Recent posts by Kholai on Kongregate

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Topic: Realm Grinder / [Suggestions]

Originally posted by littlefuzzy01:

Suggestion #1:
Please change the Drow Shadow Advance upgrade to only count clicks as being active (specifically: clicks on treasure chest, clicks on spells, and clicks to BUY upgrades.) If I move my mouse to deactivate the screensaver, it shouldn’t break idle. I also feel that clicking on different tabs and scrolling through them (save, upgrades without purchases, trophies, stats, etc.,) shouldn’t break idle.

Note that this is a significant disadvantage to GotK users, who are always clicking. Unless GotK clicks are specifically exempt, they would always be at 1/4 production for drow.

For your second suggestion, what about simply an option “Divide trophies into Have/Do Not Have”? You can check at a glance for any missing trophies, without scrolling through, and you wouldn’t need to look through different expandable sections looking for that one trophy you missed.

 
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Topic: Realm Grinder / Pie in the Sky Suggestions

Second Life

In the spirit of the recently publicised Angelves bug being awesome, why not codify it?

Past life regression: Allows the purchase of one additional faction Trade Treaty of the same alignment.
Requirement: 1 Reincarnation.

Old Soul: Allows the purchase of both additional Trade Treaties of the same alignment.
Requirement: 5 Reincarnations.

Each additional trade treaty requires the previous one have been purchased, costs 500 times as much as tier 3 upgrades for that faction, and will unlock the Trade Treaty abilities for that faction.

In the context of an already reincarnated game, this shouldn’t work out significantly excessive, with none of the combinations getting huge multipliers compared to the others, but it does add more playthrough value for going through early-game zero click elves for the fifteenth time.

Good

Fairy/Elf: 80% production to clicking, a substantial bonus to base clicks, along with double Faction Coin gains? This all works out as a great bonus to Fairy Assistant production for those earlier runs where Fairies are still actually useful.

Fairy/Angel: A second mana source and a scaling production bonus based on spells? Fae-ngel likey. Adding a scaling bonus to their production would turn Fairies into a sort of Angels junior, sacrificing some Angelic long term power in exchange for five times as many assistants to help them actually get anywhere.

Angel/Fairy and Elf/Fairy: While to start out with, the cheap and potent FIBs may not seem like a great bonus, when Dwarves roll around, all the milkshakes those fairies helped make will bring the boys to the yard, thanks to the much increased bonuses to Fairy Heritage, Dwarven Inebriety, Call to Arms, and bonus to clicks that might just edge out those other bonuses, or just help qualify for the bearded cusses in the first place.

Angel/Elf: Angels with extra sources of income is always great, but it’s the doubled FC gain that will make any would-be Elf-dabbler drool. More or less halving the time it takes for angels to hit full production is more than enough fun.

Elf/Angel: While they might not get the same number of boosts as Elf/Fairy gets, Elves could only benefit from the massive boosts to their mana and production, getting spells off almost twice as quickly. Meanwhile, while Angelic Determination will rarely amount to much during your average Elf run, it does give Elves an economy that actually scales, which is an intriguing prospect, especially when things start to slow down.

Evil

Undead/Goblin and Demon/Goblin: Going Goblin is an easy and automatic benefit which Demons would enjoy. Cheaper buildings means more of the Fortals that Demons love, more Necropolises, and more Assistants for both, while two extra multipliers is just fantastic.

Demon/Undead: While Undead may at first not seem as good as those Goblin boosts, and the Necropolis bonus doesn’t really do much for Demons, but with an extra source of mana that combines nicely with Drow, and its own scaling production bonus, Undead is still a very interesting choice for Demons who prefer a little less heartbeat.

Undead/Demon: While it’s not bad by any means, since Assistants are the Undead hat, giving them a second “pretty decent” building and another multiplier, Undemon just doesn’t add as much as Ungoblin.

Goblin/Demon: Apparently necrophilia goes both ways. Goblins don’t get much Assistant love, so they don’t get the same massive bonuses as Undead/Demon, and while they do get a lot of them, 0.3% per building just isn’t enough to compare with:

Goblin/Undead: Goblin casts Goblin Greed, Goblin gets Dark Temple. Goblin casts Goblin Greed faster. Thanks to diminishing returns, this will doubtfully even give Goblins the same mana income as Demon/Undead, it’s a marvellous boost that almost makes Goblin Greed worth casting. Combine that with an extra building multiplier, and Goblin/Undead is a very solid variation, even if their third ability may as well not exist.

Neutral

Druid/Faceless: While a boost to Faction coins gained is like sweet ambrosia for Druids, and Deep Memory is a great bonus if you like long runs, it’s actually Labyrinths for clicks that makes Faceless such a tempting option for Druid. With Building Jungle and Building Forest, those 1,500 labyrinths you clicked up waiting to buy Drow Heritage are going to be fuelling out of this world Grand Balance casts, while Labyrinths themselves will be one of their biggest producers.

Druid/Titans: No nonsense improvements, a scaling multiplier on Blacksmiths and Charged Clicks are awesome boosts, and a massive boost to assistant production for the army of animal companions is nice, but late game it’s the cost reduction for Hall of Legends that makes Druid/Titans great, since Grand Balance will be targetting your halls, having as many of them as you do Deep Mines is a serious boost, especially thanks to Building Topiary.

Faceless/Druid: Just like the other way around, Faceless greatly enjoy a sizeable multiplier to everything, and a massive bonus to their Labyrinths, and a second source of assistants means more faction coins, more mana, and faster growth.

Faceless/Titans: Well Faceless will be clicking anyway, so Charged Clicks is always going to be nice, as is another production multiplier, but once again it’s that massive bonus to Assistant production that gets the faceless all wriggly, easily quadrupling the power of their assistant army. Faceless get substantial benefits from either faction.

Titans/Faceless: A million Labyrinths is nice for Call to Arms, and not being quite so terrible when Lightning Strike hits them, and an extra multiplier from playtime is nothing to sneeze at, at least if you usually prefer druids, but the trickle of faction coins that will never increase is meaningless, and simply doesn’t compare to the alternative. Sorry Faceless, Titans don’t really need you like you need them.

Titans/Druids: Druids give Titans three things they always wanted. More Assistants, more multipliers, and a scaling economy. A massive bonus to Deep Mines, a decent bonus to Monasteries, and each building being its own multiplier, all three are fantastic, and Animal Companions is the icing on the cake, giving Titans an instant 12% bonus that actually grows over time.

 
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Topic: Realm Grinder / Pie in the Sky Suggestions

Originally posted by Magmardooom:
Originally posted by Kholai:

Getting funky with Royal Exchanges

1: Instead of having an upgrade or stat for royal exchanges, cut out the middle man: Faction coins instead provide a bonus to production based on current faction coins. If you spend faction coins on heritages or upgrades, the bonus is lost.

Ultimately this works out more or less identically to the current system except now you’re sacrificing production to get heritages, rather than foregoing production, and it’s a lot friendlier to idle play.

2: Markets.

Let’s not be coy, Excavations is basically “Spend X gems: Get X faction coins.” Why not simply make this reliable?

Pay 3% of your starting gems and a proportional amount of gold and get 50,000 of each faction coin. Sacrifice long term growth for short term bonuses. You can’t ruin it, like you can by buying too many excavations, you can’t abuse it, like you can by not buying any excavations and then spamming them into a single game to x100 your gems in an hour, it’s just a constant strategic tradeoff – more gems later, or fewer gems sooner, your choice.

Why here in the pie in the sky suggestions? I said both of these things in the actual suggestions thread and I sincerely believe/hope they should/could/will happen.

Did you? I started these with after seeing your Minor Features post and thought a major game mechanics overhaul would fit right in in the PitS.

 
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Topic: Realm Grinder / Elf angel master race

Hah! Awesome. Shame it wasn’t the other way around, Angelic Determination with elves would be worth losing 80% production to clicks any day.

 
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Topic: Realm Grinder / Contingency Autocasting a Disappointment

Originally posted by Krafen:

I was finally able to afford Contingency Autocasting, but I haven’t found a way to make it more effective than Priority Autocasting for Angels.

If casting manually, I wait until I have full mana, cast God’s Hand (GH) and Call to Arms (CtA) simultaneously, then Holy Light (HL) as soon as possible.

The problem with Contingency is if I set it to wait to cast GH and CtA simultaneously, it also waits until that same amount of mana is reached to cast HL, which severely limits the overlap.

I tried setting Contingency at 1200, just enough to cast GH and CtA, and got 7.13 seconds of overlap.

Setting Contingency at 0, effectively just using Priority, with the order GH>CtA>HL, I get 8.78 seconds of overlap.

I currently have 1,430 mana.

Has anyone found a Contingency setting for Angels that is superior to just using Priority Autocasting?

No, Contingency sucks for angels, it’s better for everyone else.

 
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Topic: Realm Grinder / Pie in the Sky Suggestions

Getting funky with Royal Exchanges

1: Instead of having an upgrade or stat for royal exchanges, cut out the middle man: Faction coins instead provide a bonus to production based on current faction coins. If you spend faction coins on heritages or upgrades, the bonus is lost.

Ultimately this works out more or less identically to the current system except now you’re sacrificing production to get heritages, rather than foregoing production, and it’s a lot friendlier to idle play.

2: Markets.

Let’s not be coy, Excavations is basically “Spend X gems: Get X faction coins.” Why not simply make this reliable?

Pay 3% of your starting gems and a proportional amount of gold and get 50,000 of each faction coin. Sacrifice long term growth for short term bonuses. You can’t ruin it, like you can by buying too many excavations, you can’t abuse it, like you can by not buying any excavations and then spamming them into a single game to x100 your gems in an hour, it’s just a constant strategic tradeoff – more gems later, or fewer gems sooner, your choice.

 
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Topic: Realm Grinder / [Minor Feature Requests]

Originally posted by Magmardooom:
Originally posted by Kholai:

Please extract Excavation Notes into a separate upgrade, it’s getting so long I can’t even see the price unless I scroll so it’s at the very top of my page, let along the impact of excavations on my production.

I think this shouldn’t even be an upgrade anymore.
-It’s something infinitely purchasable so like the grand exchanges it’s taking space in the upgrade window.
-Even though there is an option to add a warning, it is still a bit bothersome to have go uncheck the warning in the options every time you decide to buy a bunch. But you still have the original problem of accidentally hitting it everytime you buy a lot of upgrades at once.

For these reasons and the one Kholai mentioned earlier I believe excavations should have their own button in some corner on the screen.

And another thing, at late game there are a lot of upgrades to buy at once – especially right after a soft reset. I think we need a buy all upgrades button that buys at least all the ones that are reasonably cheap (less than 5% of your current coins maybe?)

A separate window in the UI for exchanges (possible the same buttons could also show how many faction coins you have), excavations and anything else permanently buyable would be a nice change to the UI.

And this reminds me, an upgrade to allow Ctrl+Click on a Faction Coin button to activate auto exchange would be great.

 
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Topic: Realm Grinder / Pie in the Sky Suggestions

Revamp Angels

It’s bad enough having to slowly ramp up to faction coins, but to be paralysed casting Tax Collection every game for hours just to reach a decent multiplier kills them.
So the fix would be an easy one: Base Angelic Determination on total spells cast, rather than spells this game, and ramp down the multiplier, just like elves.

Wipe out autoclicking forever, wipe out repetitive strain injury forever.

Change the treasure chest to provide 8 ticks of income while the mouse is hovered over it. Add upgrades to bring that up to 16 ticks per second if you like.

No more autoclicker, everyone gets the same reward for being active (or at least online), and no more carpal tunnel. The game can be perfectly balanced around an exact, known number of “clicks” per second, and those who don’t like autoclickers aren’t hindered by it.

 
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Topic: Realm Grinder / [Minor Feature Requests]

Please extract Excavation Notes into a separate upgrade, it’s getting so long I can’t even see the price unless I scroll so it’s at the very top of my page, let along the impact of excavations on my production.

 
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Topic: Realm Grinder / Which faction is the best to unlock dwarves?

Titans cannot unlock Dwarves, however they are perfect for the two Quests beforehand, which require only 1e50 gold and a million of each faction coin.

Best faction is Fairies, being as it’s easier to pull their coin production up to 1e46 than it is to pull elf production up high enough to buy 800 Inns. If you don’t have the gems, just play Titans and get more until you feel you can reasonably get up there.

 
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Topic: Realm Grinder / 3rd Reincarnation Stats

Originally posted by FlareAndrew:

I have a question. Am I the first one to make it to Reincarnation Power (2)?

Quite possible, I’m piddling around e28 gems at the moment with about half as many treasure clicks, and I don’t expect to Reincarnate again until later today.

 
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Topic: Realm Grinder / Pie in the Sky Suggestions

Originally posted by FalseIdle:

would probably cause such an issue with balancing and rebalancing but i do love the idea! Dark elves would sweet. it honestly feels like Fairies and goblins should trade spots, Fairies seem like far more of an idle class and Goblins seem far stronger as an active(or bursty active) class, especially given their lack of assistants.

Fallen Angels after a few reincarnations would have crazy late game mana gains :D

Yeah, the most interesting part for me is how drastically the factions change “feel”, with the good factions becoming good idlers, and the evil factions getting a lot faster and more active.

Originally posted by Matrix4767:

I’m a fan of combining two fictional characters into one so:

Angel + Demon = Hell Portals and Heaven’s Gates fuse to become one building, with spells and mana powering it up to otherworldly levels.
Fairy + Goblin = Their assistants start producing gems, which are added in the current game, with lower tier buildings increasing their power.
Elves + Undead = Assistants get the Elves chance to produce 10000x of production and royal exchanges get cursed, raising more troops passively.

This could be interesting, even if you have just the basic abilities interacting with one another, Goblin+Fairy would have more buildings than ever, Undead Elves would have world shatteringly powerful assistants, and Angel+Demon’s double mileage to mana gain alone would give them a lot of advantages.

Talked about this in the chat and figured I’d add it:

Revamp Undead

The discussion came up that Undead’s “long run” playstyle could never compete with short runs, unless they could somehow offset the increasing cost of gems.

Instead of one of their scaling bonuses over time, give Undead the following ability to replace it:

Increase current gem production bonus by 1% per gem to be gained on soft reset.

So early on, start with 50 gems, and gain 50 gems, with this upgrades, you get 1% per gem gained – raising your bonus to 75%, a 50% multiplier to help push you to 200 gems, which will give you a 150% bonus, and so on.

Later on, each gem becomes worth 3, 4, or 5%, the same bonus could apply to Undead’s “Ghost Gems”, meaning end game, each gem gained gives 80% of gems already possessed. Double your gems, get +80% income, and quadruple the price, and the increase is tied to progress, rather than time taken, so you’re not as heavily forced into long set up times to get undead games off the ground.

 
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Topic: Realm Grinder / Pie in the Sky Suggestions

A thread for suggestions which… Probably won’t happen, so more “sensible” suggestions can go in the Suggestions thread. Dream the dream, design entire factions based around cats, wild new game mechanics, a vast and gripping plotline… Whatever you like, it’s just for fun.

Here’s one to get the ball rolling:

Make Drow and Dwarf work for either good or evil.

This is pretty unthematic, but mechanically it’s pretty interesting, since the two prestige factions are pretty even, and there’s some interesting synergies either way, and who doesn’t want to double their options?

So once you’ve picked your faction, picking the opposing Underworld faction would switch your alignment spell and buildings (and the abilities involving those buildings) to the opposing alignment, and your playtime would start counting up with the opposing alignment to boot. You’d then be able to try out living on the other side for awhile:

Dwarf + Goblin:

Loads of buildings is the Goblin Schtick, so it’s no surprise they’d get on well with their bearded buddies. Expert Masonry and Cheap Materials would combine to really crank up the number of buildings, while turning Goblins into monstrously powerful clickers with Indestructible Treasure and dat building count.

They wouldn’t get much out of Magic Resistance, but with the most buildings out of anyone, who needs it? Goblins with Holy Light, amazing clicking bonuses and higher building count multipliers than ever before means quite contrary to their evil cousins, Goblins were all about the clicking, and all about the Diamond Pickaxe to crank that Goblin Economy with brutally powerful clicks.

Dwarf + Undead:

Let’s face it, Skyrim made it cool for zombies to have beards, and it’s easy to see why. With Dwarven building costs Undead would have more Assistants, and more mana, than ever before, while the longer they waited the bigger those beards, and the zombies bearing them, would get.

But big burly bearded buddies isn’t all that would be going for undead, thanks to Necropolis being the same tier as Citadel! Undead would finally become a top tier faction thanks to an x6 x6 x6 x200 bonus to their favourite building. Overall, Undead Dwarf would probably have even better synergy than Undead Drow does, and hey, Diamond Pickaxe plus Night Time would be out of this world.

If Necropolis became a problem, an x3,000 bonus to Warrior Barracks instead would sort that out soon enough, since it’s not going to change Goblins much, and no good faction uses it anyway. Undead would still be a pretty slow faction, but with Dwarved ptobifiv yjrit nou

Dwarf + Demon

Another no frills, solid boost here, considering Demons are all about the building counts. More buildings, more mana, more assistants, and more production power for those sexy, sexy Hell Portals. Without much in the way of long term growth, Demons could really appreciate the short term power of dwarves for quick, no nonsense resets that boost everything that demons like.

I guess Dwarves can’t help but dig too deep, after all. With most of their bonuses pre-determined ‘;dvf gains all being immediate and powerful, they’d gain a lit of up front production too.

Drow + Fairy

Surprisingly for a faction all about Inns, fairies could do pretty well for themselves with Drow, Fairies really hurt from the lack of scaling, and short duration, of Fairy Chanting, and Diamond Pickaxe only adds insult to injury. Meanwhile, Fairies have no long game, and no bonuses to their Assistants, so sticking around for their tiny little fairy beards doesn’t do much for them.

Meanwhile, sticking with Drow would give fairies all the long game they could ever hope for. They might not get another bonus on Inns, but they would get to apply all those extra buildings to some extra powerful bonuses with Spider Gods (I could see fairies worshipping, or at least feeding, spiders…), while those temples would in turn boost those FIBs to all new heights in return. With mana over time to supplement their mediocre mana game, and a spell that finally gives fairies a late game all by itself, Fairy production would actually be able to progress and grow, something it never could accomplish with Dwarves.

What’s more, Fairy assistants would finally get the production oomph they deserve, with their huge number of assistants all producing faction coins, and turning those faction coins into even bigger bonuses to assistant production, while as the least hands on Good faction, they should have no trouble maintaining the powerful Shadow Advance ability.

Drow + Angel

As the glacial slow-runners of Good, there should be no secret what a Dark Angel would get out of aligning with Drow. Not only would Angels love the chance to get their greedy little hands on Blood Frenzy, but getting Combo Strike as well would give them four thirty second spells to play with, for the bargain price of only 2,400 mana. While losing Magic Resistance’s big bonus would be costly, and a thirty second duration for Combo Strike would actually slow down how quickly it could grow, Blade Dance and Angelic Determination would pull double duty, turning their growth over time into something extraordinary.

And to take the edge off those long periods idling waiting for their multipliers to pick up, that second source of mana not capped by building count would allow Angels to accelerate even without having to be around constantly babysitting them.

So while they might not get much out of assistants, and suffer from losing Diamond Pickaxe, by the time Dark Angels finally managed to work their way into Drow they’d be packing a serious magical wallop to start making those gems.

Drow + Elf

Drow and Elves wouldn’t get on, you say? Think again, the pointy eared cousins actually have a lot in common with one another, while elves don’t actually mesh very well with their bearded buddies (doubtless because elves can’t grow facial hair). Elves don’t get extra buildings like fairies, don’t make a lot of allies to benefit from Diamond Pickaxe (or even need it in the first place), and while decent Elven mana regeneration isn’t enough to make Magic Resistance too special. And since Elves don’t grow over time, so much as from game to game, there’s not much point in sticking around for their beards to grow unless they simply can’t progress anyway.

When they switch to team Evil, however, things actually start to look up for Elves in a lot of ways. They lose Holy Light, but Elven Luck keying off cash/s instead of Clicks/s means that the cheaper, and more easily combo’d, Blood Frenzy actually does them a lot of good. They lose clicking bonus from Indestructible Treasure, but gain a multiplication bonus from Dark Temples to increase their production once more.

Meanwhile, Drow’s love for Faction Coins and Royal Exchanges pairs perfectly with Elves extraordinary Faction Coin gain, giving them even more exchanges than usual, and giving their assistants even more powerful bonuses with exchanges giving them both Clicking Bonuses and Assistant Bonuses for double the mileage.

Finally, just like Fairies, Combo Strike would give Elves a real scaling economy during a run, with evil playtime overall boosting Elves playthrough after playthrough, just like their total clicks does.

So while it might sting a bit for Elves to stop clicking so much, with an x4 production bonus would give Evil!Elves a powerful assistant based economy, with a lot less of a gap between their weakened clicks and their strengthened assistants.

Well that’s my pie in the sky suggestion, what’s your?

 
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Topic: Realm Grinder / [Suggestions]

Since the game is rapidly devolving into the haves and have nots, when it comes to play speed, with Elves and Titans lording over all the other lowly, coinless, plebs, a suggestion that arose while brainstorming in chat was to have Tax Collection gain Faction Coins.

This could be kept at a low level, such as each assistant having one chance to collect 1 faction coin, based on Faction Coin %.

This would give Tax Collection a use throughout the game, without being overpowering (and not destroying the early game, since they wouldn’t have the assistants or coin % to abuse it), and providing a tactical incentive to use spells other than double cast combo, at least to help tackle those early hurdles.

Secondly, while this would be a much needed boost for the slower factions to help them compete, it would not noticably improve, or benefit, Elves or Titans who both have better means of Faction Coin accumulation.

 
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Topic: Realm Grinder / [New Feature] Reincarnation

Originally posted by Magmardooom:
Originally posted by havoc777:
Originally posted by Magmardooom:
It’s been a day and I have 15Qa gems on titans.

That doesn’t seem right. You’d have to be either be exploiting or making heavy use of the premium features to recover that fast.

Autoclicker and the Gifts. Nothing else.

EDIT: You’d be amazed at how powerful elves > titans are. Plus 420+ trophies means that as soon as you get a single HoL your production skyrockets early on. The extra mana is enough to significantly increase frequency of LS on titans and I don’t have to go through all 9 factions again and do all sorts of hidden trophies cause those stick around.

EDIT2: Plus if you ask around in chat a lot of people who reincarnated are at this point or close.

To back Magmar up here, I’m at 104Qa with 100Qa more in the bank that’s gone up to 3Qi while typing this (Go Druids!). Demons + Titans to start out.
Vampirofdead was up to e20 yesterday (100 Qi), and he started after me. I assume he’s at e26 or better at this point.
Sylamphre has Dwarf unlocked and is pretty much definitely ahead of me too.

But yeah, everyone assume that the Devs will change nothing and Reincarnation will take months to recover from.

Faceless Heritage will not be changed to something else – For example, to “Buildings in current run.”, which would provide a useful, scaling, bonus for all players while remaining good for both types of player.
Elves will not be changed – For example, to use “Clicks in Current Game”, which would be a super simple way of toning down their current power and making them useful to both types of player.
Reincarnations will never have any bonuses that scale just for them.

 
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Topic: Realm Grinder / Goblin and spellfury

Originally posted by Derpwing Duck:

You have way too much time on your hands, I see you on every post stating random shit that doesn’t even matter to the topic. He asked a simple question.

Sure, I’ve got a few minutes between Lightning Strikes. And actually he raised multiple counterpoints, before escalating the matter to an in depth discussion about simultaneity in computer programs, but good job trying to follow along, keep trying.

 
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Topic: Realm Grinder / [Minor Feature Requests]

Please add a toggle that changes the price paid for X buildings that shows on the Buildings buttons and instead shows the income per second, or income percentage, of that building type in its place.

E.g. Currently Deep Mines shows x10, 4.831e44.

Instead to show: x10, 8.383e37
Or: x10, (23.3%)

This will easily show influenced buildings without the need for building glow, and easily show their relevance and value of purchasing them at a glance.

 
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Topic: Realm Grinder / [New Feature] Reincarnation

Originally posted by spaz102:

Wow, a lot of bad math going on in this thread. Reincarnating will eventually overtake not doing so, but it is my belief that this happens ludicrously too far ahead in time.

Not as ludicrous a timeframe as you may think, given the way gem growth works.

Let’s say it takes 1 day to double 1e36 gems. This doubles every time.
After 1 day, you have 2e36 gems. Duration doubles, because you have no more multipliers.
After 3 days, you have 4e36 gems.
After 7 days, you have 8e36 gems.
After 15 days, you have 1.6e37 gems.
After 31 days, you have 3.2e37 gems.
After 63 days, you have 6.4e38 gems.

So how does 25% additional production impact gem growth?

If it takes 100 coins to double, then 1.25 coins versus 1 coin per second will finish in 80 seconds rather than 100. Therefore 25% faster growth means means 20% less time to double gems.

So if it takes 30 days to catch up, 1,2,4,8,16 is 31 days later, so One-lifer has doubled 4ish times in that time. To double my gems takes 0.8 days, 1.6, 3.2, 6.4, 12.8 days. 24.8 days later, One-lifer has not finished doubling their gems a fifth time, and so is now around twice my gem count. They need 5.4 days to finish doubling, I need 25.6.
25.6 days later, they need 43.8 days to double, I need 51.2.

So with our example figures, two months after catching up, assuming it took me 29 days to reach e36 from e16, we’d be less than 7 days apart, and I would hit e33 first.

This is the power of a single, 25% multiplier. Assume I spent that same 30 days reincarnating twice more, for a 75% bonus, and it then took another month to catch up, somehow. One life is at 6.4e38 gems versus 1e36.

Now I earn 75% more, each doubling takes 57% as long. It’s going to take 63 days for one-life to hit 1.28e39.

0.57, 1.14, 2.29, 4.57, 9.14, 18.29 is 36 days to hit 6.4e38. 36.58 days later, just 9 days after one-lifer hit 1.28e39, I do too, and then I “win” again, hitting 2.56e39 after two months off, two months on.

 
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Topic: Realm Grinder / [New Feature] Reincarnation

1: 6e36? I doubt I’ll bother getting that high until three reincarnations from now, nor would I likely need to to engage in new content, but I’m up to e15 after 23 hours, so I daresay I’ll let you know when I hit my second reincarnation.

2: Disingenuous, we’re not talking a flat gain, which fall by the wayside, we’re talking about a percentage. I am progressing 1.25 times faster. Because the cost of gems increases 4 times every time you double your income, you must either double time, or double multipliers, every time you double your gems to keep progressing at a constant rate. This is why progress stalled at around e20 with Neutrals and suddenly shot up with Prestige, because the multipliers simply weren’t there to support further growth.

But yes, either way, words where mouths are, I suppose I’ll send you a line when I hit e30.

 
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Topic: Realm Grinder / [New Feature] Reincarnation

1st point: Incorrect basis for your argument, you are not comparing like with like. Before version 1.2, there was no means to grow rapidly over e20 gems. Before version 1.1, there was no tool to rapidly progress beyond ~e15 or so. The restriction to growth was the lack of building multipliers. In the 21 hours since I have started playing, I have reached neutral factions, and am growing by orders of magnitude, because I have more tools than I had first time around, and no need to fill in my foundations (namely heritages and trophies), and I am backed by the income of 425 trophies and a free, additional, 25% bonus to income.

2nd point: Certainly, people may apply their own goals, however completion is completion, and the higher the multipliers, the higher gem count may be increased, and the higher each of those scores can be increased, with, admittedly, the sole exception of spells cast, which has no impact on gameplay. I may have an infinite pie, but my slice is, and can become, larger than someone else’s piece.

Much like you sacrifice gems to excavate in order to facilitate higher gains, so too with reincarnation – The path to the highest production is not necessarily linear, and the highest gem count is impossible without reincarnation, since gem growth is constrained by total multipliers.

So just like a Soft Reset sacrifices current wealth for future wealth, Reincarnation sacrifices current gems for future gems.

 
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Topic: Realm Grinder / Goblin and spellfury

Originally posted by YearOfComing:
Originally posted by Kholai:
Goblin Greed does not have a duration, therefore it has no period where it is active.

Argument 1: Goblin’s greed cannot be active as the spell itself is categorically disqualified from ever being active.
Problem: In game documentation does not list the categories of “active spell” and “instant spell” to suggest categorical disqualification.


It is resolved as soon as it is cast. Tax collection occurs after Greed resolves, as it accounts for the additional buildings.


Argument 2: Spells are ordered so that any two spells cannot be initiated at the same time. The free casting of tax collection occurs at a later point in time from the spell cast.
Problem: Initially, the free tax collection was not affected by the spell just cast, suggesting that the “fix” which allowed the free tax collection to get the bonus also prevented goblin’s from getting spell fury. Furthermore if two things occur and are resolved at the same instance in time it is unclear whether the result of one would affect the other.

Argument 1 is irrelevant either way, an instant spell has an active period of 1 tick. During said tick, effects are applied. Whether is is, or is not active, this tick does not overlap with Tax Collection.

Argument 2: Tax collection, pre-fix, was being applied before Goblin Greed’s buildings were added. Tax collection, post-fix, was being applied after Goblin Greed’s buildings were added. In no case is there an overlap, because the spells are resolved in the same tick as they apply their change.

If Greed is cast, it adds two buildings, and the spell ends.
If Buildings are added, therefore Greed is ended.

If Tax Collection resolves, it adds income, and the spell ends.
If Tax Collection adds income, therefore Tax Collection has ended.

Therefore:

If Tax Collection adds income including the added buildings then Greed has ended.
If Tax Collection does not add income including the added buildings then Greed has not yet begun.

Neither outcome can trigger Spellfury, and neither outcome is applied simultaneously, one must be resolved before the other can, because their resolution depends upon the other spell either having, or having not been resolved. The waveform is well and truly collapsed, there is no period of uncertainty, Tax Collection resolves after Greed resolves. Spellfury requires Tax Collection to resolve when three spells are active, Greed can never accomplish this.

 
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Topic: Realm Grinder / [New Feature] Reincarnation

Originally posted by PIELIKEI:

@Kholai, you are wrong if we are talking about loss in terms of progress for the game. I guarentee you that when the new update comes out and is broken day 1, people who haven’t reincarnated will get a 1 day boost of gems and those who reincarnate wont. Mainly because they have 10UC+ gems and you have 1 Td gems. In this respect, if updates keep on coming out like this (broken day 1 and then immediately patched) reincarnation will never catch up, regardless of your 1.2 mana bonus. Those who don’t reincarnate still have content to go through, they just wait for updates.

I concede the point that they will have likely have higher gem counts, however there is no guarantee I will not have reached gem counts necessary to play all new content and acquire all trophies when it comes out, nor would the additional gem accumulation of broken content necessarily benefit me in a meaningful way other than to achieve said trophies as I only require enough gems to reincarnate.

Secondly, you may acquire all upgrades in a single run, is the game now complete? Do you “lose progress” on soft reset, because you have lost your upgrades? I have a reincarnation upgrade. My game is, by definition, “more complete” than someone who does not have that upgrade, regardless of their gem count. Gems are no longer the sole metric for defining progress, but merely another step in the path towards completion.

 
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Topic: Realm Grinder / Goblin and spellfury

Originally posted by YearOfComing:
Originally posted by Kholai:
Originally posted by YearOfComing:

Your argument seems to confuse “active spells” with “spells active”.

it has resolved by the time tax collection is cast.

This is a separate argument, stating that spells are time ordered so that the initiation of any two cannot coincide.

You seem to mistaking statement for argument. Goblin Greed does not have a duration, therefore it has no period where it is active. It is resolved as soon as it is cast. Tax collection occurs after Greed resolves, as it accounts for the additional buildings.

 
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Topic: Realm Grinder / [New Feature] Reincarnation

Originally posted by havoc777:
Originally posted by Kholai:
Originally posted by havoc777:
Originally posted by Kholai:

What do you think I lost by reincarnating?

Serious question.

Are you blind? You’ll loose everything. Players got that far easily due to certain factions having such as Goblins giving them the thrust they needed. Now not only Goblins but most basic factions have suffered a heavy nerf (except maby Elves which need autoclickers to be reliable) It’ll be ALOT more difficult to get to that point. It’s pretty much the same as clicking hard reset excepting being allowed to keep achievements, anyone who says you’re not loosing everything is lying to themselves and everyone else.

Bzzzzt! Wrong. I lost nothing but meaningless numbers that weren’t going anywhere.

The point of playing is enjoyment via progress and achievement. I had achieved everything, there was nowhere else to go. Now I can make progress, I’ve lost nothing that was particularly difficult to acquire – namely tediously grindy trophies and heritages – and I’m actually having a lot more fun, because I’m progressing and unlocking new stuff. I’m up to e12, unlocked Neutral factions, and am now enjoying my second Titans game.

Actually I’m correct but you truly are blind. going from maxed to nothing= loosing everything. just because you enjoy that for some bizarre reason does not make it any less true. The only things that you’re unlocked is what you already had unlocked then threw away.

Wrong again. Before, I had nothing. Nothing to buy, nothing to look forward to, nothing to unlock, and no new numbers to see – you cannot earn new gems.

Now, I have things to buy, things to look forward to, things to unlock, and a goal – to reincarnate again.

Eventually you’ll have nothing too, and you’ll either leave, or you’ll realise that I was right and reincarnate.

 
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Topic: Realm Grinder / Goblin and spellfury

Originally posted by YearOfComing:

Your argument seems to confuse “active spells” with “spells active”.

Goblin Greed is never in an “active” state. It is cast to grant instantaneous gain, and that is all. As it it never in an active state, it cannot be used to qualify for Spellfury, it has resolved by the time tax collection is cast.

If, however, you have Drow!Goblins, theoretically you should automatically gain the trophy as soon as you cast the third of Combo Strike, Blood Frenzy, and Call to Arms, however you should have the trophy through several other sources long before that point.