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One huge tip, get a blademaster. Easily in my experience the best tank and self-supporting damage dealer rolled up into one. Not to mention generates insane amount of shield for himself.
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The Import Save feature is not working for me. I've tried on Brave and Chrome with a valid string (it worked perfectly time ago).
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Just a PSA: I've been experimenting and trying things out for over 4 years. After all this time, I haven't found a better way than what I'm currently doing. I see a lot of players making the leaderboard now. I'm intrigued. Let's see who catches me first.
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Day 3, 5:28pm. After making another early-morning prestige and leaving it to grind all day, I've just come back from shopping to an overwhelming amount of Talent Points. The Mage is sitting at 1.125e08 TP now, with SKL of over 2.16e08. SKL Ratings are 7.2 Fireball, 6.8 Icebolt, 3.68 Arcane Explosion. Those values are MULTIPLIERS to the overall power of each attack. This is officially my endgame, where buffs become completely meaningless and the Mage has easily enough power to clear 50-100 Eternal Dungeons. I've added the other 4 party members for a general clvl boost (for gaining IP) and will check back later tonight. Either way, even without the new party members, I'm sitting at 208 IP and haven't even cleared the Endless Dungeon, let alone the Grand Arena. My target IP for this run will be 800-1000...depending on what I can get away with, using the Dragonlancer to power-level my Mage. That's it; that's all I do. If it helps you, fine. If not, that's fine too.
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Day 3, 2:23am. I've just dumped another 300k Talent Points into the Mage, taking me up to 517,949. My attack speed has gone from .27s to .04s. This is where the rubber meets the road. I've instantly gone from floor 750 (upgraded Distant Lands) to floor 1750 in one prestige. I'm gaining ~20 character levels per second. From here, it's going to be a couple more prestiges and a direct beeline to endgame. I've invested a little over 5k Talent Points into Tier 4 Speed, nothing into Tier 2. This means that the vast majority of my Talent Points are increasing my base stat and damage multiplier, and that every point of speed I invest is actually giving some concrete benefit (5x what Tier 2 can offer). I'll carry this spending template through the entire game.
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Day 2, 4:48pm. This is the fourth time I have prestiged the Mage, taking it from ~29k Talent Points to 56,251. Every time I prestige, I can spend a little more gold than the last time. This prestige has 3.01e11 gold invested, which is enough to one-shot Distant Lands (mlvl 350) with each of the Mage's three attacks. Each attack has a cooldown around 1/4 second, meaning four entire waves are wiped per second...per attack. That's a total of 12 waves per second. Without prestiging my Gambler, I'm accumulating about one character level per second. After I prestige the Gambler, this number will increase substantially.
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Day 2, approx. 6am. I've just come back to a little over 4k Talent Points in both characters. The Mage has received 4.64e09 gold and now does enough damage to one-shot Penn Isle with each of her three attacks (66M Fireball, 57M Icebolt, ~8M Arcane Explosion). It's taking about 3 seconds to gain a new character level, given that I'm sitting around +110% experience from Roulette, which affects the base exp/gold bonus of Challenge (+319,375%). That's not additive, either, which makes a world of difference. I'll prestige maybe 4-5 times more, then go directly to the end of the dungeon, clear the Grand Arena, and focus on boosting the Mage by reclassing it to a Dragonlancer for a few hours. The extra experience from Dragon Form will accelerate the process. After that, I'll be clear to add in the other 4 party members for some quick clvl IP, finish off about a hundred Eternal clears, then Ascend again. Could be today, could be tomorrow.
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It is now 11:11pm and I've just dumped the remaining IP into Challenge, now totaling 12,775 Challenge. The levels I've gained while afk are enough to support even that level of difficulty with one-shot kills for each of the Mage's three attacks. This is the end of early game. Now I will focus on maximizing the acquisition of Talent Points, spending the same amount of gold on the Mage each time I Prestige her. The Bard will be reclassed into a Gambler for the added experience boost, and its buff may be used to raise my dungeon level for even more gains.
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From here, I expect I'll gain enough Talent Points to reach my first Prestige milestone, which will be 1,125 TP. That will give me 1,000 base stat and a decent speed boost, which will take me into Day 2. By that point, I'll pretty much be in middle-game, because the scaling of Talent Points is far faster than that of character level, and I rarely get done spending my TP before it's time to prestige again. Day 3 will be spent leveling the rest of the party with a maxed-out Gambler, like I did today. I gained ~700IP over the course of three days with this method. If that's "poor math", I'll take it.
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I'm doing this for a couple of reasons. First, I want to point out that the techniques I've talked about are possible if you know what you're doing. Second, I want it known that this is how I'm achieving my score. If the method is demonstrable and repeatable, maybe more players will be inclined to believe the methodology instead of just instantly dismissing it as "bad math".
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For the nay-sayers and the curious, I have decided to document this run. I started the new run at about 3pm today, Ascending to 12,775 IP. I immediately reclassed my starting hero to my Imbued Mage, who has received 80 Imbue Class, which is equivalent to 21x normal power. I started by clearing the training stage and hiring a Bard, who was just there to keep me alive during the initial leveling process. I stayed in Endless Dungeon lvl1 for a couple of hours, starting with 10 Challenge and trickling in new skill levels and new Challenge when needed. After that, I farmed the Dank Cellar for the majority of the day. It's now 8:16pm, I'm sitting at clvl 984, dealing about 71,169dps with Arcane Explosion (which is enough to one-shot the entire wave), and have not prestiged the character. I just dumped enough IP into Challenge to take me from 2k to 7k and am STILL one-shotting the enemy with each of my three attacks. The Mage and the Bard are my only two characters.
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Right now, my entire strategy basically consists of: Imbued Mage until clvl 20-30k, in order to gain enough base power and gold to run Gambler until about clvl 100-200k, then back to Imbued Mage for a run directly to the end of the dungeon. From there, it's back to Gambler so I can meet my quota for clvl IP, then back to Imbued Mage for as many Eternal clears as I can get. Couple of hours leveling the rest of the party for more clvl IP, then Ascension. Takes a couple of days for ~400 IP, which goes back into the Mage for faster runs.
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The problem there is that I haven't used a full team in ages, because I just don't need to anymore. I might go back to that eventually, but even then...historically, posting an opinion on ANYthing has only ever resulted in a flamewar for me, which often has me wondering "well, why did you ask". Sorry to disappoint you. Blame the dozens of players who got aggressive over the answer to a question. /shrug
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Hgiang, min/max damage is static, whereas leveling your character will always give you +1 to both ATK and SKL, which both operate on a multiplier (ATK Rating, SKL Rating). Also, buffs add ATK/SKL, which further puts min/max power behind...until you recognize two things: 1) Everything gets converted into Power before damage is done, so as long as you can hit an amount of min/max equal to or greater than your damage stat * its rating, it will remain relevant. 2) Some classes (like the Dragonlancer) scale cost for min/max power very slowly, so it becomes possible to exceed buff amounts very easily by midgame. It isn't that it's weaker...more that it just has to be controlled a certain way to stay relevant.
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It's probably been answered since then, but one of the best messages involves a request to see the gold spent on a single character. I can't see one regarding the total on a single character, but you can see the total of how much was spent on each ability by hovering your mouse over the name of the ability in the status menu (where the casting bar is)
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To move the position of a character in your team, first go to Town. Next click on a character. Now some buttons with numbers 1-6 appear underneath. Click on those to make the character you selected go to that position.
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Well, apparently Kong is shutting down a lot of its major features soon, so if anyone has questions about the game...ask them now. I wouldn't be surprised if they remove this section, or even the game itself.
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Did a little test with the Bard on my last run. Endgame stats on these monsters measured ~6e07. With about 1e15 or so invested gold, the Bard's supposedly game-ending debuff took off about 1M from enemy stats in the Eternal Dungeon (which was the only place where the monsters were strong enough to give me time to measure the debuff, since everything else gets instantly nuked). e07 is tens of millions. So we're talking about 60M stats...and removing 1M from them. So much for making the enemy helpless. Again, the Bard is an excellent early-game boost, but...not "OP" of any kind, and certainly not endgame viable.
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Depending on your IP, you can hit one-shot wipes much sooner than that, but I'm assuming you haven't gotten that far yet. The thing about permanent uptime buffs is that AoE single-cast relies entirely on duration and cooldown speed to get more than one stack. The Bard has neither multicast nor duration boosts, so it's entirely a function of tombstones and talent points. The Gambler and other multicast buffers can hit hundreds of stacks by midgame, so the Bard is very much just a stepping stone.
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Interesting! I actually JUST hit 100% Inspire Uptime, and I'm seeing the difference. So I kind of just run this until I get to the low 1k's, then experiment with other classes (or at least reclass to get the reclass points). Run Gambler, upgrade that buff, and get everyone strong enough to party wipe waves, yes?
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As far as mid-to-late-game progression, the Gambler outperforms any other buffer in the game due to its cheap duration scaling and multicast. Some players only see the 25% fail chance and pass on it instantly, but the more casts and duration stacks you have, the more that fail chance levels out. It ends up being more or less 75% of listed bonus and no longer a risk of a noticeable debuff. My solo Mage runs end up over 120,000% experience bonus. Late-game will see the need for shields and heals completely disappear, as you will level constantly and leveling heals you to 100%. Also, once again, by late-game you should be wiping an entire wave with each hero, on each attack, and should be hitting 0.01s cooldowns on their main attacks. That's 100 clears per second, per hero.
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As far as early-game progression, you can make a pretty good go of it by sticking with the Squire for all 6 heroes until you can afford permanent uptime on the Bard's Inspiring Song buff, then push floors until about 1k. That's about the point in the game where you can comfortably start exploring other classes without much risk of party wipe. As far as class choice, I won't post my composition because other players only ask so they can pointlessly cut your choices to ribbons. All I can say is multicast, multicast, multicast. There are "trap" classes which are objectively worse, and it can be mathematically proven. You'll have to explore that and test everything, find out what works best for you and go for it. Remember to use Export File and save it as a notepad file, so you can test other loadouts risk-free.
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Dank, the fastest way to advance is to scale back to a floor where you can one-shot the entire enemy wave. It sounds counterintuitive, but it's proven by all the top players. In order for it to be "worth it" to go from 1-shot clears to 2-shot, for example, the wave would have to give double experience, and that's just not how progression scaling works in this game.
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Anyone got advice on how to advance more quickly? I've got a Blademaster, Solarkinetic and Knight up front to soak up the damage, and a Dragonlancer, Bard and Mage in the back. I don't die, like, ever, and I'm at Floor 352 of the Endless Dungeon, but I feel like I could do better, advance faster. Any suggestions on how to start flying through the floors, get to my first Imbuement quickly?
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3) Debuffs are made irrelevant as early as mid-game by the fact that a one-shot enemy wave wipe at a faster rate of speed than their attack speed (easily accomplished, and far below maximum speedcap) disallows their ability to ever attack in the first place. If the enemy cannot make use of its stats, then the enemy's stats -or lack thereof- become factually and objectively irrelevant.
The Bard is okay for early-game boosts, but its mythical status as a game-ender simply does not stand up to anyone who has amassed enough IP to place on the leaderboard, and even in the total absence of IP it is not only not the only source of debuffs, but also a fraction of the effectiveness of any multicast buffer. But...again...players are encouraged to do their own testing. We have Export File, so we can try anything without penalty. It's how I got this far.
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On the subject of debuffing enemies, there are a few points to consider:
1) The Bard is not the only class which can do this. Players should explore other class options and discover this for themselves.
2) Debuffs, like buffs, do not benefit from the listed percentage bonuses when Imbuing a class, and certainly cannot compete against the use of Challenge points when enhancing gold/exp gains. Challenge boosts enemy stats with a percentage while the debuffs remain at their base values. Once a player explores the game to a point where IP become relevant, the endgame essentially removes buffs and debuffs from the equation due to this scaling, as well as the fact that endgame base stats can easily exceed the maximum available value of any buff -even multicast.
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Multicast will always overpower AoE single-cast. There is no other outcome. If you aren't biased, you'll do the experiment yourself. That, or have a look at the leaderboard. ^_^
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@blessedWrath or just get a bard and over-buff Adventurers Durge and EVERYTHING you fight has -999999 stats and cant do anything. As i stated a month ago and got down voted for this entire game get invalidated by 1 class.
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Finally cracked it. The Ghost kills itself pretty fast without enough Defense and HP, but there's another way to reduce the effect: Imbued Class. The way the buff works, adding to its first subskill provides a negative amount of Min/Max Power which scales at an already ridiculous rate. If you DO NOT spend on ATK/SKL and Rating increases on the buff, the amplification of Power you get from Imbued Class can quickly overtake the self-damaging quality and render it pointless.
With one of the highest hybrid stat scaling in the game, it isn't just possible to solo Ghost; with Imbue Class, it becomes dead easy.
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I guess another way to put my comments are that this game has been out for over 3 weeks. According to the stats on this site, there are around 250 players, only 5 of which have at least 1 Imbument Point - which comes to 2%. Either people are having difficulty figuring out how to get imbument points, or they decide they aren't worth obtaining.
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Take prestiging as another example. It looks like the idea is that you occasionally prestige a character for short-term benefits of slightly higher stats, in exchange for the shorter-term penalty of loosing all money sunken into abilities. However, it's not clear what prestiges are useful for which classes, as one can easily choose an attack-based class, but have taken all skill-improving talents or vice versa. Furthermore, the tiny bonuses seem dubious in the face of the large costs, at least at my point in the game.
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Take the orbs as an example. It seems that the most important attribute on them is probably their level. Unfortunately, the UI concentrates on their rarity, which seems to have little to do with their power. It also indicates their type, but the meaning of those types eludes me - sometimes an orb that's stronger in every way is of a different type than the previous orb.
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This game needs enough help that it's clear how to progress towards goals. At the moment, I'm not clear when it's best to prestige, what benefit(s) that will grant, what can be done with shards, etc. At the moment, I seem to be completing entire dungeons and still making essentially no progress towards Ascension.