Just made an account here, because I wanted to ask why Sunstar is believed to be weaker than Wraith? Just started to get on the GOD difficulty and she carried my ass often. In my opinion the at worst 2nd strongest magical damage dealer. My usual team is: Mr. Eye as leader and mercs: Mr. Blade, Sunstar, Ogre, Living Sword None of those have any promotion levels, Sunstar, Blade and Eye have the legendary necklaces, Ogre and Living Sword are wearing the + research points+gold and exp+gold necklaces. I can see why I should swap Ogre for Orc, because I can keep now 5 different weapons, when reincarnating. But I don't see why Wraith is so good, except for his + bank income skill. I have the feeling I'd struggle with every - physical weapon damage wave/day/trial when I don't have Sunstar. Her damage is so much higher compared to Wraith, even thought I already have the ring and necklace for wraith.
Wraith is useful pretty much only for the bank skill. One strategy to consider is using Wraith starting from Day 1, and then switching him out for Sunstar whenever you start dying or the days start getting too tough.
I hear people say to buy the research necklace before you get the achievement, but the text specifically says you *can* buy it *after* the achievement so I assumed that was changed. Why hasn't it been fixed, or the text changed?
Nice to see all the new faces around here. #Wraith: Bank is useful, but once awakened the flame lance is very powerful against bosses (particularly with hell store bonuses). Slime and Ogre are are better for mass attacks, while Wraith and Orc are better for bosses / single opponents because of their initial strike bonuses. Once you start getting heavy mutations (hell), the bosses become MUCH more challenging. Invincibility every other second while healing enemies, etc. It becomes very important to be able to take bosses down quickly—for which I have found Mr. Blade, Orc, and Wraith the best at. When you are looking at damage reports, you will find that Mr. Eye for example might be doing the most damage because of his attack style, but there are other kinds of damage/opponents and diversifying, even if its not your favorite playbook, is something to keep in mind...especially once you hit day 900+ / try to get more rubies out of endless mode. Sunstar has probably been tweaked quite a bit, but her healing is still far too weak to be useful once you have a lot of hp (i.e. Once you have Orc awakened with vanguard and 100+K hit points). Damage-wise, if you are going to have Mr. Blade's dimensional attack, then having Sunstar (also dimensional attack, and weaker) seemed pointlesss to me. But again, she's been tweaked so who knows, maybe now she is now the most powerful magic user (aside from water spirit). @ArtNJ: You can only get the research necklace through achievements. If you could buy it, phew...that would break the game a little.
Thanks to all that have helped me with my many questions. Necklaces -- looks to me like you put the hero specific legendary on your main, research/gold on another, +skills on your builder till your done building and for the other two what, the epic gold/exp necklace x2?
I'm late to this game. I've seen it in the top charts for the forums for a while but I'm finally looking into it. It's only 99 cents with no IAP, correct? It seems deep and extremely addicting. I might take the plunge. I don't really enjoy tower defense games so that's the only reason I'm hesitant.
I've found it better to just keep the all skills necklace on my builder. It's 22% building costs vs. 25% building costs, but it ends up being much more than a 3% difference.) Bank level 2000 upgrade: $42,478,792 nature 40% reduction: $25,487,276 builder level 75: $6,371, 819 builder level 78: $5,607,202 It works out to a 12% reduction wearing the all skills necklace. Unless you'r manually switching it between your banker and builder between battles, this is better bang for your buck. Especially if you have on AI build. However, after around day 700, you are better off to stop building banks & statues, running the light dungeon for statue bonuses and giving the all skills to your banker, since you lose nothing my forging today or 30 days from now. I start my run preferring the potential skill, and use the cloud save before battle. If I don't get at least two mercs with potential, I'll reload until I do. Sometimes it's a few tries. But by getting everyone level 3 potential by day 5, it means I can have bank, scientist, and builder maxed out by day 80 or so without a sweat. While you can put the all skills necklace on your scientist/banker/bounty hunter for level 6 potential to get their skills up quicker after builder is maxed—I've done it—its not worth the hassle. So...you are able to get two MK-22's now, if you buy it before earning it?? If that's true, whoah! MK-14 and MK-43 too? That's a huge oversight by the dev if that made it into this version—don't expect that option to stick around... #Mutation Inhibition: I just started hell 7 now, with about 20 million rebirth stones unspent. I'm going to make a note of the mutation levels in a battle, then spend all my stones on mutation inhibition and see what kind of difference it makes.
I am really looking into buying this, but I start to refuse when I see the long list of IAPs. Can somebody say how they are implemented an can the game be played without spending more money?
Its like all idle games. Things that you unlock when you play the game. Everything is unlocked just by playing the game and spending money is only when you want to get something faster.
Just a thought guys, but maybe we could have a subreddit up and running? Seems like a better place to discuss the game if we have a subreddit. Solareclipse contributes a lot to the game strategies and I'd hate to look through pages just to find good information
A very good idea. I found the community already being created, got the same name with this game, but nothing inside. I don't know if it was meant for this game or not.
1.91.6 is finally out for iOS, anyone tried it? I'm still on 1.91.4 because I was afraid of the damage formula bug wrecking Nameless. I guess at the end of my current runs I will upgrade anyway.
Skimming through and looking for some differences in skills: Mr. Eye: •aux laser has gone from 20% chance at 600% damage to 30% chance for 700% damage (equal to main laser!) •enhanced laser has gone from 110% laser damage to 200% laser damage That's actually all that I can see has changed—although I understand hell rewards have increased from the app's update notes. Maybe he did some backend things. I'm actually running the old version and new one side by side with the same party etc. One thing I notice as far as Hell 7 goes, the bosses are going down much faster. After maybe seven or eight minutes, the team on the new version is 8 days ahead of the one on the old version! I wonder if that means tower bosses will be a little easier too. In other news, the nature spirit's mutation skill, which turns everyone into a weak tree ALSO works on tower bosses—well, unless that was changed in the update. I'm finding that with the nature spirit, nature dungeon, and a few defense accessories, I was able to beat the last tower boss. It just took a long time, lol. Worth it for the medals though. Something to keep in mind when jumping to a new difficulty. I said I'd check out mutant inhibition impacts in a little more detail, so here's what I found, going from 80 to 88% MBI changes very little on day 859. •the death of an enemy restoring the health of those nearby went from 12 down to 11 •Enemy move speed +187% went to +181% Other mutations, like 600% boss movement already seemed to have maxed out. It's a much better investment of 20 million rebirth stones to go into protection or weapons, especially given that the mutations cap out. The light dungeon's purification might be useful if they get too bad. At any rate, I doubt I'll be touching MGI again until Hell 9 or 10 #Reddit: lol, yeah we've got a lot of good ideas scattered around. I'm not really a reddit user, but if the conversation is good who knows. I tried helping the gamepedia article some but meh, its clunky to my tastes. I'd almost prefer a google.doc ora FAQ page like they have on GameFAQs. But if someone wants to start something, "Build it and they will come."
Thanks for the thorough response, as always, Solarclipse! I guess I'm going to patch now and see how it goes. I don't have a second device for comparisons, but I will take note of my progress in 2 different games and see how it goes.
So here's what I found going from 1.91.4 to 1.91.6: In Hell VIII, rebirth stone rewards are about 57% higher than before. Ruby rewards look to be about 270% (!) higher. I had a run stopped at 160 days and the rubies went from 19,015 to 51,670. Medals and hell stones were unchanged. Promotion costs were unchanged, but the cost to reset promotions seems to be cheaper. As for character balance, I was mainly concerned with Nameless. The only skill change I saw was Weapon of the Wind, which went from 100% attack speed/200% damage to 100%/300%. As a result, his character sheet DPS went up by about 50%. Practically speaking, I was able to continue progressing through the days at ~850, maybe even faster than before, Tower 27 (Balance) was either made weaker, or the increased damage of my team made it easier than before. I was able to increase my Endless run by 10 days.
How is damage calculated? My nameless had dps of 6.540 billion, and I added two basic training upgrades for 3% damage, plus 2 enchant levels. Damage went up, but by less than 3%.
If you already had some points in basic training, each point won't give you an extra 3% relative to your current damage. Imagine something like this: Weapon Damage * [1.0 + Basic Training Bonus] = Total Damage. So if your weapon was 100 damage and you had +90% from basic training: 100 * 1.90 = 190 total damage Then if you added 3% more bonus to your basic training: 100 * 1.93 = 193 total damage Going from 190 to 193 is only like 1.6% more damage, rather than 3%.