The newest update with the tier8 updates makes skillpoints go supercritical, which means that buying them will net you more than enough to do that again the next run, by skillpoint multiplier and also boosting you ahead a number of phases. So the 9999 max was kind of a soft cap on that, and the 9E20 a hard cap. Without it, the multipliers would explode to infinity and break the game.
@TrentKnox
In no particular order:
- Prestige a bunch of times and spend your skillpoints until you have samurai helper (which does a percentage of max damage when you upgrade him for 1 million cubes)
- Grind T2P20 for max damage (max damage is kept between runs). You probably want enough damage to one-shot T2P20 ten times over. You get max damage by only filling with the highest cube type you have (add the second highest if it takes too long but this drops the total a bit). This should take between one and two hours.
Nonsense, the order of the loops does not matter; if the loops are A,B,C,D,E then the innermost code will be executed AxBxCxDxE times. The reason for the diminishing returns is that each increase is a smaller percentage of the total, for example, going from 10 to 11 is only a 10% change whereas going from 2 to 3 is a 50% change.
I did another run; turns out the mm module starts out a number of levels below the others, so that focusing on mm leads to having roughly the same level for all the modules (loop upgrade being a bit higher because it was second focus)
I reached the end at about mm level 30. 119 reboots. So that's about 15 reboots per hour. 20 if you count that the first two runs are around an hour.
My mm gained module was way above any others. You see, when you focus exclusively on the mm upgrade, you double the mm income each time and after a while the other upgrade costs become insignificant.
It's just very tedious to do dozens of runs (each lasting 2 minutes or so) that are exactly the same because the mm upgrade doesn't influence the run itself. After a while you know exactly what to click when.
I don't recall at exactly what level it was when I won, but I believe it was at least around 20 or so.
The boost from the variables upgrade works from the start, whereas the boost from the loop upgrade only comes when you buy loops. So the variables upgrade is useful to get up to speed quicker.
Also, the variables add up, but the loops multiply. So a x2 exploit to one loop is effectively a x2 to all of them.
Could use a statistics screen at the end, so you can see how many reboots you went through and how long it took.
Beat it in about 6 hours. After the first few runs it pays off to reboot very quickly, basically as soon as you're not raking in the mm any more. Around the 500mm mark, where you start buying the mm upgrade module, I basically rebooted every minute (5/6 reboots to get the next mm upgrade, which stays the same because both your income and cost doubles) with leftovers going to the other upgrades.
Loop upgrade is the best IMO because it increases each of the loops, which multiply for a cool x64 multiplier. Then exploits because each upgrade nets you one exploit on v6 and maybe one on loop, for a x10-20, and then the variables and childprocesses because those work from the start of every run.
A spinner loop is basically just storage. It's because the spinner (second to the right) is the only component that has unlimited output. So instead of a seller you route your god cells into a spinner, and you make a loop back into that. (Need to be careful because it spins 180 of course). And then you let that accumulate for a few hours, switch in a seller so that your money/sec skyrockets for a few seconds and in those seconds you make it into chips (which then keep that money/sec).
But even at maximum you need around a day to get that up high enough to get enough to finish in a feasible amount of time.
Splitter loop: Take a two-way splitter, route one of the outputs into a chain of two multipliers and then back into the splitter. The other output goes wherever you want. Once there are enough cells in there it will keep going round and producing more cells, until you reach the max output of the multiplier.
The other output goes into another two multipliers and then to a seller to sell the maximum output each tick. For more, split the output and route it into more multipliers.
For this, you need to feed enough research cells into the full-grid powerup thing of course.
Adding two multipliers after a splitter loop has the same payout as building another splitter loop, but takes less space.
But even then you're in the range of 2-3B/s per board. Now, using the trick where you store all god cells in a spinner loop I can get it up to around 100B/s before I get bored. Is it really the designer's intention that you build this, have it run for half a day to get enough cells for around 10T/s and then snapshot that?