Recent posts by darkmarty on Kongregate

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

yup seen that levak and axiss, will include this and i’ll probably update this thing today
also, YMG is better in every non-raid zone because of this as arearare% is lower than 5% in every single one of them where evolving monsters are.

 
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Topic: Anti-Idle: The Game / Suggestions!

suggestion
add some more usefulness to the lucky box IAs,
would be highly appreciated if the IA gives an extra roll for evolving monsters of 0.2% at +0
That would actually make the monster pretty useful for finishing up bestiaries and reducing the amount of grinding that’s involved with it.

also, it’ll give more incentive for players to actually go for this particular IA as this is the rarest in the game

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

those are pretty great rewards

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

some spoils from opening 9k apocalypse crates … only 10 useful fairy armor enhancers though

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

Originally posted by phantomwolf13:

EDIT: Grats! Misread at first. C’mon and join the exclusive 500-ultras club :)

would like to, but my gear is pretty crummy

i do have the chips though

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

ultrad a few monsters last few days.

still have a few left:

so close, yet so far away

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

well, you could always fuse it with something of a lower rank, e.g. samurai armor so you’ll have an extremely rare set ….
yes … that’s all it does … being rare

 
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Topic: Anti-Idle: The Game / Suggestions!

i like the idea of chipcrates … although i’d prefer a yellow potion that multiplies the actual chance for evolving monsters(after the first check) by 2.5 maybe?. this way you would still need to actually do something to get evolving monsters chips. (same with loot magnet, it shouldn’t be affected by potion efficiency)

yellow potion could be something like a reward potion that disables the negative effect of fighting yellow monsters and acts like a reward potion on top of that (for yellow monsters only).

 
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Topic: Anti-Idle: The Game / Situation (June 22 update)

i imagine you almost have holidays as it’s almost spring on mars (18th of june) i’d say take some time off.
http://www.planetary.org/explore/space-topics/mars/mars-calendar.html
Go see The Valles Marineris, disconnect for a few weeks and go camping with some friends (i know you have friends on earth, but kinda hard to get them to mars.

haven’t talked to you in quite some time but i remember you being a nice guy wanting to do the best you can. (or at least have the intentions to do so :) .)
so i just wanted to say:
have a great life

p.s.
if martians die, where do they go? i mean, there’s no lore about them being in either heaven or hell … do they have their own dimension filled with happy “beings”?

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

you’re a true garden king now. growing carrots even in BA.

 
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Topic: Anti-Idle: The Game / [Outdated] Lets compare Rings, Pendants, and Potions

‘rings have changed and so has the game, i’ve been out for quite some time now so i’m not the best source of intel about this.

Personally i liked the combo ring for most stuff and the luck ring for hunting chips which is what i did until i took this break

 
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Topic: Anti-Idle: The Game / Suggestions!

i wouldn’t want that pipi… sure it sounds nice, but during a lot of active stuff, BA, FCG, arcade … you don’t want to get ported away when your mouse makes a false move.

IF it’s getting added, i’d prefer to see it to come with a switch so you can turn it on or of

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

the more you buy of them, the more useful energy refills will become which … in return let you get your rep back faster … win-win

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

are you sure about that?
my only AURA looks like this:

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

still: congratz …

 
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Topic: Anti-Idle: The Game / A:TG YouTube Tutorial Series

go for it, i’ll probably watch them and i’m still looking at the forums … just not active in the game any more … maybe in a few months again :P

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

I like wc mods :P

 
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Topic: Anti-Idle: The Game / Chuck Norris Jokes

Chuck Norris once met ULTRA 3 CHAOS, after 10 minutes of not landing a single hit, CHAOS decided to give up and die. Chuck woke up after that to claim the rewards.

Chuck Norris once went to Triangle Land. That second Triangle Hideout was created, it still exists today because Chuck Norris allows it.

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

picked up my 2nd s9 module, first being hp regen

 
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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 convenience.

First of all we need to figure out the DRM, the mode is worst moon and there’s no event.
DRM = 1.6x for WM and 1x from event = 1.6x
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 /1.6 * 5 + 360% * 25 +635% * 2 = 13095, divided by 3, 4365
Best balance would be:
droprate = 4365 /5 *1.6 = 1397
spawnrate = 4365 /25 = 175
epicrate = 4365 /2 = 2183

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,
spawnratecap: 500%
epicratecap: 4000% (see example above)
DropRateCap: 50000/CDM/IAchance/BestiaryMult/EnemyRankMult/EnemyMult
where:
CDM = 3 (just wm)
IAchance = 1
BestiaryMult = 1.5
EnemyRankMult = 0.25+0.25 * 4 + 2 * 7000/9001 = 2.805
DropRateCap = 3960
During this event however, where chipdroprate is 4x as high, that 3 turns into a 12, which results in a cap of 990
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 428

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 a results in the same example as at the balancesection, so you can reread that if you want.
balance being (DRM=1.6) 16:2:25 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 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/(50000 /CDM /IAchance /Bestiarymult /Enemyrank=50000/6/1/3.25=2564) = 78%
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*0.78*0.1= 3.9%.
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 to guarantee a monster to be epic you want 10x as much epicrate as normal, 100% x 10 =1000% epicrate to guarantee all monster in that zone in wm to be epic.

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

IAchance is 3 for example in above picture
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 yellow name, 2 for white, 3 for red, and 4 for boss
BestiaryMult = bestiaries 1 to 6 give a mult of 1,1,1,1.5,2,3 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 = (100000 * (10 / CDM) / IAchance) / BestiaryMult /20 /EnemyRankMult /EnemyMult, cleaning up gives:
DropRateCap = 50000 /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