Universal Dungeon Plunder by Dominic Duchesne (Universal)

Discussion in 'iPhone and iPad Games' started by undeadcow, Mar 5, 2013.

  1. Retro Nug

    Retro Nug Well-Known Member

    May 9, 2012
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    I totally understand. Was just curious to see what was going to happen. I love my extra skins! :D
     
  2. dwerny

    dwerny Well-Known Member

    May 9, 2012
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    How many people have beaten Nicodemus yet? Just one?
     
  3. DaviddesJ

    DaviddesJ Well-Known Member
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    May 19, 2010
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    I guess, according to Game Center, I'm the only winner so far. You stop getting experience at 300,000 (when you reach level 21), and you apparently get a 25,000 bonus to your score for beating Nicodemus. So there's one player (me) at 325,000, and two other players at 300,000. I do find that surprising.

    Here are a few tips for the Warrior:
    Shields and armor are far more important than causing damage. If you stay alive long enough, you'll eventually kill any enemy with just random matches. Spend your money on armor upgrades, not weapon upgrades. Always put max skill points (3 per level) into shield bonus. Over time, this really adds up. Also max out Riposte and Shield Wall at some point. I don't find Berserk useful and I don't put any points in it and never use it. The remaining skill points don't matter too much, but bonus damage is probably better than bonus HP, for the most part. Bonus gold probably not worthwhile. Always take Defense as your best rune; Artifacts second; the others don't matter much. In battles, always keep the shields you spin, and use Shield Wall and Riposte to generate more shields. You want to use these abilities as often as possible, but they have the most value if you can add more than one shield at a time (with Riposte) or if you have exactly one shield and can add a second one (with Shield Bash or Riposte). If you keep anything but shields when you respin, you're reducing your armor and increasing the chance you'll die, so be cautious about doing that unless you're doing very well in a battle or the enemy is weak enough that you know you can kill it before your armor runs out. Even if your HP is low, try to generate armor by matching shields in preference to hearts, most of the time.
     
  4. Mfox76

    Mfox76 Well-Known Member

    Nov 11, 2010
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    Idk, i died to moltar 4x in a row at Lvl 15, and and feel like I've hit a wall in terms of difficulty, each time u get back with the same eq it's the same result, feel like success at this point is pure rng based...
     
  5. DaviddesJ

    DaviddesJ Well-Known Member
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    May 19, 2010
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    You shouldn't attack Moltar at level 15. That's your problem. He's too strong to kill when you're at level 15. I died to him once at level 15, and I learned from that and so the next time I didn't attack him when I was level 15.
     
  6. Just wanted to confirm that 1.15 has been submitted to Apple.

    I really can't wait until it goes live and see your feedback! I believe you'll appreciate the tinkering that I've done. I'll of course still keep an eye on metrics and adjust accordingly if need be.

    The final stretch is extremely entertaining with the new abilities.. some of the combos are wicked.

    Onward with 1.16 now :)
     
  7. undeadcow

    undeadcow Well-Known Member

    Dec 4, 2010
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    Congratulations on besting Nicodemus!
     
  8. Mfox76

    Mfox76 Well-Known Member

    Nov 11, 2010
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    #448 Mfox76, Mar 19, 2013
    Last edited: Mar 19, 2013
    Does relative level between you and your enemy change anything on the reels? If so then that is the only reason level would matter and it certainly does feel like when you fighting bosses or higher Lvl mobs it is much harder to make combos .... obviously the small 5 stat points alone are not enough to alter anything...
     
  9. DaviddesJ

    DaviddesJ Well-Known Member
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    May 19, 2010
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    Wrong, every addition of more skill points makes a big difference.

    Additionally, every time you level up better equipment becomes available to you in the shops and chests. Those upgrades make a big difference, too.
     
  10. Mfox76

    Mfox76 Well-Known Member

    Nov 11, 2010
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    I fail to see how going from 105 to 107% dmg, 33 to 35% shield and 50 to 54 health , at Lvl 16 vs 15 could make and statistical impact whatsoever without there being a hidden level modifier on reel spin probabilities....
     
  11. DaviddesJ

    DaviddesJ Well-Known Member
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    May 19, 2010
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    That's not how I would allocate the points.

    It's an interesting idea that other factors could influence whether you are more or less likely to spin the symbols you want. But I think it's unfounded, based on both my experience and some of the data I collected. Perhaps the developer will comment.
     
  12. Mfox76

    Mfox76 Well-Known Member

    Nov 11, 2010
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    #452 Mfox76, Mar 19, 2013
    Last edited: Mar 19, 2013
    Well I already have wall and riposte maxed, and the law of diminishing returns applies if you just allocate them all to shield...

    And the dev did state earlier that there was little incentive in hunting higher Lvl mobs , I'm assuming because they are much harder from more than just a small linear stat increase? Probably the same reason lower level mobs are so much easier and anti-farmable for loot...
     
  13. DaviddesJ

    DaviddesJ Well-Known Member
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    May 19, 2010
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    P.S. When I won the game at level 21, I had a total of 152 armor. So that means that on average I was improving my armor by about 7 points per level I gained. At least for the Warrior, adding 7 points of armor is more significant than adding 5 skill points, although both are important.
     
  14. Mfox76

    Mfox76 Well-Known Member

    Nov 11, 2010
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    Idk I find armor like health semi useless becusue all it is is your starting shields, much more paramount is how fast and continuous you generate them along with the shield skill getting 2 for ones:) having 100 at the start versus 150 is really insignificant to me at least
     
  15. DaviddesJ

    DaviddesJ Well-Known Member
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    "Diminishing returns" is a wrong analysis here, for reasons I could elaborate on. I've avoided saying everything I've figured out about the game, because I think people would rather figure things out for themselves. But if you're just spreading your skill points evenly, because you've convinced yourself that's more efficient than focusing them, then your reasoning is flawed, I'll tell you that much.
     
  16. DaviddesJ

    DaviddesJ Well-Known Member
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    May 19, 2010
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    The total value of the armor you wear doesn't just determine your starting shields. It also determines how many shields you gain, every time you match shield symbols.

    That said, starting armor and the amount you gain are both really important.
     
  17. Mfox76

    Mfox76 Well-Known Member

    Nov 11, 2010
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    #457 Mfox76, Mar 19, 2013
    Last edited: Mar 19, 2013

    Well is that's true it's counter intuitive to the player based on hidden game mechanics :)

    And at the end of the day, if everything you said is true which I assume it is because you beat then game there is really only one viable template and pattern with the warrior to succeed!:)
     
  18. DaviddesJ

    DaviddesJ Well-Known Member
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    It might be counterintuitive to you, but it's based on the public game mechanics, not on anything that's hidden.

    I do have a PhD in math from UC Berkeley and have spent my professional career analyzing combinatorial problems. I don't think you need a PhD to understand the dynamics of this game, but it doesn't hurt, either.

    I could write out several pages of mathematical analysis to explain some of the problems with your thinking, but (1) I'm not interested enough to do that, (2) it might just spoil the game for you, and (3) I don't know what mathematical background you share. Do you know what a martingale is, for example?
     
  19. DaviddesJ

    DaviddesJ Well-Known Member
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    May 19, 2010
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    I am convinced that there is an essentially best strategy and it is rather deterministic. So that's true. That's hard to avoid in a game like this one; I mean, you can compare the possible strategies mathematically, and one of them has to be best. All of the enemies are pretty much the same, and therefore the strategy that's best against one enemy is going to be best against all of the enemies. If the game adds more variation among the enemies, then one approach might be better against one enemy and a different approach against a different enemy. That could make the game even more interesting, but also more difficult to balance.
     
  20. iPadisGreat

    iPadisGreat Well-Known Member

    Dec 10, 2012
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    How long did it take you to get to level 21?
     

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