Hm.. I lucked out and got his legendary ring, maybe that's a factor. He does have a party skill which can double damage to normal enemies (non magic, non-armor). But hey, did anyone notice the update?!!!! Apparently there are more rubies to had on lower levels, which is great. A new character, etc etc, check the notes. Here's some others: -You can auto sell everything but legendaries—along with inheriting weapons, this makes it easier to get those 99.9x weapons. I have even found two 100% items so far! -There is a hell difficulty, and a hell store with a new character who looks pretty awesome...with the hell store, you can get AI build to automatically forge, get up to +20 mods, and stop mod levels from going down when you are adding them. -I am hoping with the hell difficulty there might open a more challenging tower of trial with better rewards...I'm just now finally making it through GOD mode—having 5 inherited level 10/11 weapons makes a HUGE difference, as well as a lot of money to start so you can buy auto repair to recover from that first fight...which I could only pull off with the orc because of his damage reduction, bash, and huge weapon. -there's update to the rewards for some achievements. Maybe GameCoaster has been lurking the forums here? Haven't seen him post in awhile. Wonder if there are any hell achievements hidden somewhere—still none for insane difficulty either?
I'm sure you are right. I also haven't tried Mr. Blade awakened so that skill would make a big difference. Also I believe daggers are much better for Nameless than swords. Has anyone tried Hell difficulty? I'm curiout if it goes in order and Hell1 is harder than God.
Hell1 is definitely harder. Getting to wave 300 on god level will net you about 2300 rubies though; I need to up my dungeon defense in the ruby store. Also, I realized I can buy cheap accessories (100 rebirth stones) and sell them to get more medals and upgrade my accessories. I don't think it's worth it until you are playing on GOD level (you'll have around 800,000 rebirth stones by day 1000).
Thanks for the info. Sounds like you are progressing quickly. Nice. Do you switch heroes out later on for higher damage dealers? [e.g. Mr. Blade post level 500] I am using Nameless as main and orc, eye, wraith and living sword for my team. I am getting to level 850 on End but only getting to wave 200 for endless on End difficulty. [Doesn't seem great] Am I missing out on other party synergies by using Nameless? Do you recommend Eye as a main and dropping Nameless for someone else? Or Mr. Blade as main and keeping Eye as support for the x2 damage awakened skill. I'd appreciate any suggestions people have. Thanks
yep - i start out with ogre for the cheap mod/enhance and when all my weapons have at least lvl10 mod, i replace him with orc for the negate damage party skill. replace nameless with mr.blade - i find that even in late game, mr.blade is doing practically all the damage. i keep mr.eye for the cripple and mutant party skill, though i think he is easily replaced with mr.death. this is my current setup - mr blade main, mr.eye, orc, wraith, living sword as mercenarys.
Thanks. Nameless was definitely holding me back as I just got to level 1007 on insane with Mr. Blade. I tried God after and was denied. Lol. Guess I will grind Insane a few more times.
Strategies for jumping to next difficulty levels... Getting to beat the first day is really tough for God mode—I'm trying to do it for Hell1 right now. Some thoughts: •Level 100 Orc is good for damage reduction and huge weapon penetration—I found better success with him then Mr. Blade. •Hit weapon damage hard in the rebirth store •Ruby store: it really helps to have inherited weapons once you can make it past day 1, but you have to get past day 1 first! Damage reduction is necessary. I asked Gamecoaster on his FB page about how the damages bonuses stack, and he said that the rebirth store is weapon damage (you can actually see it in the weapon stats screen) but the Ruby store effects the character's damage. So it's a great multiplier and worth putting some stones into. •Reroll when you can't pull it off—not by going to the title screen, but by going to a lower difficulty and reincarnating again. You'll get a different set of skills, and a different weapon. If you luck out, you'll start with a 90%+ weapon, maybe with some mods. That can make a big difference (remember that weapon multiplier in the rebirth store!) •Probably goes without saying, but take it to normal speed. Once you can breakthrough, get those achievements and save up to inherit some 99.95+ weapons! •Day 1 invest in regeneration, and if you have any defensive amulets or rings wear those too. You should get some legendary amulets for all your characters. Use rebirth stones to buy all the 100 stone necklaces and sell them back for medals. Easy way to upgrade up to level 4 or 5 at least. Can be a big help. •Use the all skills amulet maxed out (+3) with whoever has the blacksmithing mods to reduce costs up to lvl 10/11, then switch to snake or mr. soul for the mod bonus...It will be like getting another level or two bonus. Once you are at level 10, save and reload...even it goes to a level 11 enchant that you don't want, save it, because you have a better roll next time for keeping it at level 11, then trying to get back up from 10 to 11. I will say that the hell store can get you up to level 20 mods and its not that many hell stones (and a feature so that mod levels will never go down). With the rebirth bonuses for attack speed, crits, and reload, I just mod vs. magic, vs. armor, asp, and everything else damage. (tip, check the "details" on your characters to see more stats) I have a 100% level 6428 bow right now that has a dps of 3,391,918,000 72.4% vs armor and 506.8% vs magic. I don't think that's counting the research bonuses, that last one adding % damage per mod level, that's an additional 120%... I do hope Gamecoaster considers letting your character's equip inherited weapons going into day 1, as the jump from one difficulty to another means grinding out to more day 1000+, which is not as interesting or fun as those tense days in the beginning...and while I'm at it, have some AI build options (like there are item enchant and sale options) primarily the option to focus on banks and statues only.
Great post and tips. The +3 skill enchantment is a good call. As for modding weapons with +damage to armor and mystics, I always dodge them as I can't see a discernable number to show increase and how it compares to taking the damage mod. My method for this is to simply compare the increase of dps based on the mod type. Certain mods are stronger than others based on the slot number. Not sure why but ASP will be better for one slot than others but damage will be better in another. Any reason for this? Also on mods, why doesn't the add mod option work after you complete the research? As of now I have 4 inherited items and unlocked all features and ring. I was debating on upgrading damage/defense or awakening Eye and Orc. I am choosing damage/defense for now as that will get me in to God mode.
Nice! I think you are right to prioritize getting into God mode as your stones will be much better. For survivability, I'd awaken eye when you can though. Max out his legendary necklace. There's a new update out that caps waves at 10, which should make it less grueling to get to day 1000. Which overall positive, but EDIT: After playing through another time, the leveling and gold doesn't seem to be much changed. As far as mods go, I think it depends on the weapon type. Bows for example don't really benefit from attack speed, but if you put a reload mod on, you'll see a much bigger DPS bump. *Wait, the slot number?* I've never seen that before. Do you have a character with a mod bonus skill? (Difference between 20% at level 10 damage vs. 50% level 10 damage!) Maybe you are modding when their skill is at a different level? My thinking for Vs. modding—I've got Mr. Blades slayer skill to double damage to normal enemies, but if a character is only doing 30% damage to armored types, then I have a few characters who are only situationally useful, and the endless waves will expose that weakness before long. By using one mod lvl 20 vs armor, I go from 30% to 108%...Besides, the damage mods don't stack in your favor. I guess this is one of those posts with maths now. Forgive me, but here we go: Say your base damage is 100, and you mod everything to damage lvl10, 50% each. 50x6=300%, you are tripling damage, now you have 300. *Which at 30% vs armor, means you are doing 90 damage to armor.* If instead you took 1 anti-armor mod at level 10, for 100%, you have gone from 30% to 60% damage to armored. Now you have 5 damage mods for 250 damage, and you are doing 150 damage to armored foes. Plus your anti-armor skill on top of that, which might be anywhere from 5x - 10x by late game (which would be 750 to 1500% damage vs. the 30%'s 450 to 900%) If you go with your weapon's already strong say 210% anti-magic, by doubling that to 420%, you are talking about (with 5 damage mods again) 250 > 525 damage without mod, > 1050 damage with mod. You would never get to 1050 with only damage mods. That's my thinking anyway, after noticing that certain kinds of enemies were breaking through the edge of the screen more than others.
I understand where you are coming from with the mod logic and I agree there is definitely a benefit to having 1 physical and 1 magic mod. I didn't explain myself correctly so let me try again. For this example let's use a Katar with 150% mod enhancement. As you increase your mod, you notice a damage increase depending on the mod and mod level. So for an easy example, my base damage is 100. As I increase my mod level, you can tell which mod increases your damage more compared to others. So slot one, a damage mod will bring dps to say 150 while ASP will bring it to 140. In mod slot 2, ASP will have a higher dps increase than the damage mod would at the same level. This is not consistent for all weapons. My sample size is small. [The above example is a random scenario but the logic holds true] I don't know why this is but I always go off of which mod increases my dps the most. For the most part damage wins but I will see ASP and Crit have better damage increases for certain mod slots than damage. I agree reload for a bow is hands down the winner and the damage increase shows that. Thanks for throwing update notice. Wave count to 10 is great for grinding easier difficulties. Getting to wave 1000 will be harder for current difficulty though like you said. I was able to start with God difficulty by going back to Nameless as my main. His starting damage is much better and made it easier. I will just need to do 1 or 2 more Nameless runs before I can start with Mr. Blade again.
Thanks for clarifying, the only thing that makes sense is that its a combination of the mods has changed, or there's a weird bug? I do think you can't totally trust the DPS on the weapon aloneit doesn't account for character stats. For example, Mr. Blade already has 96% crit chance (with his amulet) but I mod for additional crit chances and the DPS goes up a bunch?? Check the details on your character and make sure that the weapon crit you are adding isn't taking you over 100, otherwise you aremore or lesswasting a mod slot.
Update, hell1 With the update I was able to get to day 1000 in hell1. When you reincarnate you claim the hellstones from missions, and then the missions reopen so you can collect them again (I was concerned they were one and done like the others, and I wouldn't get enough hellstones). Getting to day 1000 in hell got me I think around 1.3 million rebirth stones, and getting to wave 230 or so got me around 4000 rubies, if I'm remembering right. I also realized that characters are equipping the best weapon they have for that day 0 battle—so that ruby store bonus of inherited weapon level up is so you can eventually have a level 100 weapon for your main character to start with. It will mean that the other characters won't be able to use theirs for a while, but your main will be doing so much damage you would be fine. But TLDR for below: DON'T PUT ANY UPGRADE POINTS IN IT! I checked it out and its not worth it until you can are ready to make it rain—flood—rubies. As soon as you make one upgrade, your mercenaries will be unable to use the inherited weapons in those first, tougher battles. You'd have to upgrade it to level 40 or 50 to make any appreciable difference in the first battle. So stay away from it, because level 50 upgrade to this would cost you a *total* of 117,375 rubies! (it goes 20, 35, 55, 80, 110, etc). The character damage is a better upgrade (50 60 70 80 90 100—the price only increases by 10) it would be a total of 10,220 rubies for level 41—which is 205% character attack damage. It would be a long time in hell before the inherited weapon upgrade makes sense, and if you put even one point it, you're already making things more difficult for you. To max out inherited weapon level right now would total 858,000 rubies; which could instead get you 410 upgrades in character damage—2050%? lol. Hell 5 must be completely bonkers! I hope there are some real tower bosses on the way in later hell stages. Glad Gamecoaster keeps adding content. Sorry to dominate the thread—probably freaking out newbies—but I think the warning is important. Maybe gamecoaster will adjust the formula in an update if he reads this
Thanks as always for the tips. I was able to get through day 1 in Hell1 with Nameless as lead but I was unable to complete any missions. I got to level 620 and all of the mission objectives were still greyed out. I tried reincarnating but I ended up losing them. As for the inherited items, that makes sense. I think once you have level 20 enchants, inherited levels will be easier as you will probably only need level 25 or so. Grats on day 1000 in hell1. I think I will hold off on hell until I can get through with Mr. Blade. Let me know if I missed something with the hell stones or if my game bugged. Good news is they increased level of enhance to make up for the wave reduction. Edit: I see now where you get the hell stones. The missions complete after you reincarnate.
Glad you figured it out—it's a little odd because the other missions don't require you to reincarnate. After you collect the reward the first time, you have to accomplish it twice to collect, but it never seems to go to three times—which would be crazy daunting. EDIT: After collecting 3 times, hell1 now takes 3 runs to collect. Luckily, I've made it to hell 2. One tip: if you haven't already bought a necklace or ring with experience, gold, the all skills, or the ring with evade and defense bonuses, buy them as soon as you can. The thing is that once you have them, you can't buy them. But if you buy one and eventually luck out with getting another, then you have two! I just bought that last ring with the defense bonuses and as luck would have it, I found another one...so maxed out wearing them together I've got 30% evade and damage reduction. Should be handy for endless mode. Also, don't awaken both the orc and ogre...just one. They have so many skills then it takes a long time to max the builder skill, which helps you get full exp bonus more quickly etc. after maxing out exp, I switch my awakened orca back in and run on auto for a bit, not upgrading anything until he gets builder maxed...doesn't take as long with max exp and the all skills necklace, because it brings them to potential level 6 instead of 3...more choices when they level up and more likely to get the preferred skill.
Im not following the level 6 instead of 3 comment pertaining to the all skills necklace. How can you get it to +6? You do a good job jumping to the next difficulty pretty quickly with minimal grind. I've run Hell1 5 or 6 times now and still need to keep grinding before I can get to Hell2. I am however going right after +20 mods so I won't recognize the increase until later. You may have went damage increase. Having 2 of those rings sounds very handy. I have one maxed and agree with wearing all the other bonus rings. I switch to damage gear only towards the end of each grind. Amy ideas on how the new hero Is? Curious where they would fit. Maybe drop living sword for her.
Normally you max out the skill "potential" at three, but then all skills necklace can bump it to 6, making it easier to level up your preferred skill. I did IAP the auto features fron hell and grinded on god mode a while update with hell hadn't been out yet, but don't have Mrs. Love yet. Might wait until hell 4 for thatshes expensive! But looks very promising. I might replace eye with her and switch out wraith for death, just as I'm switching out sword for nameless at day 1000 for better performance in endless waves.
I did the IAP for the features as well. However my game just stopped working correctly. The auto battle feature no longer works after I finished fully upgrading my mods to 20 for each. I have attempted to reinstall but it didn't fix my issue. Anyone else encountering these issues? Definitely a big turn off for me if this doesn't get fixed. Edit - My mods were damage Lvl 20 for each mod slot using the +3 skills necklace. I am attempting to change them one at a time to see if it eventually fixes the problem. Prior to modding +20, I was getting to wave 280 on endless Hell1. After I can only get to 244.
Tips 1.You can die in 2 ways: you cannot kill the mass "farmer" type enemies or bosses in the front line, and get killed by the boss/the archers behind, or your attack accelerate a lot of enemies and they kill the dungeon in one second. The last one occur more often. 2.The only effective way to deal with the enemies with "add xxx speed when damaged" or "add xxx speed when nearby allies die" is the stunning special skill of ogre. 3.Get Defensive skills. Negate attack from Slime or Orc, Cripple from Mr.Death or Mr.Eye, Threaten from Ogre, Fear from Snake,Living Sword or Mr.Death, and maybe crystal healing from magical girl or double hp from awakened orc. All these skills doubles your dungeon's hp, while the Threaten skill and the Negate attack skill is extremely powerful, for enemies spend more time in moving than in attacking, and you could stack evade rate up to 80% or above with some research and accessories by the Negate attack. These skills is extremely useful in Tower of trail. 4.Mr.eye, Sunstar and Mr.Blade always deal a lot of damage, because their attack flies infinitely fast. But when killing bosses, they are just about twice as powerful as other heroes. 5.Mr.eye is the strongest damage dealer, bcuz he attack the whole screen. But this is also his disadvantage, for he would accelerate the whole screen enemies if they have certain mutations. So choose Nameless if you want a good damage dealer. 6.The assassinate skill is lame. It only add 80% of attack in average. 7.Start with the normal mode, and earn enough rubies for a inherit weapon. Then go to easy mode to survive enough day and make a great weapon for your main character, then go back to normal and fight for the magical girl is a good way to get started. 8.The recovery of the special skills is based on the times the character attacks(I think so). 9.Sunstar is probably the best leader, for you could refill the special skills by killing tons of archers, and when using your special skill, you could heal the dungeon and refill other party members' special skill (after awakened). 10.Mr.Blade is the best supporter after awakened, for you could deal 100% more damage to the normal type enemies, which would become the most durable type of enemy in the late game. 11.Get blacksmith skill before you do modification. And equip that 'all skill +1' necklace to the blacksmith. you would find the effect of modification increase about 160%! 12.For tower of trail, the level 20 just ask you to kill that in 30 seconds(the timer is in the right-down corner), and the level 24 ask you to tap the "portal stone" in right order.
That's weird—if you message gamecoaster on Facebook he is very responsive. I asked gamecoaster to consider letting us choose when to awaken our mercs because it takes forever to get builder, bank, etc skills when they have all their awakened skills too. I'm keeping my ogre unawakened until then. He said he would work on it, maybe following the next update. @cjwddxlb: great tips. I hadn't thought about how mr eye triggers that speed assault. That instant death is brutal. What I'm finding really troublesome on hell two is around day 1000 you get bosses that are invincible for 6 seconds every 4 seconds...auto battle isn't very helpful here because you attacks are wasted on the boss, but you can still attack everything else and at least get the boss alone...still, it's a little much....i think the auto battle and mercs shouldn't attack enemies while they are invincible, or maybe tweak that mutation a little. Clarification on blacksmith mods: The difference with the all skills necklace for your blacksmithing is, for example, level 20 damage being 100% vs 104.8%. Rend is 250% vs 262%. I know it says 162% by any mods you have—attack speed, anti-magic, damage, but maybe that's the blacksmithing bonus somehow overall. Not sure. Interesting you have sun star doing so much damage...I might try subbing her for wraith in endless mode and seeing if she does any better. Nameless is definitely strong in endless mode thanks to revenge. It's unfortunate you don't get damage totals in endless Correction: hell mission completions go 1x, then 2x, 2x again, and then 3x. So I had gone through hell one 5 times. I'm on my fourth for hell two. The hero damage bonus helps a lot for that first battle.
So how is everyone liking the new update? Seems like it is going to take awhile to unlock the new characters. Hopefully they are worth the wait. Any thoughts on best element? I'm liking water for now with the stun effect. I've also noticed the water stun effect was working while nature was active. I believe this isn't correct but curious if anyone else has noticed skills working for inactive elements.