Recent posts by Massey08 on Kongregate

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Topic: Anti-Idle: The Game / [Query] Average first ascension time? (You can help!)

First ascension: Current version 1.663; Date late august (Although it was recent I don’t remember the exact day) 2014;

Ascension completed May 2nd I think… roughly 2 1/2 weeks. Game time 13004 minutes
(IIRC but it was in the vicinity of 9 days in the 13000’s of minutes, 9 days = 12980 minutes) same version.

Keep in mind this was my second first ascension so I knew of all of the multipliers, I played a year ago. A faster time is possible, but I went to lv 9001; It took an extra 16hrs for the last 500B xp

I also wasn’t vigilantly trying for a fast time, I was unaware of the fact that it was fast until I entered the chat room… I didn’t enter chat until after the ascension, thus the large doubt of the ascension time.

At the time of ascension I only collected roughly 32k Idle rewards… so as you can see, most of that was from the idlebot card; and the rest of it was strictly anti-idling as the game name suggests.

 
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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Bought booster never received cards

There is an issue with cards loading in the deck editor, the solution to your problem may be to click martial attacks off your filter, or tactical attacks and see if the cards you’re looking for appear. I have had this issue numerous times when clicking to check allies, so I usually just filter it to where only allies are visible.

 
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Topic: Cloudstone / Fast weapons are slower than they should be.

This issue has still not been resolved. I thought I would bring it back to life because after testing more weapons, I found that for some reason, rusty sword matched up perfectly with attacks/sec, while various other weapons that have already been listed have not matched up, even in timed missions, even after all of the updates that have occurred up to this point.

Side note – Tested Eye See Wand using the above method that Seizan_7 suggested in Yetinothah camp to find # of attacks per second… # of attacks in 60 seconds = 77, which = 1.283333…, as opposed to the theoretical 1.52212… attacks per second (calculated in this manner → 86/((50 + 63)/2) Where 86 is the proposed DPS of the weapon, 50 is the minimum damage, 63 is the maximum damage, and division of 2 averages this number to allow for average rate of attack per second)

 
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Topic: General Gaming / Bit dungeon

Base weapon stats (crit%/cleave%/chop%/proc% & damage vs crit compared to sword of same level):
Blades – 15/0/0/0 crit 2x damage x1 (i.e. 10 damage 20 crit)
Spears – 11/0/0/0 damage 2/3, crit x1.3 (i.e. 6 damage 13 crit)
Daggers – 7/0/0/0 & 1/2 damage, x2 crit (i.e. 5 damage 20 crit) (I wish daggers had more crit, its the main choice for thieves and allows more agility…)
Swords – 3/10/0/0 damage x1, crit x 1 (i.e. 10 damage 10 crit)
Axes – 3/0/10/0 damage x2, 2/3 crit, (i.e. 20 damage 6 crit)
Hammers – 3/0/0/10 damage x 2, 2/3 crit (i.e. see axes)

Prefix/suffix:

Dragon/black/king(rings)/heavy – adds damage
Swift/leaf(rings)/light – adds crit
Sharp/barbed – adds crit chance
Magical/divine – adds proc chance
Decapitator – adds chop chance

There are others, but this is what I’ve got off the top of my head.

Stat bonus pickups are found at every dead end, and very occasionally in other areas, but this is rare. The shop is found only at dead ends. Crit adds 5 armor, health adds 5 armor, and damage adds 3 health. Essentially you only need to alternate damage and crit to stay balanced, however if you are full crit build, then you can use health to fortify yourself even further, gaining double in armor.

 
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Topic: Cloudstone / [TO DEVS] Please fix pvp exploit

Solution: Force the AI to use the equipment in the players inventory which yields the greatest point value.
OR: Force the AI to use equipment most used by the player during PVP matches.

On that note, if you use the statistics in the second solution to script, it would also be cool to see the percentage of skill usage by the player, and to have the AI act in a way that replicates these percentages during PVP matches.

This may take a lot of scripting, but I think it would be worthwhile to enhance the PVP experience.

 
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Topic: Cloudstone / Speed Problem - I'm Level 38 But Simply Can't Beat Certain Levels

In reply to ampps – Shadowed shores, just pause the game by clicking off-screen and wait until the black screen fades so that you can see.

 
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Topic: Cloudstone / Increase Incentive for Grinding

Ways to increase incentive for grinding starting with things set in place already:

xp grind – get to max level, increase stat points/skill points
gold grind – get gold items in shop
shard grind – increase disc/sorc/fury/hp/inv space

New ideas to possibly implement:

Increase XP gained from higher levels, as of right now, .01 xp per enemy level above you is not very significant, however the xp detriment is (i.e. -.1 per enemy level below you) Change it to +.1 for enemy level above you and remove the XP cap, if a lower level character can handle something 20 levels or 30 levels above them, then why not let them reap benefits for it?

Change item drops from arena, enemies, and chests to be randomized instead of fixed. Set the stat increases to determine rarity. Excessive stat improvements = higher rarity. This would create diversity among arena participants, as well as stimulate a greater need for the auction house. Also, IIRC there are no epic items that drop currently. It would be nice to see this, as well as boosts to increase item drop rate among the vigor boosts. It would be nice to see randomized stats that surpass gauntlet and ruby gear.

With respect to ruby, gauntlet, and arena gear, to make these potentially better than epic drops, this could be done if an upgrade system was implemented. Maybe 500k gold per upgrade, with more allowable upgrades for ruby gear specifically so that it would promote sale of ruby gear. For instance, ruby gear could be upgraded 5 times while random item drops could only be upgraded 3 times, or something along those lines. However, it would be nice to have specific epic drops that surpass ruby gear in all ways so that ruby users also have a reason to grind for items.

 
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Topic: Cloudstone / ADD AUCTION HOUSE VOTE HERE

For the auction house to be useful, stats on items should be randomized from drops. If stats were randomized, it would make drops like epic equipment, rare equipment, uncommon and common equipment more fun to pick up. There are very few drops that are rare, and IIRC, there are NO epic items that drop. Randomizing stats and basing the equipment rarity on these stats would give people more of a reason to grind high level areas to obtain better gear.

So if this happened, then YES, I would vote for AH, if not, then I don’t see a point. With this item system, items would be very useful, and gold would also be useful. I also second the idea of being able to empower gear in such a manner that you can increase any attribute multiple times for 500k gold per upgrade (i.e. +5 – 10 armor/disc/fury/sorc/DPS upgrade, upgrade level capped at 5)

 
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Topic: Cloudstone / what we want from cloudstone

In short, the benefits of facing higher level opponents should match the detriment of facing lower level enemies in terms of xp.

Explanation:

XP equation = +.01 for every level the enemy is above you. I mean, is this really significant? 1.3 × 3 = 3.9 xp growth with boosts, vs 1.0 × 3 = 3 xp growth facing enemies of the same level, non-gauntlet… the cap is 1.3, meaning the enemy will either have to be 30 levels above you, or you have to do G5 and make sure it is 5 levels above you to reap max xp cap benefit. This should be changed to match the problems with grinding lower level enemies i.e. xp gain for enemies should be +.1 with NO CAP, on xp gains. so if you are level 39 and are doing a level 60 gauntlet, you SHOULD in turn gain +2.1 * xp, meaning 3.1 * xp total, without boosts. XP should match the challenge that enemies 20 levels above you pose, and also, ALL champions should be worth *5, not just the one that drops shards. They are all equally as difficult, so why place 3 of them if you are going to only give us xp benefits for beating only 1 of them? Either that, or change the -.1 on lower levels to be -.01 like the equation for higher levels, so that there is virtually no difference in facing either low or high level enemies. I think the first solution is better, but the last solution would allow those with worse gear to progress without spending months trying to reach a high level.

 
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Topic: Cloudstone / Potential missions for 1M exp/boost

I do haunted forest to start my XP frenzy on the boost. It yields about 2.5k per banshee. For a short period of time, you get a lot of xp, I don’t recall the exact amount, but it’s worth it. After both xp boosts I usually get 1.8mill xp by doing these areas:

Haunted forest G5 (complete as fast as possible – not worth staying to kill inkies, waste of time)
Bandage man road G5 (first area only, yields around 30-50k xp and takes less than 2 mins, after first area, enemies are sparse, so more profitable to farm enemies and use AOE’s)
Sasquish Road G5 (do first area, take fork in road to go to danger area, go back, kill all mud balls, leave since most other enemies take way longer to kill for a lesser xp yield per second)
Spiral Path G5 (I know it seems odd to pick a low level area, but lv 43 is 4 levels above me so +.04, +.25 xp = x 1.29xp, .01 shy of xp cap per enemy, so it is worth it if you can run it quickly, which you should be able to since these enemies are considerably weaker with similar xp yield of that of lv 59/60 gaunts)
Sun baked sands G5 (farm all enemies and AOE them, first area worth 30k xp, don’t complete, go to the end area, and leave instead of wasting time completing the quest)
Dredged Dunes G5 (golems worth 6.5k xp each on boost, and ofcorse, there are SEVERAL mudballs and grass to kill in the 3rd or 4th area, so rake in the xp for about 50 – 70k xp there in less than 2 mins, other than that, complete it)

After this, I sometimes have enough time to do Old Yeti Road, which should probably be prioritized above sun baked sands.

For everyone who doesnt know, every level the enemy is above you, +.01 * xp, and gauntlet +.05 per gaunt lv, meaning G1 is +.05, G5 is + .25, so you need a gaunt that is 5 levels above you + gaunt 5 to reach xp gain cap, or if you do gaunt 1, enemies must be 25 levels above you to reach xp gain cap… so doing G5 with enemies greater than 5 levels above you is almost a waste if you can more productively spend your time elsewhere.

On the other hand, every level an enemy is below you, -.1 per level, meaning that 9 levels below you, you are kept to a minimum of .1, anything below that is worth .1 also. xp at gaunt 5 = +.25 meaning you can be only 2 levels higher than the gaunt you do to reap normal xp benefit.

 
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Topic: Cloudstone / best character on PvP

There is no best, just “best the AI in battle”. Simple as this – 2 stuns from mage class + decent DPS + duck ray = win. Follow this order: flamestrike + spiketopus + duckray + spiketopus + flamestrike. If your opponent is still not dead, use heal bomb to recover if necessary, and express karma.

 
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Topic: Cloudstone / DEVS: More hotkeys

There is a growing need for more hotkeys since there are more levels. More levels = more skills available. An adjustment would be beneficial. I think up to 6 slots should be added so that potions, arena items, and aditional skills could be added to the skill slots.

 
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Topic: Cloudstone / Skill trees in the future

At some point, if the level cap continues to rise, an issue may arise from everyone having similar skill point distributions. To make things interesting, and to encourage pure class builds, I think a few things can be modified. Here are my suggestions, take them in combination or in segment, but please consider them (keep in mind, these are for the far future when the level cap reaches 50+):

1) Add in new skills for each skill tree.

2) To encourage pure classes, raise the cap for skills, dependent on how many skill points have been spent in that tree (i.e. after 30 points are spent in one tree, raise the skill cap on all skills, and after 60 points, raise the cap again if you plan on 100 levels in the future)

3)Implement synergies between skills in a tree, or between skills between two trees if promotion of hybrids is desired.

4)If new skills are added that should not be mixed with another skill in another tree because it would be too overpowered, make restrictions to those skills in that if this skill is taken, the other skill cannot be taken.

These suggestions may promote more diversity in character builds, along with this, it may promote more diversity in equipment options. Diversity in builds could also be promoted and influenced by different types of equipment.

Ultimately though, to stay successful, it may also be beneficial to keep things simple. These are only suggestions. Too much diversity or complexity could ruin the game.

 
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Topic: Cloudstone / Say thanks to developers!

The developers do not get enough thanks for the game in my opinion. Many people are critical of them because a change appears, and the players criticize the developers harshly for bad changes, instead of saying “This was a good idea in essence, but I think you could make these adjustments to improve the game further…”. Remember that the developers cannot make everyone happy, but they strive to serve the general consensus, and they give us something to do with our leisure time.

In my opinion, the recent update is incredible. I like the new added content, as well as the extra boost power of XP, shards, gold, champion spawn rate and increase in level cap (not sure if this was changed but I see a lot more appearances of champions, this may be due to happenstance though).

Simply say thanks to the developers, or leave a comment on what specifically, you would like to thank the developers for. I have no affiliation with the developers, and did this as a kind gesture for the adjustments that the developers have made on the Kongregate community’s behalf.

 
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Topic: Cloudstone / [TO DEVS] Please fix pvp exploit

Thanks, I bought stuff from the game to support the developers. It’s a great game. I like the fact that I understand many underlying mechanics and people tend to call me a nub for having ruby gear. If I didn’t have ruby gear, the best set up would be yeti gaunt gear with a hybrid build, and a sword weapon for highest DPS and crit rating. I should have bought the ruby sword but I like to use claws just for the appearance and fun. As long as the player can beat the AI, it really doesn’t matter to maximize damage capacity. All that matters is having fun :), that, and legitemately catching cheaters. (I caught gravebella, and someone found the link to gravebella’s character which was absolutely demolished for abusing a bug that gave heavy increases in sorcery/fury/discipline/health.) I believe that people should only be accused and brought up for cheating if there is HEAVY evidence of the case. Too many cases are taken very lightly for the very reason that many will claim that someone is cheating out of frustration. The bottom line is that if you are overcome by an adversary, you need to use it as inspiration for innovation in the way you play the game. If you always won, then you wouldn’t play. Losing is just a signal that growth can still take place. The reason why anyone plays games, is because, humans, in nature, like to see change, growth, and improvement. Keep improving, and I look forward to seeing you all on the battlefield. Anyways, happy gaming to everyone and I wish you all the best for the end of this arena season, as well as the many that are yet to come!

 
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Topic: Cloudstone / [TO DEVS] Please fix pvp exploit

Hi, my char name is Vegeta, I saw this post and LOLed when I saw my name mentioned, thanks for the compliaments, there are 2 vegeta’s, i was the first to pick the name, so the second guy picked VegetaSSJ2. I am completely legit, that goes without saying, i mean a lv 35 ruby set is easy to win with haha. He had more points than me at the end of last season though. However I highly doubt he was cheating, his average points per match was less than 30 if I calculated correctly, meaning he’s beating up on the lowbies with bad gear. He had far more matches than me at the end of last season, which is why he narrowly beat me. I had around 40 points per match, so to have the same number of points as him, I could have had 25% less matches.

 
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Topic: Cloudstone / Fast weapons are slower than they should be.

I just tested it, a few minutes ago. I sent a PM to fragsworth about it, maybe he will sort it out, this is an issue for MANY weapons. – Edit – I just tested Obsidian Orb Wand, which is supposed to have 1.31 attacks per second, however, after testing it in the map called “Somewhere”, after 27 seconds, 32 strikes were counted, which leaves the DPS at 1.19 (1.185181581….) which means that the DPS is incorrect. This isn’t far from the calculation I got from 100 seconds on the practice field (1.14, 114 strikes in 100 seconds)

 
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Topic: Cloudstone / Fast weapons are slower than they should be.

Just found out it can be done in practice field. You have a timer on your vigor :P – on a side note, twin cutters theoretically has 2.49 attacks per second, in reality, it is very close to 2.0 attacks per second, maybe 2.01 or 1.99 DPS.

 
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Topic: Cloudstone / Fast weapons are slower than they should be.

This is a legitimate topic that needs to be addressed. When balancing weapons (Twin cutters vs Flametongue) they would be balanced if attacks per seconds were correct. (i.e. ebony inlaid ring + twin cutters DPS = 171, vs 173 DPS on flametongue + ebony inlaid ring) I was wondering why I get pwned when fighting the flametongue set with full cutter, and now I know why… Thanks.

On a side note, this could also be due to lag (if the game is lagging you will hit fewer times, because seconds in game are extended due to lag)

 
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Topic: Cloudstone / Completed ALL narwhal gauntlets- still no map scrap

Yes it is bad luck. I’ve spent 844 energy now. Yes I’ve been counting. This was to find the “Frigid Map” and still no luck yet. If I reach 1000 spent, I will just give up on it.

 
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Topic: Cloudstone / Frigid map fragment

I’ve spent over 700 energy now farming for it, it is possible to get it, but seemingly impossible for me…

 
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Topic: Cloudstone / Map of Yetinothah

None of the maps are hard to find except “Frigid map” which is supposed to be “Frigid map fragment” but that is not shown in the contract as such. My point is, that I’ve searched and grinded areas in glacellia (Yes, the designated areas, that it is supposed to be in) over 140 times and still no map… The luck factor should not be there for something like this. It should be more like a gauntlet, or a drop from a common enemy like the other pieces… If it has only a 1% drop rate, then I may be stuck doing this indefinitely. I am uncertain of the drop rate, but whatever it is, I must be getting the bad end of the deal every time…

 
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Topic: Cloudstone / EXPERIENCE

You have to keep doing spiral peak, I reached lv 30 after a day of playing at lv 29. But I do agree, something needs to be done with the xp system… I mean, I may as well do only the first gaunt, because a 3k xp jump from 15k to 18k on the boss at spiral peak isn’t worth the extra effort… it should have a higher jump, since they are jumping 3 levels per higher gauntlet for a total of 15 levels…

 
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Topic: Cloudstone / "Bug": Enrage or Express Karma

If a monk is a hybrid/warrior, then he will most likely always win PvP IMO, just because with high discipline + earth wave, you get energy easily, and have REALLY high healing (i.e. I heal 375/5sec, not hard to do when you cast berserk/earth wave since berserk increases number of attacks/sec, and earth wave is +20 energy per use (8sec)) Combine that with high armor and you will never win… I have issues with this when playing other people with the same build as me, but I’ve only seen one other person with the exact build I have.

Also, just one thing to note, I could have over 200 disc, but I sacrifice it for armor, since damage reduction of 40% is far more useful than a measily 40 discipline in terms of heal output/damage received ratio. If you are facing someone that balances armor and heal ratio very well, then they may as well be invincible…

 
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Topic: Cloudstone / Map of Yetinothah

Still no luck, If i grinded the arena as much as i grinded for the map, i would be in first place no doubt (I calculated this, the average points that the 1st place person gets for winning matches is 34.5, I average 37 per fight, and with the 564 energy I wasted, I could have played 141 pvp matches and be ahead of first place by a fairly significant amount [i.e. 2.5×141, do the math])