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Warrior: A fine class, but as a fully vet geared hardcore character, I find my block is quickly maxed... Meaning I block 1/2 the attacks, the warrior ability is only reflecting 1/4 attacks - for almost no meaningful damage, and the remaining 1/4 of the damage has to be dealt with via my health regen - but that only happens every 5 seconds, so even if I'm keeping my max hp at twice the legendary's damage, 1/16 times I'll get hit twice in a row and die before I can get a regen proc (unless I invent in survival, but them I'm doing diddly for damage, or I invest in life leach, but in my experience, damage lost investing points into life leach again reduces the damage too far, so I don't heal enough between legendary attacks to survive...)
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Sorcerer: Money's not a problem in any way after a couple of vet items, and in hardcore, the only way to be safe with a sorcerer is to advance to the point where you're one-shotting everything, which works plenty well, don't get me wrong. However, in my experience with sorcerer vs cleric: my sorcerer's monster level was limited to whatever level I could one-shot a legendary at, whereas my cleric was limitted to whatever level legendaries couldn't one shot him at - which I find is a much higher level - doesn't matter to me if I hae to 10 shot the legendary, just as long as my max hitpoints are double what they're hitting me for (which when you include the 75% damage reduction from high block is INSANELY high)... And I can't spend money faster than it's coming in anyways, so bringing it in 50% faster doesn't really appeal to me any more.
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When I load a game after saving after giving myself a massive dps boost, messing with the "specials" option resets my dps somehow.
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Cleric: I find this class to be the best (again, for hardcore). By not having to put anything into survival or life drain, I can dump all my skill points into Damage% (I get soo much crit damage increase from my vet items raising my crit score that, when combined with the high block rate higher level mobs seem to have, my skills usually end up something like 7 base damage, 10 block pen, 33 damage % - that's a 165% damage increase, eat your heart out assassin... Oh, and I don't have too much trouble with treasure chests btw, they usually die within a minute or two - since they don't block and I get to crit with every hit - usually for 3 times that insane base damage, and all it takes - for me - is one chest to have soo much money I can't spend it fast enough anyways - so sorry sorcerer. And I find the cleric heal to be more reliable protection than warrior block and special, so cleric is my class of choice...
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On classes (My experiences, others may differ of course. And please note, I moved to Hardcore long ago, so lemming options aren't allowed :)
Assassin: The damage is impressive of course, but I find it nearly impossible to keep health regen high enough to reliably protect my hardcore character from death by legendary unless I put tons of points in survival, instead of combat.
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@Konilon Playing Hardcore, but yes, in normal mode that works just fine. What I've found works best (now that I have a full set of veteran items) is that I simply use my complete vet set until I get so high they don't level fast enough, then I replace pieces one at a time with found gear as needed to keep my level rising (usually with purples, since I get soo many purples it's crazy now, but it seems only possible to get oranges from legedaries, which you can't make spawn any faster, so they aren't reliable enough for my rapid level gains).
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The RESET button works only in the COMBAT sub-menu and can not be triggered from either SURVIVAL or WEALTH ones. Great game guys, I love it!
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uhm i just went up against a gryphon and im sorry to say but thats not a gryphon.... that was a sphinx. a gryphon has an eagle head and the sphinx the lion head
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Great game dev, only thing I'm not fond of is the way energy and hp only regen every five seconds rather than a portion every second.
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The game is fun until you get to higher levels and the thing slowing you down is not being able to enter more numbers into the monster level and the workstation. You can go higher then the amount you are able to insert by clicking the right arrow, but having to click for each up and having the up do little to nothing at that point, its a waste of time.
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To Messej, I figured out a way that allowed me to kill the highest level enemies in just over an hour or so. Get your block and crit chance maxed, try to have good damage, go up to a high level, get lucky at killing the small enemies and get them to drop whites that are extremely superior to the item you had, like a level 30 orange compared to a level 300 white. Then as you get all 300's or so keep exponentially increasing the level of the enemies, all of a sudden boom, level 10000000 items and then you just keep going. The only problem with fighting such high level of enemies is that, they one shot you but you will one shot them so it is a game of RNG at the point. Like the whole game. But this game is now too easy. I put about 36 hours into this almost all of it idled and I can retire for a second veteran item if i felt like it. But the experience gain is too little for me to want to continue playing.
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http://tinypic.com/r/2hcoymv/8
Sadly the max monster level you can get to and the item level does not scale with it :(
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Why does refining an item then selling the refinements better than selling items? It makes selling items useless. Maybe you want that option there for some kind of false sense of skill?
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PRO TIP: When you find treasure chest
1. Press save game
2. Press main menu
3. Press load game
4. f### Treasure chest , no more wasting time with them
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@halflifelai - attack speed is seconds per attack, not attacks per second. The first has you attack once every 1.22 seconds, while the second has you attack once every 1.98 seconds. Make sense?
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I have a weapon with 161 damage and 1.22 atk spd, and 768 DPS.
However, I have another weapon with 176 damage and 1.98 atk apd, I have only 468 DPS. Why?
The attack speed on your weapon is the interval between attacks (in seconds). So if you are attacking every 1.22 seconds, with 161 damage, you will be doing more damage per second (DPS), than if you are attacking every 1.98 seconds.
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the exp rate is too low ... i'm lvl 62 ( lvl 122 on items) and beating lvl 151 creeps and i level 1 lvl in 2 hours ...
Your skill level isn't designed to keep up with your item level / character level. However, if you would like to increase it quicker, have a go and fighting monsters that are 100+ your level. :)
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I'm curious, i've read there's Ilevel from the gear and the real level at the bottom of the screen by the exp bar. But to retire (vet rank) is the Ilevel taken or the real level?
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Each class has their own kind of late game, and all seem fairly strong. Sorcerer late game is uber greed. Rogues late game is tons of damage, and massive crits (you can crit backstab). Priests late game is never die. Ever.
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Best character for Hardcore or Normal is always the Sorcerer. Once you are geared (enough energy regen to constantly use your ability), spend your money on enchanting items. Enchant 10k Damage, 1 Mil Damage, etc. Each time you enchant higher damage, you'll have more money to spend buying diamonds for the next enchant. You can be level 500 killing level 3000+ by simply killing everything in one shot, before it can hit you.
If your next Vet item is at level 3650, get enough damage to one shot a level 3650 and get once piece of each gear type from it. Set the monster level to 1 (so you don't die once remove the damage enchanted item) and equip all your level 3650 items and retire! (This SHOULD give you max Vet due to the Level bonus being based off your item level). +1 so people can see this message!
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you can put a better auto-sell/refine select menu,example:for weapon you can put a limit to min DPS,i put non refine for common weapon and in 1 minute have 100000 common weapons/sorry for english :D
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On the stats you spend money on, the format looks like
Damage: 2.00k (240) or Block: 119 (95) 12%
The larger number on the left is the actual damage you output per hit, the number in brackets is the contribution from the stats you put money in to. These match up with the actual stats in your inventory. In the case of Block or Crit, the far right is the % chance of a block or a crit occurring.
You can upgrade an item three times from any quality before it requires Diamonds to further the upgrade (and a lot of diamonds, to boot).
Don't put any more than the required 7 points in to Combat Damage (Flat), because Combat Damage (Percent) scales much better and doesn't require any more points.
Don't discount Energy Max and Regen - using the Auto-Special (Gears to the left of the Special button) on Large and Above creatures will greatly speed looting and levelling.
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After getting damage boost to max (when it tops out at 25 billion per upgrade) monster 'defense' no longer plays any role, is this intentional? It makes endgame even easier (vet items are already op).
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At level 15,032,385,600, the items start to have negatives for gold value and no stats. Like, main_hand upgrade cost of an epic is Cost: -9985798615200. And the sell price is -big number. Don't know if this is intended
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BTW: Barring the fact that enemy blocks prevent crit (even if you have block penetration, the damage won't figure in your crit damage) and if you're not getting much higher than 1000 crit score (soo 100% chance, but not alot of damage increases), the optimal way to spend skill points in the combat tree is to keep the points spent in damage % and crit damage about even, for reference.
On the other hand, if you are getting alot of blocking from enemies, and/or are in the 10k or 100k crit region, then all of it in damage % (none in crit damage skill) maximizes your dps - go excel :)
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So, once you reach around the 20 billion mark for the upgrades, that's when the game shifts to (We give up, you win) I'm right now fighting level 99,999,999 guys. I could go higher, but even with insane stuff, you can still die. I wish the limit to how high you can buy stuff, or enchant was a lot higher. Because once it hits this point, you start making more money then you can spend. Really, my money won't go down. It would be cool if you could go higher then the numbers of a common calculator.
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btw: For those who want to figure in their crit to DPS (or for dev reference if helpful), the formula is BaseDPS*(1+CritChance*CritMultiplier)
BaseDPS is the DPS listed in your stats now.
Crit Chance is the percentage chance of you critting (as listed) [remember, 10%=0.10 when multiplying)
Crit Multiplier is .50 to start, to this you add .10 per 1000 points of crit (from it's description), and 0.075 for each skill point in CritDamage (from the Combat skills)
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To Dev (response to your response: "Upgrading oranges does improve the item level. It increases the item level by 5 each time.")
I realize they increase by 5 for each star, my apologies for not being clearer, what I meant (and was pointing out with my example) is that it needs to more. Compare a purple 5 levels higher to an orange with 1 star, and the one star orange is going to blow it away, meaning you won't want to do that replacement - in my experience, a purple 10 levels higher is still getting dwarfed, so now you've got an under-leveled item, and each such item prevents you from raising your level, as you eventually hit a point where your oranges can't take you higher, but the purples you're getting aren't as good as the oranges you now have, despite their higher levels. So now you have to wait for a very rare orange to replace your current orange (or pay too much for diamonds) and this, in my experience, causes me to stagnate, waiting for the orange that never comes
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to kinretheor (continued):
The question I had was how does that limit stack with stoneskin (a combat skill that lowers damage you take). I highly doubt the stack additively as this could make you completely invulnerable, and I'm assuming it'd be all over these comments by now if that were possible :). The question then, is, is that 75% cap a combination of the reduction from block and stones skin, making stoneskin points worthless once you have 75k block, or do they play together to further reduce your damage when you don't block, making the points useful.
But thank you for your response.
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to kinretheor:
"I think block % is the chance of blocking the attack, I could be wrong though. @messej."
Block percentage is the chance of blocking, but if you read the block info (the little (i) button next to the stat listed in your inventory screen), you'll see that for every 1000 (or 1k) you ALSO get a 1% reduction on damage you take (when not blocking). The dev said this is capped at 75% (meaning that at 75k block score, not block percentage, you get nothing more from points in block.
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I love the game. it's awesome. i do have a few ideas: a button to enchant an object to its highest capacity for a certain characteristic? if i can enchant an object to lvl 40 for damage, pushing a button 40 times and checking each gems' capacity 40 times doesn't make things fast. also, i know you have something that tells you whether an item has been enchanted already (great) but enchanted with what? and is that previous enchanted added to or replaced? thanks!