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Has anyone figured out the formulas which govern how much goblin/skeleton CoD decreases per goblin purchased (and other similar perks for succubi, etc), after the corresponding perks are purchased? (Or Oni, do you mind sharing?)
If not, I plan to spend an afternoon painstakingly collecting data and performing a bestfit analysis to come up with some sort of function, but I'd rather not have to spend my time doing that if the information is available elsewhere! :)


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It is not just the goblin perks, but also for succubus and giants. As there is perks giving a static % increase, which appears cheaper to cap, than an unknown % from monster upgrade. Last one scales with a larger army, suggests that the static ones may be better investments for early on, and worse the later you are in progress. But when what is the better investment is just a completely unknown that is a complete gamble currently. The easy option seems to be to focus hard on gathering to unlock both, in case you made the wrong choice so to speak.


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The reason I ask is I created an algorithm to optimize army purchases that takes into account every static unit upgrade, current next unit price, relative damage output per second, etc. It really wasn't a hard algorithm to write because purchasing a single unit only changed one variable  the next unit price of that particular unit. Determining the optimal proportions of my army was as simple as determining which unit contributed the highest damage per second per unit cost and buying one unit at a time, and repeat until all allocated hell mana was spent. I've been working the kinks out of it with the intention of releasing the finished version publically for the good of the community.
Now that I have access to the army perks that cause individual unit purchases to change various things like CoD, attack speed, damage values, etc., the algorithm needs to be updated to account for each unit's dynamic contribution to the overall army effectiveness. I need to know the formulas which govern the diminishing returns of these dynamic effects, however. As I was saying in my previous post, I can spend a few days collecting data and performing bestfit analyses to determine the formulas, or I can ask and hope someone has already done the numbercrunching legwork.
Or I can hope that Oni sees this and decides to fill me in out of the kindness of his heart. :)


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Don't think you will get those details from devs, for this kind of game I suspect adapting to the maths behind it, without being given the maths themselves directly, is a LOT of the game. So optimization tool free for all, may be counterintuitive for devs. ;)
That said, I suspect it is based on a similar formulae as minion lab. The increments I am guessing is close to "4 times the number of goblins yields twice the CDR reduction for skeletons".


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Honestly I just buy Skeletons. That seems to be the best use of Hell Mana.


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@CachwMonet I suppose that depends on how far progressed you are in perks and unit upgrades. At this point I haven't lost a goblin, succubus, or cyclops in well over two weeks due to the ridiculously low CoD of my skeletons (nearly single digits!). I buy enough skeletons to hold the line but my other units just keep growing and growing...
