Recent posts by frostlion on Kongregate

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Topic: Clicker Heroes / Please fix dark ritual!

Except you’ll be able to double the amount of souls you can get now. So unless you are DRing 12 hours a day every day, you’ll eventually want to collect the huge pile of souls you have before starting the DR cycle over.

Nokks, no you won’t, that’s the whole point. Even if you got 100 times as many souls, that might get you a multiplier of a million or whatever, but if you have cast enough Dark Rituals, that will always beat it. It doesn’t matter how often you cast them or how regularly, eventually, they will outpace anything because the more you use them, the more powerful they become, while all other buffs eventually become less powerful and more expensive.

Double souls sounds cute, but it’s a drop in the bucket compared to stacking Dark Rituals.

PS Good suggestion RoboTurtle, I could get behind that.

 
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Topic: Clicker Heroes / Guide to Ancients (Hero Soul Spending for v0.12)

It’s not on kongregate yet, but you can play the bug-filled beta at: http://clickerheroes.com/test993

 
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Topic: Clicker Heroes / Please fix dark ritual!

Skidmarrk, luckily, it wasn’t in a single weekend, but over a couple of them (with a few upgrades thrown in evenings and mornings). The problem with what you are saying about things being faster with the buffs though, is the following: To get enough hero souls to buy the buffs, I would have to reset, giving up that 189 million times multiplier to gain a much smaller one. So I would loose out a lot on restarting to buy them. Intuitively, you might think I could just get those hero souls back by using Dark Ritual 200 times again, but that’s where the problem is! Instead of doing that, I could keep going instead, adding another 200 Dark rituals over the same time, to get to a total of 400 and a multiplier of 3.6 × 10^16 or 36 million billion.

Brandon, you’re certainly right that an alternative solution would be to not require resets and let you keep your dark ritual (or even just keep the dark ritual buff after ascension). What you are doing at that point though is basically saying the ascension option is useless after the first few runs and the end game just consists of casting dark ritual as often as possible and throwing in some ancients, rather than getting the chance to build up multiple times with an advantage. That is absolutely a choice they could make, but it would not be my preference.

RoboTurtle and theboodthief, first I agree that obviously everyone will need to max Vaagur. That’s 100 or so hero souls that you just have to invest to keep the game playable period. Your other ancients though, don’t ultimately change the equation that much. The more hero souls you have, the less their effect. Ancients become more expensive the further you level them up and while going from 100 to 200 hero souls almost doubles your DPS, going from 10,000 to 10,100 is just a drop in the bucket. Even if that were not the case though, being able to say triple your hero soul gain from Solomon and double it from Atman, would merely give you another x6 multiplier in your effectiveness, or a bit under 20 energized dark rituals. My dark ritual bonus would still be over a hundred times larger than what these hero souls get us. (that’s certainly less than a thousand times larger, but still a pretty big gap).

YearOfComing, it would indeed be necessary to max out Vaagur. That fact doesn’t change the fundamental problem though. At best, it will require you to restart once for a few hundred extra hero souls to buy Vaagur and then never restart again after you ever get a decent amount of Dark Rituals built up.

In general, the problem is simply that Dark Ritual gives you an exponentially growing bonus, that doesn’t cost you anything and doesn’t require resets. Unlike hero levels (that become more expensive), or hero souls (that don’t grow exponentially and require resets), or ancients, that don’t grow exponentially either, but do increase in price and do cost you hero souls. Whatever bonus you give, as long as just pressing two buttons every 15 minutes doubles your DPS every few hours forever, no other buff will ever measure up to that.

 
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Topic: Clicker Heroes / Please fix dark ritual!

Today I took a look at the new ancients in the 0.12 test patch and they seem great and interesting. However, a quick calculation shows that they will never ever make it worth resetting your game to cash in hero souls, because of the broken dark ritual mechanics.

Say I get Siyalatas for 40 times for 25% DPS when idle (1000% or x11)

I buy NeedsAName, for 50 times 10% gilded damage bonus (500% per gild, or an effective x10-11 for high-gild heroes).

Morgulis 40 times for another 400% DPS, and let’s assuming it stacks multiplicative with the other DPS buffs (x5)

That would give me a total DPS boost factor of 500.

Suppose I could do a similar thing for gold with a whole bunch of combos that get me a factor of 500 income boost as well. (a bit optimistic, but close enough).

And finally, since gold scales with monster power, and hero cost scales with gold, we could call that a roughly 500 × 500 = 250,000 power multiplier as a long term goal with a whole set of high level ancients.

Then I look at my current game where I have none of these bonuses but 200 energized dark rituals from running the game in the background for a few weekends and clicking energize-dark-ritual-reload-energize-reload every 15 minutes.
That gives me a damage multiplier of 1.1^200 or 189,905,276, That’s almost a thousand times more than I could ever realistically get with all those buffs. In short, it would never be worth it for me to reset, because the loss of dark ritual bonuses would massively outweigh any possible benefit from even an insane amount of ancients I could buy with it.

Is it just me, or is that a problem?

 
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Topic: AdVenture Capitalist / Angel cost: from angels owned or total angels?

Good to know, thanks!

 
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Topic: AdVenture Capitalist / Angel cost: from angels owned or total angels?

As most players know, every consecutive angel is harder to get if you already have a lot. However, I was wondering if this is based on the number of angels you currently have, or the total number of angels you gained over time (so number you have + all money spent on upgrades)?

And if the second is the case, does that mean you could actually break your game by spending 99% or more of you angels on upgrades and then being unable to get any more because the game registers you as having gained way more angels than you currently have?

 
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Topic: General Gaming / Tentacle wars: looking for a challenge?

Hey Proots, nice going on the low cuts!

I’m actually surprised you had so much trouble with level 5. It’s pretty easy really.
Use your starting cell to grab one of the other ones, then reverse the tentacle (let the new cell feed the original) and use the new cell’s second tentacle to grab the last one. Then have both new cells feed into the original, build it up a bit, then send it in for the (slow) kill. Like this

Also, has anyone actually confirmed lvl 17 can be done without cuts. I know it can be done with just one (as shown in the screenshot by m2m4m6m8), but can it actually be done with zero cuts as some people have suggested?

 
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Topic: Anti-Idle: The Game / 'Another Garden' breeding spreadsheet

Awesome, thank you both. I had not realized you could check seeds you hadn’t seen yet.

The sort of summary Draconi linked was what I was hoping to figure out myself, based on the info about seeds, but it seems even that is already done for me.

is once again amazed at the amount of work that has already gone into unraveling this game.

 
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Topic: Anti-Idle: The Game / 'Another Garden' breeding spreadsheet

Thanks for the great spreadsheet!

Is there also a list somewhere of what all the seeds do?

 
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Topic: Anti-Idle: The Game / MEGATHREAD: Battle Arena

Thanks for the confirmation, guess I won’t be taking that skill then.

 
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Topic: Anti-Idle: The Game / MEGATHREAD: Battle Arena

Does the panic skill (attack speed increase with high rage) allow you to go over 25 speed? Or does it cap there just like most things that boosts attack speed?

 
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Topic: Anti-Idle: The Game / MEGATHREAD: Battle Arena

Originally posted by wolfman1214:

I’ve got a question, WTF IS THAT PEAR IN THE DEADLANDS?! It appears sometimes, and disappears for no reason when I’m fighting…does it do something?

The only thing I can think of is you might be referring to the poison debuff. Is it a small green droplet shaped pear that appears on the left side of the screen? If so, then that means an enemy poisoned you with an attack and you take ongoing damage while the drop is visible.

If it’s something else, what does it look like and where does it show up?

 
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Topic: Anti-Idle: The Game / Stadium tokens.

I believe the exact number is 80,200.
(It’s 1+2+3+…+400 = 400 * 401 / 2 = 80,200.)

There’s actually a Dragon tip that says “you need about 80,000 stadium tokens to maximize all your skills” or something to that effect.

 
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Topic: Anti-Idle: The Game / MEGATHREAD: Battle Arena

Newbie player here. Just started a few days ago and I’m trying to get a bow from the epic pyramid battle that’s better than the blood claw (no I don’t have too many speed boosts on my armor yet, so slow weapons are so-so).

I noticed your damage seems to go down by a massive amount when you enter the pyramid. Is there a special trick to minimizing this effect, like using specific powers, special gear or something? Or do I just keep spamming Power Attack and drinking potions and keep stuck at a few thousand per hit?

Alternatively: I have about a million crafting material and ten million pixels now. I was thinking of using the pixels to boost my attack power, but would it be better to craft a weapon instead? Or would that probably not be better than blood claw/+4 pyramid bow anyway?

 
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Topic: GemCraft Labyrinth / Numbercraft (the math behind GCL)

The best fit I’ve gotten so far is:
#summoned monsters/#base monsters = -0.000936*(mulitplier-1)^3 + 0.729*(multiplier-1)^2 + 2.038*(multiplier-1).

Or a slightly more manageable version that works well until around 20x multiplier:
#summoned monsters/#base monsters = 0.72*(multiplier-1)^2 + 2.06*(multiplier-1)

Clearly, they don’t show the way the math works behind the screen, but they do give fairly accurate results and give you a feel for the way the multiplier works.

Hope that helps.

 
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Topic: GemCraft Labyrinth / Numbercraft (the math behind GCL)

Sorry all for not getting that angering update out. Been having way too much fun playing RIFT these past few weeks.
The one thing people need to know though that I haven’t seen documented yet.

If you go for a high summon multiplier NEVER anger with:
Grade 4
Grade 6
Grade 9
Grade 10
Grade 13
Grade 14

They are currently bugged so they count one of the monsters you summoned as a ‘base’ monster. Especially if you’re playing Giant levels, that can bring your multiplier way down.

I’m still hoping to post the full angering overview, but I’m afraid I don’t have an ETA. I guess it may depend on the next update after 1.10 and if it adresses any balance issues. (That would make this a lot more interesting again).

 
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Topic: General Gaming / [GemCraft chapter 0] GemCraft Labyrinth.

Originally posted by vesperbot:

I’d like someone to successfully earn a 3.0 summon multiplier on anything but the pylon level :) of course, one has to win the battle. (Also, maybe that someone will also do a shadow clash? If he’s premium, of course.)

That’s not too hard actually. I’ve Gotten up to a 7.23 summon multiplier on normal (giant only) field G10. And that was just gathering data on the summon scaling curve, and playing without 20 extra levels. Add 20 levels to scale things up and really push for the max and 10X multiplier should be doable without too much trouble. Shadow Clash is pretty trivial at that point, because the angering makes you scale quickly, but not the shadow, which will be a pushover when it comes on.

EDIT: And to add a challenge myself: complete the final field with only 100 skill points spent (on whatever settings you like).

 
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Topic: General Gaming / [GemCraft chapter 0] 228 waves in Gemcraft (labyrinth!)

Originally posted by IanIanIan:

I don’t think that’s it, I constantly get a summon multiplier around 2-2.5 on max stats and I summon around 300 giant monsters a wave. Which is 10x the amount there should be..

IanIanIan:

#summoned / base # in wave = 0.72 * [Summon Multiplier-1]^2 + 2.06 * [Summon Multiplier-1]

On the left: 300 / 30 = 10.

On the right: 0.72 * [2.5 -1]^2 + 2.06 * [2.5 – 1] = 5.5

So according to the formula, you would only be summoning one monster for every five that come in. Are you perhaps mainly using gems of grade 4, 6, 9 or 10 to summon? Because those are bugged, counting one of each summoned monster as a ‘base’ monster. Also, do you perhaps have Violent Explosion (gem bomb special) activated? Because that messes with your multiplier too.

 
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Topic: General Gaming / [GemCraft chapter 0] 228 waves in Gemcraft (labyrinth!)

Celaeris,

Actually, the only reason you got a multiplier that high is because of a bug (sorry!)
If you’ll look at your score chart, you will see it lists 21661 Monsters killed, and 21660 summoned. That’s not because you killed only 1 monster you didn’t summon yourself, but because you summoned a number of monsters that haven’t arrived yet. However, the game calculates your summon multiplier based on those two numbers, assuming all enemies you summoned were also killed. This works fine in normal games, but is wrong for pylons. In fact, if you summon too many, you get this little gem:

Now note if it’d calculated it out to a difference of exactly 1, I could also have gotten about a 200 time multiplier, for a total score of about 22 Million. Not exactly working as intended…

 
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Topic: General Gaming / [GemCraft chapter 0] 228 waves in Gemcraft (labyrinth!)

jpo40, you’re pretty close, but not quite right. The ratio is actually based on (#summoned / base #in whole level), not just in that particular wave.
Try this simple trick to see: pick a level with both a swarm wave and a giant wave. (I used L13 to try). Anger the swarm. Next time around, anger the giant wave for the same amount. Your score will be the same.

The best (reverse) formula I have so far is:
#summoned / base # in wave = 0.72 * [Summon Multiplier-1]^2 + 2.06 * [Summon Multiplier-1]
which fits pretty well, but doesn’t make too much sense.

Also, you mentioned how Violent Explosions skill shows only a fraction of the monsters summoned as actually summoned, but in fact, that happens even without the skill! For example, every time you use a grade 4 gem, one out of the 19 monsters summoned is counted as a non-summoned monster, bringing down your ratio. But then for a grade 5 gem, all 25 monsters are counted as summoned again…

I’m hoping to find out the exact details and post them in the numbercraft thread at some point, but so far, angering doesn’t make a whole lot of sense.

 
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Topic: GemCraft Labyrinth / Numbercraft (the math behind GCL)

PART 2: Gem Scaling

I’ll keep it a bit more brief this time and stick to the graphs.
I took a lime gem, with no upgrades in gem-related abilities, except for maxing out the special mastery (because it is essential for scaling).
This is how everything scales:

From the speed and damage, we get the base DPS. If we factor in the # chains, we get the real DPS:

If we want to see how the gem scales though, we need to know how cost effective it is. In other words, how high is the DPS per point of mana spent? If that goes down, it’s more mana efficient to have a lot of small gems, if it goes up, one super-gem is the way to go for maximum damage output. So let’s look at the base DPS per mana first, we get:

So from this it looks like lots of small gems are the way to go. After all, the base DPS goes down as the gem grade goes up.
But wait, the special also grows pretty quickly, so looking at the real DPS per mana might give us a different image. Let’s see, shall we:

And that graph is the closest you can get to a pure gem ‘effectiveness rating’. As you see, the growth is a little tricky there at the start, and in fact if you have towers already on the map, you’re better off with multiple lower grade gems until about grade 4. After that though, the gem power starts rising pretty quickly. Eventually, you roughly double your effectiveness every three gem grades. Remember, I’m not talking about damage here, I’m talking about damage per point of mana spent.

So the answer to this is pretty clear: if you have a ‘bland’ gem, like green for poison, you’re better off sticking with a bunch of low grade gems. If you have a gem with a special that scales well though (like lime or yellow), high grade gems win out almost from the start, and by grade 6, there’s no contest.

Finally, for those who were not convinced yet that Yellow/Lime dual gemming was broken, here is the LY dual gem effectiveness graph, with all non-premium skills boosted (including 66 points for +100% gem damage):

And yes, that fit does say at high levels the effectiveness triples every two grades…

NEXT UP: Angering. What gem grade do I want to anger with to maximize my mana gain? How is my angering score multiplier determined? And how do monster armor and HP scale up?

 
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Topic: GemCraft Labyrinth / The Gemcraft Labyrinth Help Thread

Originally posted by revlis94:

Is there some kind of minimum grade required for gems of different colours to be able to be combined?

Revlis, it looks like a bug was introduced with the new patch where if you start a new profile, you can’t combine multicolor gems. You loose the mana and the graphics of the original gems disappear, but the combination doesn’t happen and you’re stuck with the two old gems that only appear again after you move them around (you still see the mouseover text the whole time). At least that’s what I got with the latest flash player and running it in firefox or chrome (on both premium and normal)

 
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Topic: GemCraft Labyrinth / Numbercraft (the math behind GCL)

Actually vesperbot,

You can’t have a gem in a tower at higher levels, unless you’re really careful. After all, with full-screen range, if it has even a moment where there are no mobs on screen, it would instantly charge the pylon and win the game for you.

And einfach, yeah, GCL is not worth theorycrafting too much right now, but I’m expecting Peter to re-balance at some point and it’s nice to have a baseline then.

 
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Topic: General Gaming / [GemCraft chapter 0] GemCraft Labyrinth.

Xcecil,

You don’t want to make sheets of grade 12s with your mana pool size! You want to pick a good grade 15 and use the hotkey ‘d’ to copy it instantly. If your mana pool is/gets large enough, start copying grade 16s, then 17s instead.

However, don’t hover over a gem you want to copy unless you have to, it slows your machine down even more.

Also, be sure to keep a ‘seed’ of the right level, so you don’t have to start back with grade 12s again when you’ve combined all your gems.

 
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Topic: General Gaming / [GemCraft chapter 0] 228 waves in Gemcraft (labyrinth!)

Hey Arcology,

Sorry about the G20 confusion, that’s actually my bad. I did a test to see how the shrines scaled at some point, but forgot to check what skills I had spent points in. Turns out I had a few in the shrine mastery skill when I found you needed a G20 to do 100% HP reduction. Without the skill, it actually takes a G26 gem to do it… a lot less broken.