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Exglint

Valiant Defender
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Everything posted by Exglint

  1. Uh they do, the ignite combo requires oil. A mechanism within the game for elemental combos.
  2. So what this part suggests is that we should roll the game back a few months because the guys currently at floor 947 got there with the use of things that are not currently doable and thus the rest of the community doesnt have the chance to do the same? OR is the suggestion that we should roll the game back to when mastery was just released so everyone who got the easy mode mastery then has to do it back when it was hard just like the guys (and gals) who did it back then? Tbh the game changes over time, sometimes it takes out OP stuff, sometimes it makes things easier. We do have some power to guide Chromatic to what the community as a whole would like and just because I say something doesnt mean it will happen. What I am asking for is the correction of 2 mods that as you can see in videos are obviously unbalanced and very overpowered. Hail nor I were the first ones who brought it up either, Hail wanted to share this info because he knows Chromatic has been informed and wants as many people to get use out of it as possible. Lawlta also reads everything, so even if I never posted he would see this :P Last thing I would consider myself is an elitist too xD my highest floor at the time of this post is 365, Onslaught is boring to me. I wouldnt waste my time climbing that high, but I applaud those that did.
  3. Each node's chance is independent of the last. If an enemy is in all 3 nodes it has a 57.8% chance that at least 1 node will drench every 0.38 seconds (at max rate) or basically every hit. With only 2 nodes hitting its a 43.75% chance every hit. Then the obvious 25% chance per hit with 1 node. Just some quick maffs for everyone
  4. Actually as funny as this will seem, I intentionally run what people consider weaker than meta setups. The power is in knowledge and lowering me back to the start is just a time delay because my knowledge will still win out and I will blast right back up :P As far as mods you might wanna say delete them because 1/10 are still very usable and I bet I could clear floor 200 or 300 with 1/10 mods, especially if I swapped to meta stuff but then I might be able to clear much higher. The reason I joked with him about it is because it was already mentioned on a Chromatic stream so they already were looking into it and this just gave them a reference for it, also Hail and I know each other so I was just poking at him with my elbow xD
  5. Forgot PDT which never had a chance to be a thing :P
  6. Just wanted to poke in before it gets too deep. Lets not assume anything about manpower or time to develop, Depending on how they work their cycle Im sure every now and then there are one or more people waiting on other things in DDA to finish so they can continue on their job which is free time to work on DD2 stuff. Managed improperly and that person is just waiting without taking on any other possible job is manhours lost that you are still paying them. For the purpose of this thread lets just contribute ways they could bring old content back to life by using it in the form of endgame content :)
  7. I have no idea what HD build would not use Burning Strikes since its best in slot for one of those but skipping past that I saw a much better suggestion. "What about Betsy, she would be better for Onslaught." Honestly I love this, mainly because I dont think people really remember her since Campaign is more one and done than Incursions are. Betsy has a few things about her, the first is she can flap her wings and make all enemies faster. This is like Dreadbones but every enemy on the map and at higher hp levels this is problematic because enemies would run through defenses faster. Her map has 5 ground lanes, 2 of these have short straight areas and are very curvy. Starting you have 2 air lanes with 2 that open up, thats a lot of chances for DA or bad mutators on air (They also get sped up by Betsy). The big thing is her curses, this is what I bet people remember the least. Jumping into campaign to just check them out and get actual numbers, the Betsy curse area is permanent, covers a big area and reduces Defense Power by 75%. If she places that over your setup then you're boned, move the whole thing. If you cant get a better location then reroll is your only option to change the lane that couldn't have defenses moved. Cursi-kaze reduces defense power by 50%, reduces range by 25%, and reduces speed by about as much as a single frost orc (not that much). The best part, Tenacity at 100% protects from Cursi-Kaze, it does nothing to protect you from the Betsy Curse. This sounds much less fun than a freeze I do have an option to get rid of by just shooting a torch or using Tenacity at 100% and a boss who is just a miniboss (there is a chip/servo for him), can be stunned, and wont just fly off at a moments notice to go hit the cores. I'd say if anything Betsy would be more problematic than DFK by far.
  8. Nice, I was afraid I would have to make a post on the forums to show Chromatic what to nerf and be the bad guy but someone else finally did it for me xD *Places the "Lawlta beacon" to bring his attention*
  9. This part caught my attention. Do you really feel like the game having you put in Burning Strikes to counter Drakenlord is limiting your options for shards in your weapon?
  10. I didnt try it myself but another player made a video with it and I did get a nice laugh watching the synchronized assassining as they went in and let go of him :P
  11. "assassins: they can ´╗┐still latch onto you" The Tenacity Chips allow multiple Assassins on you at the same time, so at high floors you are dead even faster since you also cannot run away from them either, unlike having one on you and the other couple Assassins chasing you.
  12. Updated the sheet to Version 1.5. It should be a lot more readable now.
  13. The range on the Reflect Beam is the distance that its bomb that travels from node to node can attack the enemy, anytime it explodes it deals damage. Some people have fit it to deal damage and they want that range as large as possible. This defense is one known to have damage falloff over distance though. At max range (800) it deals about 35% of its total damage and at mid range (400) it deals 83% of its total damage. It is on a bell curve for damage loss but it is still something to take note of.
  14. Name calling seems entirely uncalled for, as was the previous comment. Things like this are made to help players as not everyone is on the same level. I dont know what build you use to play, but think for a second if people didnt share their builds. How many players would be fumbling around in Expeditions trying to even get to doing resets. By taking time to figure things out and sharing that with others helps make the game more fun. This was designed to help players save the mats and gold they grind for and better optimize their builds so they can beat things like floor 59 during resets.
  15. 1. I didnt compare anything. He never stated where he was in the game and the only reference he gave was talking about a 40-50 million gold mod which would suggest he is farther than c5. Even if I look at how many posts he has made, he has more than Zombie and he is at floor 950+, so that is not a very good indicator either. 2. I didnt say it was the best tower, I just stated that it wasnt useless. I didnt find one "use case" I have used that same roller killing relic on non roller lanes, so if anything Im intentionally putting it at a disadvantage mod-wise. 3. The one thing I cannot change is the fact that everyone's first recommended hero to buy is Ev2. This is something that you would get early on. 4a. Assuming you have the worst rng in the history of rng and have no tower shards you still wouldnt use only the flamethrower in a map. This is an AoE tower and is meant to hit multiple targets. To be most effective with it you would combine it with a single target tower like cannon, or to a lesser extent PDT. Also assuming you are in c5, it is almost literally impossible for you to have no ascension as I can only think of one way to do that and anyone who does did that to themselves and deserves the consequences of that. 4b. While I have the PDT on mind lets compare those two. PDT is a multi target defense, not quite AoE and not quite single target. With the same everything and an average amount of darts hitting a target, the Flamethrower has more DPS than PDT darts. Since poison cannot stack (With the one player) I left it off but it will add some more. As the PDT hits tier 4-5 it gets more darts and the average goes up making them deal the same. So if I had to choose one of the two to spam I would go with Flamethrower because not only will it hit more targets (10 vs 6-8 with a 3.5-4.5 avg) it also does better or the same dps. 5. Range is not really an issue, it could be increased a bit but increasing it too much would make it broken and might replace the Ramster making it the more useless tower. A full gambit and a non gilded deadly gives it max range at 2400 which is about 1000 more range than the FA has from center to edge. Its fine if you know what to do with it.
  16. What asc are you, have you done any ancient power, what are you currently working with, and what floor are you looking to get to?
  17. I am disappointed with the CD Skins. They far under deliver on a crystal hero, and ended up looking more like purple saranwarp hero skins. Far far too much of the original hero bleeding through the crystal.
  18. I wouldnt go Vamp unless you have fully unlocked talent caps and the asc to support it but it does add a bit extra to dmg. I really wouldnt worry about the defense power loss from asc, you lose 1500 and at tier 1 you lose 3k atk dmg and at tier 5 you would lose 6k atk dmg and with a 50k primary relic you have 110k+ atk dmg (Before shards/asc or anything else is added), its literally peanuts compared to what you have. Personally I wouldnt use it for Frost lanes but it does work well against them since its fire dmg and that is doubled against Frost. This statement is so far from the truth that I dont believe you really have tried to make it work. I have used FT to afk lanes above floor 300 with a c7 relic, they are far from bad. The only thing people dont like about them is their short range which, if you know what you are doing, means practically nothing. Currently, mine are setup with destro, deadly, def rate shards and anti gobu, controller, anti miniboss. I use them with a 2 node proton and they have done better on High Roller lanes than just about every other cannon/PDT/[insert defense] build for those lanes. 2 of these have killed 600m hp rollers in less time than it takes those rollers to cross a two node Proton and can kill multiple at the same time because their attack is not blocked by hitboxes of other rollers/enemies. tl;dr - Just because it isnt meta does not mean it doesnt work
  19. Temporal Feather, Farmed at easy difficulty, equippable in an extra slot above the helm, has one effect and no stats: Removes timers from all game modes Kappa
  20. To be fair, Jaws isnt in discord so he missed all of that and has no reference point for what you are talking about. So it may have sounded rude or like an attack towards people with disabilities to him or others who dont know where it came from. Also I didn't intend to make it about me, it was about adding accessibility options to encourage more gamers to come play the game and help grow the community. I also love heavy skill base challenge and do actively encourage them to put very difficult tasks into the game with great rewards. I do understand the need to have something that only a few can do. This can easily be achieved with additional game modes and endgame grinds, the base progression of difficulties already have more hp more dmg and more speed for each difficulty you go up. There was a difference discovered betwee the first two games that may be leading players to see different things. In DD2 we have modes like Mastery, which heavily limit what defenses you can use and how many of them. Included was a 30 second timer for build phase and a 180 second timer for combat phase. These both were very strict and many were forced to deal with it to get the rewards because they were needed for further progression. (Which was hated because they were so strict). The next game mode was Onslaught where each floor was 1 map and each lane was random enemies from anywhere in the game, including hard counter enemies, which alone made progression a bit harder. On top of this each lane had 1 to 2 mutators which gave enemies benefits or disadvantages. Of these mutators there were things like, Cursi-kaze - Kobolds that die lay down a curse that lowers range and dmg to any tower nearby and stacked with each other if there were multiple Controlled Burn - Enemies are invulnerable unless they are poisoned, oiled, chilled, stunned, drenched or frozen Spellbreakers/Armored - enemies took half dmg from the respective dmg type and a small bonus for the opposite dmg type Headstrong/Unstoppable - These two made enemies immune to stun (any form of stun) or slowing effects (or even being targeted by slow effects) Just a sample of mutators but these add additional time to consider what to build and swapping heroes in and out to accommodate those builds. I have 17 defenses setup to handle Onslaught and most are just general use which will need to be made into more specific situation based builds eventually if I want to continue climbing beyond a point. One of the maps even benefits you for deleting everything you placed and rebuilding the entire map to replace your mass enemy killing defenses with boss killers. Which alone takes a long time because the map is huge. tl;dr - I think in general the two communities have different viewpoints because we "Currently" have different games and combining them into one is going to be a headache for us and the devs as we all try to debate on mechanics that would affect the two different games in different ways and we still have little idea about how DDA will be played or what will be in it.
  21. Tbh all these easy ways to get 10 mods has ruined what would have been a good idea. If anything I think they should take a lot of this away. 10 mods are in such abundance right now anywhere you look someone has a full rack of 10 mods on their relics or just sitting around in bags/vaults. The original idea for these was a super rare drop like Ultimate/Ultimate++ armor in DD1 and over time people complained about never seeing 10 mods and Chromatic (Trendy at the time) kept adding ways that anyone with 1 hour per day playtime could get a 10 mod within a week. The funny part about this is with all the ez mode changes they make to DD2 everyone is looking forward to DDA which will go back to the roots with DD1 and its drop rates which is what mods were modeled after at the beginning. So I cant wait to see how much easier they make DDA after all the tears are spilled when the masses cant get the super rare drops that dedicated players are getting.
  22. What he meant was an option when you have all 286 tokens and 858 motes in your inventory to roll straight to 10, not a counter to keep track of how many you have done. So you would still need to grind all of them first before doing it.
  23. Unless players on one cant play with those on the other which will needlessly split a community that is already small.
  24. Do you have ideas about what would make your defense better but nothing ingame to test with or dont want to waste the time, Gold or Mats? Do you lay awake at night thinking about that mod you deleted to test another mod just to have it be worse and had to replace it again? Do you wonder if upgrading to C8 would even be worth the cost? Does this sound like an infomercial? If any of these questions are yes, then I have the thing for you :D In all seriousness though, one thing that bugs me is not knowing and that applies to defense setups and the potential gains or losses. Thus I made a simple sheet which grew into something a lot of people wanted. Something, anything, that would save them the Gold, Mats or time required to play with different things to see what if any gains they could make to get better performance out of their defenses. All you need is the information the game gives you and let the sheet do all the heavy lifting. No need to worry about equations, tier upgrades, or what if scenarios. Basic stats for relics and ascension are provided in their own tab for future upgrade potential reference, logic of equations are in the same tab as outputs if you only want the one tab, a Version History keeps you up to date on changes, and a Requested Features tab may be added if there are a lot of requests for something and I need time to figure it out or determine it's viability. The Base DPS/Base Attack Dmg readouts can handle 1,000,000,000 (or 1 billion) so you can even play around with make believe stats up in the Chaos 20 kind of range if you want and the Anti Mod/Base Dmg on Crit sections read from the previous two so they can go much much higher (though may have some space issues :P). Theory Crafting Defense Outputs Sheet I hope it helps everyone as much as I want it to and has helped me. Feel free to leave feedback in this thread and defend those dungeons. Edit 1: Any updates or changes will be reflected in the sheet's Version History tab and not posted here so check back every once in a while for updates
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