Recent posts by Diadem on Kongregate

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Topic: Realm Grinder / Hard Limits?

Why not all the way up to max double? (e308). Just switch to scientific automatically beyond e153.

Now getting beyond max double, that’ll be harder.

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Topic: Realm Grinder / Mercenary Build/Concept Thread

Originally posted by Magmardooom:

wow, I’m on fire… here’s a follow up introducing soft resets.

Example, using the formula T = 28 × 1.69^(R – 10) I know that R13 is going to take 135 hours. I’m about 65 hours into the run, that’s less than halfway there so I decide to cast a full combo and check how many gems I can get on reset. It turns out I can x100 000 000. That’s more than x77 000 000 which means, if I soft reset and start a new building run I’ll hit R13 sooner.

EDIT: This is all provided that both mine and diadem’s math is correct and that everybody is following the exact mercenary build I posted on the previous page.

Don’t forget that the math gives the limiting behavior. So the behavior for very long runs. For very short runs you’ll be wildly off, but the longer the run the more accurate it gets. There’s a significant start-up time in setting up the build. By the time you have the build set up you already have 1500 or so of each building, which is a pretty significant amount of buildings. You probably need runs of a day at least before my math starts to become somewhat accurate.

I did forget one bonus in my previous post by the way. The drow heritage, which is based on the number of exchanges, so it goes up slowly for longer runs too. It doesn’t go up very fast though, because exchanges get more expensive very rapidly, so I don’t think it adds much.

If you’re talking about reincarnation speed, there’s a few more things to consider. First off you now have an additional set-up time of even reaching a high enough level to set up t his build. Secondly each reincarnation you can probably reach slightly more gems before setting up your final run, meaning you need a slightly lower multiplier. And finally there’s a few bonusses that scale with reincarnation count. Three of them I think, the primary bonus for reincarnation, the bonus you get for the 10th reincarnation (which also scales with time) and the mercenary spirit achievement.

All in all I think your factor of 1.69 is slightly pessimistic. The bonuses you get for having more reincarnations, and the fact that your set-up time doesn’t increase, should allow you to do a bit better.

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Topic: Realm Grinder / Mercenary Build/Concept Thread

I did some number crunching on the assistant frenzy strategy. I wanted to know how this build scales.

First of, about the assistants for buildings upgrades:
Mitosis is floor((sqrt(1+12/50*x)-1)/2), where x is Buildings Owned (This Game).
Burning Legion is floor(sqrt(1+2.5*x)-1), where x is the number of Hell Portals you own.
Corpse Supply is floor(sqrt(2x+1)-1), where x is the number of Necropolis you own.
Swarm of Fairies is floor(sqrt(1+4x)-1)/3, where x is Farms+Inns+Blacksmiths.

With this strategy, almost all buildings come from goblin’s greed, which distributes them randomly. So for long runs we can take x to the be number you have of each building, and we get approximately:
Mitosis: 0.812 sqrt(x)
Burning Legion: 1.581 sqrt(x)
Corpse Supply: 1.414 sqrt(x)
Swarm of Fairies: 1.155 sqrt(x)

So mitosis is the worst of the four upgrades. Dropping it is probably justified, considering how good angelic wisdom is.

Anyway back to the math. How fast do you gain buildings with this build? We want to know B(t), the number of buildings as a function of time. Well, we know that B’(t), the change in buildings as a function of time, is equal to the number of assistants you have (since almost all your mana regen comes from assistants). But the number of assistants is the square root of the number of buildings!

So we get the differential equation: B’(t) = Sqrt(B(t)).

Solving that is quite advanced mathematics, so I’ll just give the answer, which is that B(t) = c t^2, with c some constant.

So the number of buildings you have scales quadratically with the playtime, for very long runs. So a 2 day run won’t give quite 4 times as many buildings as a 1 day run, since there’s the set-up time and buildings, but it should be close. Similarly your number of assistants will scale linearly with time.

Now let’s look at income. Well, all your income comes from assistants. So income is number of assistants * number of buildings * modifiers. In the build you have 4 modifiers that scale with number of buildings, and 2 that scale with both buildings and number of assistants. So that’s t * t^2 * (t^2)^4 * (t*t^2)^2. But wait, that’s not all. There’s also faceless heritage (goes as (t^0.75)^2) and heresiarchs ((t^0.8)^2). Then there fairy and demon heritages for twice t^2. Then there is assistants trade union and assistants syndicate, both of which give another factor t.

Add them all together and we get the result that in this build your income goes up as t^26.1. So if you play twice as long you will have 72 MILLION times as much money. Next let’s look at gems, which is ultimately what we’re really interested in. Well gem cost goes up quadratically. So earning 4x as much gold only gives 2x as many gems. So gems gained in this build go as t^13.1. That’s a pretty big exponent, showing how ridiculously good this build is.

Bottomline: For very long runs, if you play twice as long, you will earn 8800 times as many gems.

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Topic: Realm Grinder / [GUIDE] Optimized Gem Grinding

I disagree with going Titans between e13 and e19 gems. I used to do that as well, but it’s actually faster to stay on demons (for reincarnations above 3). Titans are too luck-based, and you have plenty of excavations to keep demons going very fast.

Your merc guides are great though. Thanks for those!

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Topic: Realm Grinder / Mercenary Build/Concept Thread

Yeah blacksmiths will produce much more than inns, unless you can afford an extra upgrade of inns over blacksmiths, which is rare (especially since you will quickly have them all)

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Topic: Realm Grinder / Mercenary Build/Concept Thread

Ninja’d by Kholai :)

You are entirely right Kholai. The above build I made mostly because I wanted to try something with good. But it’s obvious that neutral is just so much better. Lightning strike + Earthly Bond are just too good to ignore.

And yup, this time around I picked up on the Mabinogion tree, though I actually only got the T1 and T2 version of those, since at T3 Titan Obelisk is better.

Tier 1:
Fairy – Starmetal Alloys – 580 to base of blacksmiths, lower building cost multiplier
Goblin – Strong Currency – All buildings + based on faction coins found
Titan – Colossal Forge – All buildings 1% per blacksmith
Druid – Druidic Vocabulary – Production bonus based on building tier (2250% for blacksmith)

Tier 2
Titan – Cyclopean Strength – Each assistent gets 0.25% per HoL you own
Druid – Bardic Knowledge – Production bonus based on building tier (2250% for blacksmith)
Druid – Earthly Bond – Plus 1.5 mana per stone pillar
Faceless – Overgrowth – Production bonus based on total buildings owned ever.

Tier 3
Fairy – Swarm of Fairies – Bonus assistants based on farms, inns, blacksmiths
Titan – Titan Obelisk – All buildings +2.25% per ancient pyramid
Druid – Building Jungle – Each building +1.75% per building of that type
Dwarf – Battlehammers – Bonus production based on dwarven coins found

Titan – Lightning Strike – Huge bonus one building + ridiculous faction coins
Fairy – Fairy Chanting – Farms, Inns, Blacksmiths x100

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Topic: Realm Grinder / Mercenary Build/Concept Thread

The above build is MUCH better as neutral, it turns out, with lightning strike instead of moon blessing. Kind of obvious, really. And if you go neutral you might as well get Earthly Bond, so you have plenty of mana to cast all 4 spells at once. Drop shapeshifting. I swapped around a few other things as well, but those are less important.

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Topic: Realm Grinder / Mercenary Build/Concept Thread

I notice there’s a dearth of good-based merc builds. I threw together one that seems to work quite well. Before unlocking merc the combination of fairies and dwarfs is quite good. So why not make a über-fairy

Tier 1:
Fairy – Starmetal Alloys – +580 to base of blacksmiths, lower building cost multiplier
Titan – Colossal Forge – All buildings 1% per blacksmith
Goblin – Strong Currency – All buildings + based on faction coins found
Dwarf – Mining Prodigies – All buildings + based on excavations

Tier 2:
Fairy – Fairy Workers – Farms, Inns, Blacksmiths x15
Titan – Cyclopean Strength – Each assistent gets +0.25% per HoL you own
Druid – Shapeshifting – +0.125 mana per assistant

Tier 3:
Fairy – Fairy Helpers – Farms, Inns, Blacksmiths x15
Fairy – Swarm of Fairies – Bonus assistants based on farms, inns, blacksmiths
Druid – Building Jungle – EAch building +1.75% per building of that type
Faceless – Mitosis – Bonus assistants based on number of buildings
Dwarf – Battlehammers – Bonus production based on dwarven coins found

Fairy – Fairy Chanting – Farms, Inns, Blacksmiths x100
Elves – Moon Blessing – All buildings + based on total clicks

Basically the idea was to build a fairy that focuses solely on blacksmiths, ignoring farms and inns. This frees up upgrades to pick up other good stuff. Fairy chanting triples your assistants, so picking up extra assistants was obvious. Other than that I just picked stuff that gave huge bonusses. Cyclopean Strenght is 84150% while Fairy Chanting is active :P

I’m sure there’s room for improvement, but it works pretty well. I started at 4.7 No gems, and it took me a long time to unlock tier 3, but once I had it was like 2 hours to get to 100 Dc gems.

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Topic: General Gaming / [Official] The Enchanted Cave 2 Guide

I’m happy to report that it is possible to defeat the entire game without using escape wings once. It’s not easy though, would be a nice badge challenge.

- Always kill every monster on the level. Even if it takes some potions. You need the experience, and drops.
- Always explore the entire level. Don’t miss the two secret rooms every 10 levels.
- Always pick def for level-ups and power-ups.
- Get the def and exp bonusses in the skill tree first.
- Get heal around around level 20-30. You won’t have mana to heal before then anyway, and def is too important to ignore early on.
- Get enchant only much later. Around level 50-60. If you are really hardcore and don’t want a fall-back plan, then feel free to ignore enchant entirely.
- Get the very first ‘potion efficiency’ bonus (it helps some enchants). Don’t go further into that tree.
- Once you have most of the right tree, get the good stuff from the upper tree. Don’t bother with spells, but magic, health and mp are all nice. I did get revealer eventually, but it is purely convenience, and not strictly necessary, since you should be exploring each level entirely anyway.

The goal is not to kill stuff quickly, but to make sure stuff doesn’t hurt you. For this you need a lot of defense, and a lot of elemental defense. In later levels monsters will start doing a lot of elemental damage. So keep a lot of gear around, and use enchant a lot. You want several pieces of gear for each slot, enchanted with different bonuses. You are interested in defense, all types of elemental defense, and mana regen. All the rest is less important. Always mouse over enemies before you engage them, and check what type of damage they do. Both defense and elemental defense is directly subtracted from enemy damage. So if your enemy is a forest spirit (210 damage, 30 earth, 30 light) and you have 290 armor, 40 earth and 25 light, it will 25 damage per hit. Don’t be afraid to swap gear around when you meet a new enemy.

The hardest levels are 65-75. These levels I pretty much had to swap gear around for every single enemy, and I used a lot of potions (which luckily I had been saving up for the entire game). The most annoying enemy in the entire game is the wisp, which has 5 normal attack, but 20 ice, 40 wind and 40 light. You can’t enchant wind defense, so it is basically impossible to get a decent wind resistance.

For me the game started getting easier again at level 75. You start finding some really good gear, and you can enchant stuff at level 75. Also wisps eventually disappear, and the last few enemy types aren’t too tough. The final boss isn’t very hard. He hits with a random elemental type, so basically impossible to block entirely. But you can just keep chucking potions (either health or mana followed by heal). You should have plenty. It’s also a good idea though to brew a nice stat enhancing potion just before the final battle. Potions last for only 1 battle, but that’s enough for the final boss fight. I boosted myself 10 attack and 6 decimate, which helped a lot. I’m not sure if you can use multiple potions at the same time (I guess I should try that). If that’s possible you can make the boss fight entirely trivial.

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Topic: Clicker Heroes / no more updates?

Originally posted by OldToast:

I’m not completely bored yet, but getting there. Those last 3 zone achievements were all I really wanted to get, but they’re insanely out of reach unless you want to cheat. I’ve been nearly a month now just trying to be able to get from zone 2000 to zone 2200, and I still can’t even get to 2100.

Either I suck completely, or we need moar updates.

The trick for reaching very high levels is EDR (Energized Dark Ritual). You can increase your damage by 10% every 30 minutes. That adds up.

You can probably reach 2100ish without any dark rituals, if you have enough in bhaal / frag / jugg. That means you need 500 levels worth of EDR to reach 2600. HP doubles every 5 levels, so the 2600 boss has 2^100 times as much health as the level 2100 boss. To get a 2^100 damage multiplier you need 100 * log(2) / log(1.1) = 727 EDRs.

In theory you can get 48 of them each day, so getting 727 should take a bit over 15 days. More realistically it will probably take around 2 months (that is, 2 months AFTER you have collected enough souls to reach 2000ish comfortably). Those 2 months though you don’t really need to be very active. No need for ascending, no need for using skills other than the EDR combo, no need for clicking. Entirely possible without cheating, it just takes a lot of time.

Personally I’m not going to do that. But it is entirely possible.


Topic: Clicker Heroes / Question about Libertas

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Topic: Prime World: Defenders / 15 star bonus mission data

You are still wrong huntard. But from what I’ve seen on you on this forum, that never seems to stop you, does it?

Anyway. I tried the bonus mission with just 4 rare towers: Mortar, Air Guard, Prime Injector and Detector. I reach 206 waves, 200 cards. And I probably could have gotten further if I designed my setup a bit better and hadn’t rushed too much near the end. So clearly getting 20 cards is entirely possible without any unique cards.

Those 20 cards gave me 5 unique towers: Tower of the Sun, Spray Tower, Energy Cannon, Ice Tower, Sharp-shooter.

That means that in 5 tries (63 stars) I now got 19 unique towers:
5x Sharp-shooter
3x Toxic Tower
3x Ice Tower
2x Prime Gun
2x Spray Gun
1x Dragon Tower
1x Lightning Tower
1x Energy Cannon
1x Tower of the Sun

I have now gotten every single tower in the game from these missions at least once. And that is in just 5 tries. It is very clear that this mission is by far the best way to spend stars. It can give every single card. It gives a lot of unique towers, and while it’s slightly skewed towards the more common uniques, it can give every single one.

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Topic: Prime World: Defenders / What to look for as a new player?

Originally posted by Braingeyser:
Originally posted by Guises:

the fact that I’ve irrevocably screwed myself by upgrading my towers “the wrong way” and by playing too many story missions… I don’t know why games do this. In order to play the game “right” I’d have to start over, which spoils any sense of progress.

This is the glaring and critical hallmark of a Bad Game. Any game where you can make forward progress and be irredeemably punished for it is very poorly designed. (We get enough of that in real life, thank you.) It’s too bad, because the premise and graphics are so good, but they totally borked this aspect and seem uninterested in fixing it.

While I agree that is is poor design, it should be noted that the difference in damage between a bad T3 and a good T3 is only 2.8%. Not that much. And it’s not very hard to get the cards again, if you already have bad T3s you should be able to all the missions pretty easily to get new cards.

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Topic: Prime World: Defenders / 15 star bonus mission data

You are wrong.

I’m not sure which 4 out of 9 you are talking about. Dragon Tower, Lightning Tower, Tower of the Sun, Ice Tower, Sharp-shooter, Prime Gun and Energy Cannon are all very much worth it. Spray Gun I don’t know, I don’t know its upgraded stats, and haven’t tried it either. Toxic Tower is of course utterly worthless, but I believe it is the only worthless tower of the uniques. So 7 or 8 out of 9 are good, depending on how to rate Spray Gun.

Regardless of that, or even if you only want one specific unique, the mission is still worth it. The ordinary version of the bonus mission gives you 1 shot at cards every 50 waves. But these cards are much less good, the chance of getting an unique from these is very small, even with 3 tries. The chance of getting an unique from the 15 star bonus mission seem to be in the area of 25%, with over half of them towers. So much better odds.

But you shouldn’t compare it with the ordinary non-paid version of the mission. You should compare it with buying unique packs with stars. Because the question is “what do I spend my stars on”. And the answer is that this mission is much better than buying cards in the shop.

You yourself spent 200 stars on unique cards and got 10 towers. I got 14 towers for 50 stars. That is 460% more towers. What’s more you only got the most common towers, while I got a much better spread.

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Topic: Prime World: Defenders / Stars

I have no idea what you are talking about soul4hdwn. Both the numbers I gave were for maximum level T3.5 towers. With all talents unlocked. And yes, for towers that haven’t been upgraded in-battle. Upgrading them in battle just straight up doubles the damage (and then doubles it again), so that does not change the comparison.

The point is that a mortar does 25% more damage than an energy cannon. But a mortar has only 40% AoE and an energy cannon has full AoE. Also, an energy cannon is only 56% of the cost. So overall it’s a better tower.

Energy cannons are far from worthless. They are in fact very good.

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Topic: Prime World: Defenders / 15 star bonus mission data

I’ve been collecting data on the limited time bonus mission, the one that costs 15 stars to compete in.

First off, I always seem to be able to get between 210 and 220 waves no matter what strategy I try. It’s difficulty scales really steeply after 200 waves. With just a mortar + air guard, and some support, you should be able to easily reach 200 waves. With just a dragon tower too.

I’ve done the mission 4 times now. Each time I got 21 cards. These are the results:

60 stars spent (4 attempts, 15 stars each):
- 10 stars back from reward
- 7800 silver directly
- 22 rare/common cards (worth 3K silver or so)
- 4 unique and 3 rare artifacts (no mirrors)
- 6 unique spells (3x RoF, Thunderbolt, Meteor, Summon Magma)
- 14 unique towers (4x Sharp-shooter, 3x Toxic Tower, 2x Prime Gun, 2x Ice Tower, 1x Dragon Tower, 1x Lightning Tower, 1x Spray Gun)

So for just 50 stars I got 14 unique towers (7 out of 9 different towers), all unique spells, and a lot of silver.

This is far superior to spending 20 stars to buy 3 unique cards. It’s by far the best way to spend stars! Even if you don’t reach

Bottom line: Do the mission while it’s still there!

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Topic: Prime World: Defenders / 200 Stars later

Doing the 15 star bonus mission seems to be much better, if you have good towers already so you can get quite some waves. With just dragon tower you can easily reach 200 waves. Last try I got to 220 waves, 22 cards. This gave me 3 unique towers (sharpshooter, prime gun, toxic), 3 unique spells (2x rain of fire, thunderbolt), 6 stars and a shitton of gold. So bottom line 3 towers for 9 stars, plus lots of gold. Not bad at all.

Even with just rare towers reaching 150 waves should be easy, and 200 probably possible. Still much better than buying unique cards for stars directly.

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Topic: Prime World: Defenders / Lesson Learned the Hard Way

Dragon tower is one of the best uniques, but also one of the most common. So don’t worry, you’ll get it eventually.

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Topic: Prime World: Defenders / 200 Stars later

Ancient Seal and Spell Amplifier are very useful, but obviously not worth 7 stars. They are worth about 600-700 silver each (2000 silver nets you 1 of each plus blessed hammer and ice emblem). Unique spells are nice, but you only ever need one of them. So the only thing you really want are unique towers.

Of course you don’t expect every buy to be good. But getting towers only 1/3 and then only the ones worth least is a bit of a bummer. For 200 stars I’d want at least some of the rare unique towers.

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Topic: Prime World: Defenders / Stars

Energy Cannon is unique, not rare. Also it is quite awesome. It does a full AoE attack.

A fully upgraded T3 mortar does 1787 damage with 0.33 attack speed = 590 dps
A fully upgraded T3 energy cannon does 1085 damage with 0.44 attack speed = 477 dps.

But a mortar does only 40% AoE damage, while an energy cannon does 100% AoE damage, in a larger area. Plus the energy cannon has its knockdown effect, which is decent.

Honestly it’s a good tower. Though perhaps not the very best.

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Topic: Prime World: Defenders / What to look for as a new player?

Nope. Evolving and fusing are entirely decoupled mechanics. Combine a level 11 with a level 5 and you just get a level 11.

And for your damage it doesn’t matter whether you level your tower up first, or fuse it first. The only way you can go wrong is by fusing a tier 2 tower with a tier 1 tower to make an imperfect tier 3. As long as you avoid that, there is no way you can go wrong.

As for prime injector: The bonus at Tier3 level 15 goes up to 23.8%. So you need 5 towers in range before it becomes beneficial. That’s doable, but on most levels you won’t get many more, so it won’t add too much to your power. So I wouldn’t prioritize it, but if you have everything else then it’s worth it.

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Topic: Prime World: Defenders / rarities & probabilities?

Entertaining as this is, I fear huntard108’s ramblings might confuse people uneducated in math. So let me just say this: huntard108’s posts are completely wrong, in pretty much every conceivable way.

And I actually studied math in university, so I know what I am talking about. Not that this particular problem requires university level math.

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Topic: Prime World: Defenders / Bug: Did not get back stars

I tried the Prime-Hunt level today. It costs 15 stars to join, but you should get those back if you reach wave 160. However that didn’t happen to me.

15 stars is damned expensive. So I would really like for them to be returned. Or at least for this bug to be fixed so I can try more often.

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Topic: The Last Stand: Dead Zone / suing con artist games

Originally posted by tactical_ninja09:

2.3 Con Artist reserves the right to access, modify and delete your account as we see fit. Users suspected or discovered to be in violation of any of the terms outlined in this agreement can expect to have their accounts suspended, deleted or modified. CON ARTIST MAY SUSPEND, TERMINATE, MODIFY, OR DELETE ANY ACCOUNT, USER OR PLAYER AT ANY TIME FOR ANY REASON OR FOR NO REASON, WITH OR WITHOUT NOTICE TO YOU. Failure to comply with the terms listed in Section 2.2 may result in termination or suspension of your Account as a whole or with the communication aspects of the Account. -TLS DZ terms of service.

You cant sue them cause every time you play you agree to this and they can ban you for no reason at all. And I am sure they had a reason to ban you though.

Just because they put that in their terms of service, doesn’t make it legal. It depends a bit on your jurisdiction, but in general such stipulations are legally void, because customer protection laws supercede them.

Not that suing them will accomplish anything. Certainly not in the OPs case, where the ban was obviously justified.

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Topic: The Last Stand: Dead Zone / Can't Connect

Since this morning I can’t log on anymore. Game starts, and goes through most of the loading phase, but then hangs forever while it says “server initialization complete” until I eventually get a timeout error.