number of times this upgrade is purchased. Both versions present some issues, mainly with user perception and number of processes. *OR* the upgraded filter could just remove the filtered items from the loot table before rolling, thereby guaranteeing a "good" result. Not sure how you have things coded, but is one of those options feasible?
@ 4G => Loot Filter (part 1)
OK so based on observation, it APPEARS that with loot filter on, any loot rolled by the engine for an encounter that is filtered is simply discarded, with the result of NO loot for that encounter. Since you were awesome and gave us the loot filter for free, how about replacing it in the Exp tab with an Upgraded Loot Filter (Not to be confused with the Improved Loot Filter in the shop) -- Call it "Sticky Fingers" or some such :)
Thanks for the free loot filter 4g :)
Question about it's mechanics:
If the engine rolls up a filtered loot (say, boots), does the engine ignore the boots and re-roll another item for that encounter, or does the character just "not pick it up" (IE: I get NO loot for that roll)?
Thank you for adding online saves and auto-merge.
Only one merge per hour is really low, though. Please consider either reducing that globally or making the feature upgradable to reduce the time.
Is Advanced Exoskeleton supposed to be so ridiculously high-priced (2.5 Trillion)? The upgrade cost is also 2.5 Trillion, and usually the upgrade is much higher than the Augment. I would expect AE to be in the billions, not trillions, based on the progression of previous Augments. It is WAY out of reach right now as the next feasible investment.
Does Energy Power affect Training or not? The tooltip for EP is ambiguous; it seems to hint that it does, but doesnt actually state it, and unlike other features (such as Augments & Time Machine) there is no timer to check and compare values before & after increasing EP.
Also, is there any way to speed up training, other than energy capping it? Feeding it more energy beyond the cap doesnt seem to have any effect on the speed, and waiting for each skill to hit a threshold to open up the next tier is a tad tedious, especially on the higher tier skills. Perhaps consider adding a method to reduce the threshold via resource investments?
@LaFunk: Bug: Whenever I try to drag a rink from the last column of the Assassin (the one directly above the Sell button), it auto-sells everything in my inventory. This only occurs in that column on that character.
well actually, both the rebirth time factor and boss factor of the last rebirth DO factor into the next run's number calculation, just not last training factor. For display purposes i could definitely add it in though.