Oh, this actually could be useful...is this in the description or an undocumented bonus effect I missed?
I think you might have just misread the racial bonus. I thought it was pretty clear in the original description ( I dont know if fireflame changed it with any of the recent updates)
Are there any plans to update the attribute system? Compared to the item and armor upgrades, leveling up feels too straightforward and obvious in the late game. Once the bonus tile probabilities are maxed out at 100% and the skills are all at level 10, the choices are as follows: +HP, +DMG: Always a decent choice. +VIT, +STR: Strictly worse than the above (since the +potion, +XP chances are already maxed out), but still useful. +LUC: Not bad for the HP-per-potion rate, but usually not the best choice. +DEF, +DEX: Basically useless, once you're at the point where a couple shields are enough to fill your armor all the way. Perhaps new types of attributes start appearing, say when +CHA is maxed out?
DEF and DEX can be useful, because you want to have enough that a single shield repairs all of your armor, and the rest goes into upgrades. With 100+ armor, that's still a lot of points you want. Obviously, I try to take DEF (+2) rather than DEX (+1). STR and ATT are almost worthless, imho. A typical attack has several swords in it in the late game, so 1 or even 2 points of base damage are worth way less than a single point of DMG.
That's interesting because I agree with button. Dexterity is the last upgrade I take once my bonus chances are filled. I'll take defense every once in a rare while (I aim to collect roughly 1/4 to 1/3 of my armor per shield) but hp and damage are the ones I want every time with luck taking precedence over strength or vitality (for the health per potion)
Weird I'm getting a prompt to download an update for this, but when I click it, it tells me I've already installed the update because it's the one that added the 2 game modes.
It's an issue with the appstore, I've had that happen on all my updates for about a week now. You just have to give it time, "rebuy", or download to your computer
You may be right. I can't say I've done a computation. If it takes 3 shields to repair your armor instead of 1, that means you're losing 6 points of upgrade per shield collection (with 3.0 multiplier). I'm guessing it takes about 60 points to fill up the upgrade bar (anyone know the exact number)? So that means it's costing you about 1 upgrade every 40 turns. Not too much. Seems like you probably have about the right target.
Another update! Yes! *fistpump* Even if it didn't add new modes or unlockables and stuff, It's still pretty exciting. Keep 'em coming, man! My favorite iPod game as of now.
Don't forget about the bonus shields chance though. Once you have the bonus chance maxed you're actually getting much more than the 1/3 to 1/4 of your armor per shield since every shield gets the bonus. So even though the stats given to you on the level up screen say you'll collect XX amount of armor per shield you're actually getting more. I shoot for the 1/3 to 1/4 range so that i can hopefully fill up my armor in 2 shields (figuring the bonus should get me close to 1/2) but even if it does take 3 shields... it's not too bad as you pointed out. Pumping extra points into DEF and DEX above that seems like a waste since it's going to take you a lot of upgrades to get it up to 1 shield to fill up your armor (and then as soon as you upgrade your armor you're back to needing two shields again). Seems like you're better of pumping stuff into the 3 abilities that keep you alive (DAM, HP, LUCK)
So I've had this game for a while now but I only have he barbarian class unlocked but I haven't been able to get anything else even thought I'm playing normal and hard difficulty. Any tips?
Keep killing specials, it will happen. I personally found using the skill "Big Game Hunter" helped speed stuff up. If you want to be sure to unlock new classes and not just extra character levels for the class you're playing, use the Adventurer as any unlocks earned while playing him have to be new classes (he has no character levels).
I don't think I left that out of my computation. But maybe we are making different assumptions about how it works. Let's say you collect a chain of 10 shields, with 100% bonus chance. Then each shield after the third gives you a bonus shield, so that's 17 shields including bonus. Let's say your armor is 0/60 and you have 20 repair. Then you use 3 shields to fill up your armor, and the remaining 14 shields (including bonus shields) get converted to upgrade points with a 3.0 multiplier, so that's 42 upgrade points. If your repair statistic were 30 instead of 20, it would only take 2 shields to fill up your armor, so you would get 45 upgrade points. So increasing your repair value by 50% (from 20 to 30, in this example) gives 3 extra upgrade points each time you collect shields, or about 1 upgrade every 80 turns, if an upgrade costs 60 points.
Actually... I never really knew how the bonus thing was done/calculated. In my head I assumed it was just a percentage increase similar to critical hits (so if you get the bonus, then the shield does 1.XX more than normal... if you don't... then it just counts as one). Now that you are bringing it up though I realize I had absolutely no basis for this... Has fireflame said how he does it before? If your system is correct then your logic is spot on so feel free to ignore my previous post. That said... I still think going for 1/3 to 1/4 your armor per shield is a good amount although given your logic I'd probably lean more towards the 1/3. It's fairly easy to maintain without dumping a lot of level ups into defense and I think going over 1/2 is just useless since you rarely are going to be able to maintain one shield filling up your whole armor and with armor durability you often don't need to recover more than half (with the proper builds)
I think that you're right that the conclusion of this discussion is that although I have put a low priority into DEF, it probably should be even lower.