Recent posts by multifails on Kongregate

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Topic: Midas' Gold Plus / Severe progress-wall near/at reaching 1Qa diamonds.

Well, for one, I haven’t played for a week (5½ days) and don’t have 25 red gems (16).

 
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Topic: Midas' Gold Plus / Severe progress-wall near/at reaching 1Qa diamonds.

Originally posted by zedorec:

Whenever I try to run an advert it fails :(

Your browser is blocking it one way or the other. Though you can only get like 3 ads (=total of 3 red gems) per day.

 
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Topic: Midas' Gold Plus / Severe progress-wall near/at reaching 1Qa diamonds.

Originally posted by Diocruel:

This is because you unlock a new hero, which allows to pretty much skip Qid all together

No you dont. You hit the Qid upgrade cost wall long before you have 100Qa diamonds at which you get the new hero, which is why it’s a wall. If you got to them at the same time, it would work out that way.

The very same wall extends to the Universitys diamond side, which doesn’t give you any meaningful upgrades between 1Qa and 100Qa diamonds. The knowledge upgrades alone aren’t enough to help you get past the wall (I’ve 20Qa diamonds and lvl 16 upgrades on knowledge and the wall is still there, getting just 1Q more diamonds means a bit less than an hour of playing – I’ll have to just blind grind diamonds for many resets before I hit 100Qa diamonds and nothing can be upgraded further before I hit that).

 
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Topic: Midas' Gold Plus / Severe progress-wall near/at reaching 1Qa diamonds.

One thing that I noticed around that ‘level’ is that there are no upgrades for Qid’s, the game jumps directly from Qad to Sxd cost on them and it’s clear that this is a wall that takes quite a while to get over.

Walls tend to be there to make you get over it buy paying some kreds :)

 
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Topic: undefeated spider / [development] ideas & suggestions thread

How about being able to buy specific tomes with stars/gold power? It doesn’t take alot before the player has enough starting power&gold to get whatever tome they want right off the bat, so why not make it possible to buy them so that you always have them at the cost of starting stars / gold.

The price for this could go up exponentially and evil-holy be linked in price (and higher in price) like with tomes.

 
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Topic: undefeated spider / Flurry bonus

This has been answered in Guide to terms and values:
http://www.kongregate.com/forums/24831-undefeated-spider/topics/600263-guide-to-terms-and-values

 
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Topic: undefeated spider / The only stupid thing about the game

The option to turn most of them off would still be nice, as for many of us the graphics are the problem, not doing a few calculations.

Anyway, here’s some tips how to condense them in a simple way, I’ll keep it simple to avoid a wall of text.

1) Have each shot have the number of projectiles attached to it.

2) When calculating effects of this multi-projectile, for each effect calculate if all the effects DO OR DO NOT proc with the current number of projectiles. The chances for these are [chance^numofproj] and [1 – chance^numofproj]. If neither all or none proc, then take the statistical average of procs for this projectile (use chance^numofproj from previous calc to avoid calculating it again), the formula for this is [chance^numofproj * numofproj].

This way the most significant cases (no projectiles proc at all, all projectiles proc and only some projectiles proc) are preserved.

The same can be done for defensive procs.

3) Damage (that is subject to % and flat increases) can all just be summed up from the projectiles with extra damage procs being calculated in as [numofhits * sumofflatextradamages] and [totaldamage * multiofall%damageeffects)], then damage reductions can be done the same way for % wise damage reductions and flat reductions [totaldamage * (1 – multiplicationofall%reductions) – numofhits * (sum_of_flat_Reductions)].

If you want the same in code, all you have to do is ask.

 
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Topic: undefeated spider / The only stupid thing about the game

…is not being able to turn off the graphical effects without affecting gameplay.

The graphical options that make the game playable at later levels break many of the builds that get you there in the first place, the bleed/poison build for example is completely broken unless you wanna watch the game roll at 4fps.

Why can’t we have the option to only hide the graphical part of the effects instead of changing the mechanics based on graphics quality?

 
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Topic: undefeated spider / Builds that work

Got to 500: http://imgur.com/y1C7Vj6
Seems at 500 and each level afterwards, there is an additional skill added (in black letters) to the playing field. 501 killed me as that skill reduced my damage reduction and I was already hanging by a thread.

The build was a Bleed/Poison build with Spellvamp tanking. Initially I was aiming for max gold to get more starting gold, but I ended up getting to 500 due to the build being quite imba.

Some tips: Tank with damage+spellvamp, kill with poison+bleed, resist damage with all % skills (including block, evade & crit resist), Get a shitload of HP, Get prevents for all from shields (need utility skills for yellow, you can achieve all 9 prevents with 3 shields, just takes a bit of time and luck, save all the shields that have 3 prevents that it can keep up all the time for a while), for the last slot, insert any insane item you want (+10000% heal with 1-2 sec CD on manual use for example, or +500 shock or cascade bonus for spellvamp).

In the very beginning, you will get a flying start by going cast speed + 5x/25x cast + spellvamp + curse of magic. I got through 40 levels in about 5 seconds with that :P

 
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Topic: undefeated spider / Builds that work

Originally posted by Stefan88:
Originally posted by multifails:

The reason you need bleed is that poison damage is proportional to the current health of the spider, you deal less and less damage with it – especially when the spider is down to <5%, poison damage will be ridicilously small. Bleed cuts that part out in a second.

Up to at least level 250, direct damage and ghost blade are enough to finish him off without bleed, especially if you have the executioner skills. Could probably go well past that, I get bored of playing efficiently pretty quickly and start mucking about.

I’m currently at 437 and I can tell you that you will want bleed :P Also since ghost blade only works on physical attacks, you will be wasting an enormous amount of points in physical to achieve a high damage (not to mention it will be subject to a ton of damage reduction), whereas bleed requires very little investment – points that you will need to stay alive at higher levels.

 
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Topic: undefeated spider / Builds that work

Originally posted by Stefan88:

Tried bleed damage to see if it works with ghost blade, sadly it did not (since spider still had armour).

It works, you just need 400+ attack speed with 100 flurries and something like 18 ghost blade to start seeing it – not only do only some blades get through with ghost blade, only some of those blades proc bleed, and only some of those blades get through the bleed resist of the spider.

The reason you need bleed is that poison damage is proportional to the current health of the spider, you deal less and less damage with it – especially when the spider is down to <5%, poison damage will be ridicilously small. Bleed cuts that part out in a second.

 
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Topic: undefeated spider / The bug thread (no spiders allowed)

There are no threads that collect bugs, so post them here.

1) Buying skills in bulk only costs (5/25/100) x Cost of skill at time of purchase. It should take into account the increase in price.

2) The prices of skills fluctuate by as much as 50 (I’ve had a skill price randomly fluctuate between 150 and 200). This fluctuation happens whenever you buy a skill.

3) For some reason, my shield (15s cd) cannot keep Bleed prevent up, even though it should lats for 18s (only lasts for 12): http://imgur.com/LBYAn8C This happens every single round, my other shields work just fine and I have item cooldown bonus skill at around 50% and item special roll bonus at around 82.

 
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Topic: undefeated spider / What's better, extra stars or skill cost reduce?

Both. The costs go up as you buy them more levels, so at first you start off by buying skill cost reduce, then buy extra stars, then tome price decrese (flat), then buy 2x star chance, then item drop increase, then destroy value flat. Later on you may get extra gold % as well and you have a choise between destroy value flat and sell price, depending on wether you want to make more gold or stars.

At first you wont have enough points / gold to get all that, so you would choose the appropriate ones that you can afford to get at comfortable levels.

 
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Topic: undefeated spider / Builds that work

Allright, the theory behind the best build is done (testing is being done, currently at 249):

The only forms of damage that are worth doing to kill, are Bleed and Poison.
For maximum poison, get the following skills:
*Cast Speed
*5x Cast
*25x Cast
*Cancel Evade
*Burn Chance (to cancel regen)
*Poison Chance
*Poison Damage (CHP%) Bonus

For maximum bleed, get the following skills:
*Attack Speed
*Bleed Chance
*Bleed Damage (MHP%) Bonus
*3x Flurry
*9x Flurry
*Ghost Blade (Evil)

For tanking, status resists are useless, just bump the yellow bonus, cooldown and item uses from utility and buy yourself some shields that make you immune.

Tanking has to be done by Health tanking, as HP stealing and regeneration are the only forms of tanking that scale very well into the end game.

Get the following skills from Defense:
*Max Health Points
*HP Regen (%)
*Block Chance
*Block Amount (%)
*Evade Chance
*Physical Damage Reduction (%)
*Magic Damage Reduction (%)
*Crit Chance Resist
*Damage Resist

And the following skills from Evil:
*Dark Power (you will be immune to the damage)
*Blood Link (for burst blocking)
*Demon Shop (for burst blocking)

And the following skills from Holy
*Life Power
*Regeneration Bonus

With my current build, I dont have all the tomes (nor do i remember all the skills), but most of the other skills are pretty useless and only needed for the beginning until you get to the point where you can have these skills at a higher level.

You can freely use any type of other damage to heal yourself (and it is recommeded), but they are not feasible to use for killing.

Getting Spellvamp and boosting magic damage in any way you can (curse of magic from evil, hint hint) to heal yourself is a good idea as well.

 
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Topic: undefeated spider / Builds that work

I Voted no for status effects. The shop agreed.
http://postimg.org/image/eyx0a1zyz/

 
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Topic: undefeated spider / Builds that work

Poison and acid do very well in endgame and only require you to get cast speed, 5x and 25x cast to rock.

 
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Topic: undefeated spider / Skill cost bug

If you buy 100 levels of a skill, you get them all at the current price.

I noticed this as I was buyng Skill Cost Reduction skill in the beginning, and if I bought then 100 levels at a time, I could get to 200 points (not levels) with only 96k power, but if I bought them 5 levels at a time, I could only get around 144 points (not levels) for that very same 96k!

Does the same for 5 and 25 in relation to buying 1 at a time too, just not that noticeable.

Also, the skill prices fluctuate in a weird way (jumping up and down by a few points up to like 10-20 points) when you buy skills, why is that?

 
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Topic: undefeated spider / [development] ideas & suggestions thread

More game modes!

Spider rush
-The player has x seconds time to kill the spider, then a new one spawns and the player has to kill the old one before attacking the new one. Spider attack speed is lowered (3-4x), but damage increased(3-4x) (the point here is to make it so that eventually the player will have to fight multiple ones and its nice if more spiders mean more than just extra dps).

Hardcore!
-No energy shield
-No armor
-No items
-Skills related to these are disabled (can’t be used and not found in tomes either)

New kind of challenges:
-Some skills are locked (can’t be used and not found in tomes either) and/or capped.
-Player has to beat a certain level (like 100, 250, 500, 1000) to clear the challenge
-Power & gold at start is capped (but can be under cap if player hasn’t achieved that much yet) to some amount.

 
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Topic: undefeated spider / Dark Mirror Build

Blood link would be a great synergy for this skill, as it makes you practically immortal.

 
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Topic: undefeated spider / [development] ideas & suggestions thread

Instead of compression of GFX in a way that affects the game, how about an option for displaying only every nth gfx effect, but calculating all of them anyway (because it is not the calculation that slows things down, just the drawing part)? This way, gameplay would not be affected by it.

 
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Topic: undefeated spider / Builds that work

For utility skills, I leave it up to you to decide how to maximize your gains (it is quite obvious anyway and dependant heavily on how much power and gold you have available at start).

Fast atk speed phys build with crits, a tiny amount of stun (5-10%, but lots of duration), flurries, rage, and a bit of enchanted attack (not too much, 10% is fine after you get a bit of atk speed) and phys def ignore skill.

Then from magic, you get frost and shock as high as you need for them to be on and boost them as far as you need (frost effect is important), also get a bit of burn to keep regen at bay. Later on, you will want some cancel evade.

For tanking, you will balance all the damage reducing skills, including evade & block (i leave it to you to keep the ratios at comfortable balance, in the very beginning the flat physical skill is most effective though). Resist stun/freeze, burn/frost and status recovery skills needs to be as high as possible, the rest are optional. Lastly, from phys tree get lifesteal and HP-gain-per-hit, regeneration is optional. Then the rest are put into Max HP, which is what you will tank with when your armor items fail you (you will keep 4 armor items pushing armor in for as long as your resist skills are high enough that you wont get them or get out of the statuses before the projectiles on the screen run out).

You will stay alive by having a kabillion of projectiles hitting the opponent at all times and having high enough health not to be nuked to death in a short period of time. Your lifesteal & hp gain will easily heal you for 10-100 times more than you take damage. HOWEVER! You may NOT use Condense Multifire GPU option from options at all, because for some reason, the skills that heal you will not function correctly under that – I tanked comfortably until I turned that on, then died in 2 seconds after turning it on (no status effects on me, no mentionable change in enemy dps) u_u

 
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Topic: Tap Cats - Idle Warfare / Farming tip for bosses

The real tip for farming gold is this:

Do not go further than enemies that you can 1-hit and kill extremely quickly. The reasoning is that gold / health ratio goes down like a cows tail in this game and higher level does not equal better gold income unless you are killing them as fast as they can die.

Then keep upgrading, going forward bit by bit – best way is to gather gold, then go forward until you cant one hit them anymore, upgrade and repeat – until you are ready to prestige, then go as far forward as you can and prestige.

 
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Topic: Idling to Rule the Gods / Future Updates

scratch that, i dont know where i got that weird screen from

 
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Topic: Idle Car Manager / PP Usage Bug

Using PP can also get you below zero on cash when the game automatically uses money for expenses from either design or research (not sure which one, i had both on). This doesn’t happen without PP, the game simply refuses to begin a new one if there’s not enough money after current expenses.

 
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Topic: Tap Adventure / What you want to improve in this game? [created by developers]

Resurrection timer revamp:
Instead of all heroes resurrecting at their individual timers, all dead heroes should resurrect at the same time. You can keep the times as they are, but calculate the time of resurrection as [all resurrection timers summed up / number of dead heroes ]. This way the time it would take for the heroes to resurrect would stay the same as it is now, it would just be done in a more pleasant manner for the player.

The reason why is because alot of the time the game works like this:
-All heroes up (5/5)
-Weak heroes die one by one(4/5….3/5….4/5)
-One weak hero resurrects (2/5)
-One weak hero dies (1/5)
-One weak hero resurrects(2/5)
-One weak hero dies /1/5)
….
Continuing on like this with the occasional “2 heroes resurrect close to each other” and “strong hero dies … strong hero resurrects”. Most of the time, this game is being played with 1-2 heroes up, out of which the other one is doing all the work.

It is quite annoying to go face bosses like this, since you’ve got 1 hero up at most times and he needs the other heroes to be cannon fodder for the 3 seconds they survive against the boss in order to dish out enough dps to kill it.