Recent posts by darkmarty on Kongregate

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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle


gained 50 ultras today, all fairy monsters and some SD ones

 
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Topic: Anti-Idle: The Game / An oversight

What about the time where you could keep monster at the end of the screen just by using ANY ranged weapon with knockback ring?

people exploited it to get very far in SC

 
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Topic: Anti-Idle: The Game / hunting for chips - a comprehensive guide - v1697

i’ve got a better idea, pretty much copying that online excel sheet, add another 3 coloms with the useful caps.
2 more sheets for what you said. I did make a way way way bigger excel sheet for chipoptimising before, but it kinda got out of hand …. actually calculating chips per time and taking almost everything into account …. result: a very very big spreadsheet nobody really could work with (and there were some wrong this in it, but that’s details)

But anyway, thanks for volunteering to make that

 
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Topic: Anti-Idle: The Game / hunting for chips - a comprehensive guide - v1697

The items

Accesorries

 
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Topic: Anti-Idle: The Game / hunting for chips - a comprehensive guide - v1697

Examples

Just a few examples in this section, so i’ll keep it short

Balance

Evolving monsters
To workwith the balance for evolving monsters is relatively easy, it are only 2 stats that both appear on the statsscreen.

As you can see from the stats in this picture i’m clearly not going for evolving monster chips at the moment. The balance is way off.
If you are only allowed to change spawnrate and rarerate bonuses in that picture you would want to get 5 times as much rarerate as spawnrate. One option is to do this by trial and error, but i’ll go the route of calculating it here.
To calculate it you can do this:
multiply the spawnrate by 5, add the rarerate to that number, half that number, that is your desired rarerate, divide that by 5, that’s your desired spawnrate.

In other words
360 (spawnrate) x 5 + 236 (rarerate) = 2036
Rarerate = 2036/2 = 1018
spawnrate = 1018/5 = ~204

Obviously it’s better to change all your green bonuses when you farm for chips, but when you’ve done that all it comes down to the posted example

Non-evolving monsters
Same method holds for non-evolving monsters except we transform it to epicrate for convience.

First of all we need to figure out the DRM, the mode is worst moon, the 1.5x temporary perk is active and there’s no event.
DRM = 1.6x for WM, 1.5x for perk and 1x from event = 2.4x
I’ll skip the explanation part here as it’s the same as before so i’ll go ahead:
Divide droprate by DRM, and multiply it by 5 add spawnrate multiplied by 25, add epicrate multiplied by 2, split that amount in 3, and give it back to the variables.
904 /2.4 * 5 + 360% * 25 +635% * 2 = 12150, divided by 3, 4050
Best balance would be:
droprate = 4050 /5 *2.4 = 1944
spawnrate = 4050 /25 = 162
epicrate = 4050 /2 = 2025

Caps

Spawnratecap
This is just 500%

rare/epicrate caps
Let’s say we want to get censor sheep chips, to be more efficient we go to worst moon mode for that.
We take the value from the list

Epic chance (WM): 2.5% is the value we take from there. (he lives at censor ship)
So, with an epicrate of 100% there’s 2.5% chance, multiply epicrate by 100/2.5 and we’re done.
The cap is then 4000% … which means you’ll highly likely will not reach this cap for this zone.

DropRateCap
Let’s say we want to calculate the maximum usefull droprate for a fixional normal monster with bestiary 5 in Hardcore mode in a zone with an IAchance = 1%.
BestiaryMult = 1.25, EnemyRankMult = 2, CDM = 2, EnemyMult = 1 and IAchance = 0.01 (=1%), that results in:
DropRateCap = 5000 /CDM /IAchance /BestiaryMult /EnemyRankMult /EnemyMult
DropRateCap = 5000 /2 /0.01 /1.25 /2= 100000 droprate
as you can see from this, this cap is even higher than the max allowed cap,
this means you can maintain the balances for a long time.

Full example: Censor Sheep

OK, let’s assume we know how to calculate the balance, we’ll figure out the caps first to make sure we don’t hit them. Let’s say bestiary 4, casual wm, 1.5x droprate perk
spawnratecap: 500%
epicratecap: 4000% (see example above)
DropRateCap: 5000/CDM/IAchance/BestiaryMult/EnemyRankMult/EnemyMult
where:
CDM = 3 (just wm)
IAchance = 0.01
BestiaryMult = 1.25
EnemyRankMult = 0.25+0.25 * 4 + 2 * 7000/9001 = 2.805
DropRateCap = 47534
During this event however, where chipdroprate is 4x as high, that 3 turns into a 12, which results in a cap of 11883
However, if you’re strong enough you can farm censor sheep in HC WM instead of WM, meaning that 12 becomes 12×2=24, also EnemyRankMult rises to 3.25 with that, that resuls in a dropratecap of 5128

The caps won’t be reached, so we don’t have to worry about those when checking the balance (if they would’ve been reached you would add that variable to its cap and continue to balance the other 2 variables out).
wm and 1.5x perk results in the same example as at the balancesection, so you can reread that if you want.
balance being (DRM=2.4) 24:2:25 for droprate:spawnrate:epicrate

Actual chance – requested by Snufkin
i’ll make it even numbers, 2k droprate and 2k epicrate. He is in HC WM with 1.5x droprate perk during this 4x chipdroprateevent with bestiary of sheep being 3
For any sheep you encounter to be epic that’s
currentepicrate / epicratecap = 2000/4000 = 50% chance
For any sheep to be pass the first roll which we’ve been focussing on:
currentdroprate/ dropratecap = 2000/(5128*1.25, because he has a lower bestiary level as used above) = 31.2%
For the rolls after that, it’s about 10% chance to get a yellow chip
So the chance to get a chip from any sheep encounter =0.5*0.312*0.1= 1.56%.
Yes. That is low.

 
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Topic: Anti-Idle: The Game / hunting for chips - a comprehensive guide - v1697

The Caps

In most cases you won’t be reaching the caps for the stats, so if you don’t care too much about it then you can skip to the examples post, however, if you want to optimise more and want to know what the maximum useful droprate or epicrate is for example you can keep reading.

i’ll start of easy:
spawnratecap: 500
For rare and epicrates you need to find the caps yourself, i’ll explain an easy method though.

Rare/Epicrate caps:
Rare and Epicrates read the variable multiply the variable so it matches 100%, use the same multiplication on the proper stat and you got it, example:

Mystic path has a 10% chance of the monsters being epic in wm (or apoc) at 100% epicrate, so if you want 100% chance you need to multiply the 10% by 10, do that to epicrate as well will result in 1000% epicrate.

dropratecaps for non-evolving monsters
Ok, i’m going to have to use some math here,
To have a chip dropped you need to pass several rolls, the only roll you have any influence on with droprate is the first one, so that’s the one i’ll show. You always pass this one (called ChipDropChance) when it’s higher than 1.

To find the DropRateCap we’ll convert the ChipDropChance to AllyDropChance first, as this is a first step.
AllyDropChance = ChipDropChance * 10, as chipchance is 1, AllyDropChance = 10.
The second step is to include the ChipDropMultipliers and apply them to AllyDropChance
ChipDropMultipliers, (CDM)
Hardcore = *2
WorstMoon = * 3
APOCalypse = * 2
Chipevent = * X (this month, X=4)
GoGL equiped = * 1.5

This results in Allydropchance = 10/CDM, because, the higher the multipliers are, the lower the Allydropchance has to be.
The third step is a conversion from AllyDropChance to FinalDropRate, this is done using a constant IAchance which is linked here.
FinaldropRate = AllyDropChance / IAchance * 10000
Filling in the values for AllyDropChance results in:
FinalDropRate = 10000* (10 /CDM) /IAchance

The fourth step is to go from finaldroprate to the desired DropRateCap:
FinalDropRate = DropRatecap * RarityMult * EnemyRankMult * BestiaryMult * EnemyMult;
RarirityMult =20, because the monster is epic,
EnemyRankMult = (0.25 + 0.25 * EnemyRank + EnemyLevel * 2 / 9001), where enemy rank is 1 for white name, 2 for yellow, 3 for red, and 4 for boss
BestiaryMult = bestiaries 1 to 6 give a mult of 1,1,1,1.25,1.5,2 respectively
EnemyMult usually is 1 because there are only a few monsters that are special. (e.g Chuck Norris and CHAOS)
Freeing Dropratecap results in:
DropRateCap = FinalDropRatte /20 /EnemyRankMult /BestiaryMult /EnemyMult

The fifth step is to fill Finaldroprate in:
DropRateCap = (10000 * (10 / CDM) / IAchance) / BestiaryMult /20 /EnemyRankMult /EnemyMult, cleaning up gives:
DropRateCap = 5000 /CDM /IAchance /BestiaryMult /EnemyRankMult /EnemyMult

The Final step is to fill the equation in.
I’ll demonstrate by an example in the section below under calculating dropratecaps

 
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Topic: Anti-Idle: The Game / hunting for chips - a comprehensive guide - v1697

Intro

The theory about how this works is explained in the rest of this post and “The Caps” post. The “Examples” post follows the theory to show you how to calculate the “balance” between variables for a specific mob.

You can calculate the chance to get a chip as drop, but knowing the odds doesn’t improve the ChipDropRate. I’m mainly focusing on the “balance” between variables.

The variables

There are usually 2 types of enemies in an area, evolving ones, and non-evolving ones. The evolving ones are going to take the biggest amount of time to get chips for, yet are fewest in number.
There is a balance between rarerate and spawnrate for evolving monsters.
And a balance for non-evolving one with droprate, epicrate and spawnrate

Math intermezzo

Let’s optimise the balance between spawnrate and rarerate by trial and error.
spawnrate at 100% giving 1 monster second. Every tier adds 0.2% spawnrate (which is the power of the bonus)
rarerate at 100% giving 10% chance to make the monster be rare at rarerate 100%. Every tiers adds 1% rarerate
If you have 100% spawnrate, 400% rarerate and 200 free tiers you have 200 options to find the best rare encounters / second ratio. As spawnrate only gets +1% every 5 bonus tiers and rarerate gets 5% every 5 bonus tiers you’d expect to have 5x as much rarerate as spawnrate, and this is correct a few possibilities
100% spawn, 700 rarerate% = 0.7 rares per second
110% spawn, 650 rarerate% = 0.715 rares per second
120% spawn, 600 rarerate% = 0.72 rares per second spawn/rare = 0.2/1 = 1/5
130% spawn, 550 rarerate% = 0,715 rares per second
140% spawn, 500 rarerate% = 0.7 rares per second

Continuation

In the section above is show that for a stat that requires 5 times as much to increase 1 point compared to another stat, it should be 5 times as low to have a good balance. These stats can be read from the statscreen … all but one:
droprate as shown in statscreen changes based on several things. (which are conventiently just multipliers) (i’m not taking challenge trophies into account)
I’ll call the combination of those the dropratemultliplier:

dropratemultiplier (DRM)=1*WM/APOC*event*perk
WM/APoc: 1.6x for WM, 2.08x for APOC
event: 2x on 2x droprate days
perk: 1.5x if you have the 1.5x droprate temporary perk

statgain per 10 tiers:
droprate: + 10% * DRM
spawnrate: + 2%
rarerate: + 10%
epicrate: + 25%

The balance

I write balances down like this: Variable 1 : Variable 2 :Variable 3= A : B : C, meaning, if Variable 1 is A, variable 2 should be B and 3 should be C, if variable 1 is 7A, 2 should be 7B and 3 should be 7C.
For evolving monsters the balance is:
spawrate : rarerate = 1 : 5
Which happens to be the same things we found in the intermezzo.
If you have 100 spawnrate you should have about 500 rarerate, and if you have 200 spawnrate you should have 1000 rarerate, you keep that same rate ideally.

For non-evolving monsters the balance is:
droprate : spawrate : epicrate = 10 * DRM : 2 : 25
droprate is irrelevant for evolving monsters
i have proof, i’m not showing it here (doublechecked it, thx to kurzedmetal asking questions)

Let’s say you really want 1k droprate during double droprate event for some vague irrational reason, then you would end up with
Non-Evolving: drop: spawn: epic = (500 * 2) : 100 : 1250

Or: if you had 1k droprate before double droprate day:
drop: spawn :epic = (1000 * 2) : 200 : 2500
meaning you’ll have 2k droprate, 200spawn and 2500 epicrate
however … these balances only work upto their respective caps, if you have 100% epicchance already, there really isn’t any reason to get more epicrate.

 
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Topic: Anti-Idle: The Game / hunting for chips - a comprehensive guide - v1697

Notice board

IMPORTANT NOTICE: This is not a guide to calculate how long it takes to get specific chips
IMPORTANT NOTICE 2: I’m assuming 1-hit kills, meaning the more time you need to kill monsters in the zone you’re fighting, the less valuable it is to have high spawnrate. meaning that value in the balance goes down
IMPORTANT NOTICE 3: I do know mastery gives an increased chance of rare and epic monsters, however, the more epicrate you have, the smaller that contribution, it is NOT an additive bonus as some people still think.
IMPORTANT NOTICE 4: This thread is only to maximise the influence you can deal on the ChipDropRates, the actual chance to get chips is about 10% for epics and much worse for rares.

Executive summary

The preferred balance between stats as seen in the stats page, where DRM is DropRateMultiplier. (explanation what that is below)
For evolving monsters the balance is:
spawrate : rarerate = 1 : 5

For non-evolving monsters the balance is:
droprate : spawrate : epicrate = 10 * DRM : 2 : 25

The caps for which these balances depend on the zone.
spawnratecap: 500
To get spawn and epicrate caps: Rare and Epicrates
DropRateCap = 5000 /CDM /IAchance /Bestiarymult /Enemyrank /Enemymult from http://www.kongregate.com/forums/60/topics/413674?page=1#posts-8189849

CDM is the combination of the ChipDropMultipliers (e.g. the 4x Chipevent), listed below

Credits

Tukkun, for making the game
Kurzedmetal, for decompiling it
Phantomwolf, asking for chipthingy
Omesh, for remembering me about it several times (and for making that really nice BA parser)
Bigfluf, for pointing out that the calculations are actually easy
me, for making it
doyler, for checking lay-out and grammar
SirKulinski, for checking the calculations
Sotlat, for checking the entire thingy

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle


Originally posted by whatever4321234:

I managed to reclaim every BA raid highscore:


Lol nope.

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle


yay, completed the 20x streak lvl 8 FCG main quest with improved AI.

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

2nd one to finish challenge file 5

 
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Topic: Anti-Idle: The Game / NOTICE: Reset of certain ULTRA ALLIES in v1665

thank you for the compensation,
i was expecting to lose quite a few ultras, but those supply crates and the ability to craft those chips is really nice.

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

pictures say it all

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

ehr, i’d say it doesn’t depend on gear at all :P, at that point in the game people aren’t using proper skillbuilds, bonuses, IAs, enhancements etc. etc.

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

i’d say zerker – HG – CN (/ ToD?) – (EA) – Demonslayer

EDIT: berzerker – holy glory – chuck norris (/tower of doom) – (Elite Alien) – demon slayer
Elite Alien is very YC-intensive, but it can give you a massive headstart in ED, pretty much skipping CHAOS alltogether

 
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Topic: Anti-Idle: The Game / v1665 - Open Testing ROUND 2!!!

Something about current version, you mentioned a memory-leak in from BA is getting fixed, as far as i’ve heard this is one that builds up over time.

There is another place where i get a huge memory-leak: 9001: defend mission, i think it’s the same reason as dark pyramid had before, too much loot in a too short amount of time.

EDIT: 1664, and didn’t know the memoryleak being that specifically. So, then you’re already fixing it, or well it’s fixed

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

depends what you want to do with CHAOS armor, if you want to use it for idling only, then only use attack and crit enhancers, ideally you’ll end up with twice as much equipment attack as critical damage in stats screen. If you are going to actually use it for useful stuff, then i’d say add 1 speed enhancers post-fuse on all pieces, this’ll allow you to reduce your sp to max DH quite a bit for stuff like ED.

NOTE: i have CHAOS armor, yet never bothered to level it, in my eyes it’s just a steppingstone towards demon slayer

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

Have you started buying chips for 2011 monsters? because i don’t see you getting them to 6 using the normal routine.

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

Congratulations Axiss as your new #1 score in defend mission. i’d say thank kongbot for that :P

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

Finally, after months of very little playtime …
Question: What is the accomplishment?

EDIT: thx

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

The pyramid is a special zone with different rules for drops, among with some other zones. Therefore it’s totally possible to get them dropped, just the odds aren’t that high

EDIT: for chips and IAs, as crazy pointed out below, the chips can be crafted

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

speed or crit usually, because as you said: no point in using attack enhancers if you are going to unique it

 
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Topic: Anti-Idle: The Game / [Guide] How Arcade can be a great Battle Arena substitution!

well, for one: it’s better to answer correctly taking time than to take a 50/50 guess. The risk/reward is pretty high, losing multiplier progress, losing score and losing 5 or 6 seconds.

also: 0*0=0, be able to recognise and react on these simple questions :P

rest is just practice i’d say.

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

remove protection, max absorb, use your type-c bonusses to get to ~17m mp

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

Tip:

Do not convert green and blue coins to yellow coins.

explosion crates/progress boxes are good buys for blue coins and
gambler’s box is a good buy for green coins.

If it’s to get the free impossible ascensions … don’t bother trying to convert those resources, it’s not worth it.