Jump to content


Valiant Defender
  • Content Count

  • Joined

  • Last visited

Community Reputation

4 Neutral

About tdb

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I must say I'm not impressed with this. DD2 was just starting to get some good stuff and they announce a new game? If DD2 is any indication I'm not convinced that they can hit all the right notes in one attempt with DDA. I'm going to give it a few years and see if the game is still there and if it's any good. Unless something better pops up in the meantime. Too bad OMD!U is going to be closed, I really liked that game.
  2. I started from C1 and found them pretty easy. I even completed a map which requires you to not build more than one of the same kind of defense and complete each build phase in under 30 seconds (I forget which one that was). I pretty much just slapped down barricades for the first wave and killed the enemies using my hero, adding more defenses in successive waves as I was able to swap in new builders with every build phase. Then comes C4 and I pick something I figure shouldn't be too difficult. First try was Unholy Catacombs: no nodes, no barricades, 10 different defenses. But I can spend all the time I want placing the defenses, can upgrade, repair etc. The enemies proceed to walk through everything and threaten the core. By frantically killing things with my hero I manage to clear a few waves, but as soon as there's a boss that really requires my attention I'm toast. I try Crumbled Bulwark next: 10 different defenses, no upgrades, finish combat in under three minutes. It's even worse than the last one, even though the no upgrades part shouldn't really affect the first wave. My barricades just melt under the enemies. Forgotten Ruins requires 10 different defenses, no sold or destroyed defenses and cores above 90% at all times. So it can be played almost like normal; I only needed to make minor alterations to introduce more defense types. Replace orc blockades with spike blockades here, use flame aura instead of flamethrower there, and toss in an extra snaking sands for good measure. Still it was significantly more difficult than normal; as noted it felt like I was playing with C2 gear. I guess maybe I should use more CC? Clearly there has to be some trick to killing enemies without needing blockades, since some masteries require that. At least on C4 I don't need to spend DU on assassin-killing stations yet. I shudder to think what C5 masteries will be like, since that was the first (and only) chaos tier where I had trouble when initially getting into it. Or I may just get the first two hyper shards and leave it at that, since those seem to be the most significant ones.
  3. Yeah, I can understand that having +20k defense power from ascension would break masteries, especially on low chaos tiers. On the other hand maxing out defense speed only takes ascension level 59 and it seems to more than double the dps, so it's kinda harsh to miss out on that in high chaos tiers. Range gambits too, because high range enables some things that are just not otherwise possible.
  4. I went out and got some C2 10/10 gear. Just some random items I found in three runs, no effort spent on optimization. I figured the lower chaos tier would offset the fact that I can't easily remove my ascension points. I then went to Forgotten Ruins on a C4 expedition and compared that to the C4 mastery with my normal but synced gear. The experience was similar; my hero felt a little weaker but defenses a little stronger. On the expedition map I had to retry the last wave once. On mastery I had to restart three times because of reasons ranging from enemies leaking past blockades to bad miniboss RNG. I also collected some numbers. Stats with C2 10/10 gear: Medallion primary 7k-7.5k Gunwith hero rating 1121 Orc Blockade 1.56M health Ballista 199k damage / 1.28s, 6300 range Explosive Trap 59.3k damage / 1.63s, 483 range Flamethrower 36.5k damage / 0.35s, 1845 range Lightning Strikes Aura 129k damage / 2.6s, 1192 range Stats synced to C4 in mastery: Medallion primary 12k-13k Gunwitch hero rating 1929 Orc Blockade 2.08M health Ballista 369k damage / 2.68s, 4200 range Explosive Trap 116k damage / 2.5s, 396 range Flamethrower 64k damage / 1s, 1500 range Lightning Strikes Aura 216k damage / 2.84s, 1000 range The hero rating difference explains why my hero felt weaker. However because I had more max ability mana, I was better able to deal burst damage by firing off several abilities in quick succession. Note that my normal relic for LSA has a defense rate servo, thus it has almost the same attack rate because the servo compensates for losing the talent. It is immediately evident that at least the defense speed talent and the defense range gambits are capped to zero. Doing some math shows that defense power talents are also capped to zero. As previously noted, ability mana talents are capped to zero. It is also interesting to note that the defense speed talent has a much bigger impact than advertised. It claims to increase defense attack rate by 33% but the actual effect ranges from 53% on explosive trap to 186% on flamethrower. Other sources of defense attack rate behave similarly. So the question is, how is ascension capping in masteries supposed to work? Is removing ascension entirely intentional? That doesn't really match the "should feel the same as when you first entered that tier" logic, since players are bound to have at least a few ascension levels by the time they enter C4. The exact amount would vary depending on how much time was spent farming on lower tiers. On the other hand, none of the ways I can come up with for capping ascension talents to non-zero values are without issues. I would love to hear Trendy's take on this. If capping to zero is intentional, I suggest changing the in-game text to more clearly indicate that ascension is disabled entirely.
  5. That's what I expected, yes. But it feels at least twice as difficult. Progressing through C1-C4 was a breeze with whatever gear I happened to find. I didn't have to stop and optimize things. But now the C4 masteries feel even harder than what C4 expeditions were with C3 gear. I'll have to go and get some actual C3 gear (since I already sold everything from my C3 shard farming) to see how hard the same maps are with those and how do my defense stats compare.
  6. Is there any information on how ascension capping in mastery works? I'm getting a distinct feeling that it's removed entirely. My heroes have no ability resource (missing ability mana talent), my defenses are slow (missing defense speed talent) and have tiny range (missing range gambits). I expected C4 masteries to feel similar to what normal C4 maps did when I was progressing through them, but they're much more difficult. When I was on C4 with appropriate gear I could mostly let my defenses do their thing and only had to occasionally deal with tougher enemies. Now my defenses are getting hardly anything killed and I have to dart this way and that to kill enemies myself. Only it isn't working out because I can't be everywhere at once.
  7. I've seen that wiki page, just didn't make the connection before hailminion mentioned it. Compared to a traditional incremental game the power increase from AP resets is very small, and my brain had not fully processed the implications.
  8. That is actually the first solid argument I've heard for reaching floor 100 before first reset. Coming from the previous posters it just felt like an arbitrary number. I like it when there are reasons behind things.
  9. Based on the data I have it doesn't seem perfectly linear. Floor 3: about 2 million HP Floor 17: about 19 million HP Floor 30: about 45 million HP Floor 150: about 150 million HP (from Zombina) The others are approximately linear at close to 1 million HP per floor, but on floor 30 the health is anomalously high. I suppose some of this may be explained if the numbers are from different bosses on different floors. Still, it's nowhere near the exponential curve I was expecting, which is the main thing.
  10. Okay, so the health scaling gets much less steep. That's good to know. In general it seems to be much more linear than I expected; there's only a very modest exponential term from floor 3 to 30 and based on your info it seems to reverse somewhere above that. I was worried that with exponential growth like many other games have the bosses would become unkillable very quickly.
  11. Point 4 - It is not impossible to buy higher level gear when you are campaign, it is auto scaled to your tier when you buy it I guess this also applies to players who are just starting out and is not specific to AP resets?
  12. That seems like an awfully high number. Does onslaught scaling change significantly after C7? I just completed floor 30 (mid-C7) with my mostly-C6 untinkered gear and it was moderately difficult. If the scaling remains the same I have difficulty imagining how to get enough stats to progress much past floor 40. As an aside, reaching floor 100 alone gives +291 talent caps and 873 minimum ascension, rendering items 1 and 2 superfluous. That is a good point. I have only just reached C7 so I mostly have the lower materials, but if I keep farming to perfect my gear I'm sure to obtain plenty of C7 materials. And I guess the medal costs aren't that bad now that I have all of the heroes with unique defenses. Is completing masteries going to be more difficult the second time around? It has taken me less than two weeks to get from zero to C7 and I've done other things besides progressing too, so it doesn't seem like getting back there after a reset would be a huge deal. My perspective here is heavily colored by playing incremental games like Cookie Clicker and Trimps. In those the entire point of the game is to perform repeated soft resets to accumulate some sort of prestige resource and make each successive run easier. Generally it's not even possible to complete all of the goals in the game on the first playthrough since you simply don't have the necessary stats. Admittedly DD2's AP gives very modest bonuses in comparison.
  13. I'm ascension level 210-something and have beaten onslaught floor 28, so it won't be too long until I meet the conditions for the first AP reset. So I'm wondering about some details. Since every additional onslaught floor increases the minimum ascension level (by 12?) it seems that I should keep advancing in onslaught at least as long as I can easily clear floors. Is there any general wisdom for when to reset? AFAIK all gear is reset to campaign tier and all shards are reset to level 1. I guess this goes for gear and shards stored in the inventory and vault as well? Chips and servos will retain their levels but are reset to campaign tier, right? Since tinkering cost goes up with gear tier, does it make sense to wait until the AP reset before transferring any mods? I suppose doing a few mods at C7 could help me clear some additional onslaught floors. Does anything happen to crafting materials or gold? If they stay intact, I could pretty easily upgrade my gear right after the reset and skip the first few chaos tiers (depending on how much materials I have stored at that point).
  14. I recently got notifications for completing two challenges: The Final Approach (upon completing onslaught floor 27) and The World Is Yours (upon completing floor 28). However I can't find either of these in the challenges list under collections, even after carefully going through each category multiple times. Neither can I find any information about them with Google. Does anyone know what these are? Is there a complete list of challenges somewhere?
  15. I had that happen a couple of times on Forgotten Ruins. Never found out what was wrong, the issue just went away and I was able to reliably ignite him once more.
  • Create New...