@XavierN3 How many clones did you put into making it? The timer tells you how long it will take if you put 1,000 clones into it. Fewer clones, it will take more time; more clones, it will take less time.
@nazcalines If you send your shadow clones to fight monsters, and the clones' Defense is lower than the monster's Attack, the monster will gradually kill your clones, resulting in the total number dropping. If you have "Add clones if defeated" turned on, the number of idle clones will also drop because they were sent to replace the defeated clones.
At least, that's the most efficient way I can see to do it. The lowest one you're working on at the time always has maximum training speed, the next one gets maximum training speed when the last one is finished, and you have the most clones free since you never have more clones in training than you need.
Thanks to the new "Next at" feature, now I find it fun to get to the cap on the first training methods, then put the difference between the current and last training method caps on each subsequent training method! That way, when the first ones finish, they will cap out the next one, and so on, so forth!
I'm having trouble finding the equation for the power of each upgrade! I'd like to be able to calculate what levels of each upgrade I'll need to get the proper power ratio!
Now, wait a second...Prestige multiplies both the prices and the payouts by the same factor, but increases the number of miners you can have, as well...does mineral HP go up, as well?
Gotta agree with all the above: it's a nice multiplayer game that I don't have to keep waiting for energy refills, dealing with premium items, or worrying if I have enough friends to continue. 5/5.
Well, okay, looks like the final "opponent" is actually LESS efficient than the others--its HP-to-Worth ratio is 1:1, as opposed to the other "opponents'" 2:5.
Considering that every "opponent's" worth is 2.5x its HP, and none of them have any defense, I guess the best "opponents" to face at any given time are the ones with the lowest "wasted damage" per kill..that is, which one has the closest to zero leftover damage after the last bullet reduces its HP to 0.
Because it does not work yet... We have to fix a lot of other things first, it is on the to-do list, but not that high priority