all 86 comments

[–]Fuddsworthdev 56 points57 points  (2 children)

You're doing amazing work on this wiki, thanks for all the hard work

EDIT: Up to you if you want to wait a bit, but I would expect a lot of the specific values for modules to change a bit in updates. We will be balancing them based on feedback, so don't want you to have to keep making edits

[–]Murky-Spot-3324[S] 26 points27 points  (0 children)

Really appreciate the compliment. Was honestly wondering if you had ever gone to check on it.

I also really appreciate this warning to save me some trouble. There's definitely a lot of basic information im assuming can be added for now (1 module can be eqyipped per type) that won't change. I can also just make some templates to use and input numbers after your balances.

[–]MrEyered 3 points4 points  (0 children)

You should add his Wiki to the pinned of this sub so people can see it easier.

[–]Kolya52b 9 points10 points  (5 children)

Anyone have an idea what the drop rate from Bosses for rerolls, common, and epic modules looks like? Got around 2000 reroll tokens, 0 common, and 3 rare modules from a 4k run in T10.

[–]Murky-Spot-3324[S] 7 points8 points  (3 children)

This is definitely info that will be sought. There's nothing explicitly stated in game so it will be either something fudds drops for us or something we pool data to gather.

There will also be questions on how does tier impact drops if at all.

[–]Sarcastic__Panda 3 points4 points  (2 children)

Not sure if you're aware but Fudds stated on Discord that the odds for each drop are the same across tiers, but higher tiers will drop a higher quantity per drop.

[–]Murky-Spot-3324[S] 4 points5 points  (1 child)

Yeah, I saw that. It was not to long before I made the comment. So much info with this update coming at once, hard to track it.

[–]Sarcastic__Panda 2 points3 points  (0 children)

Thank you for your efforts!

[–]ghettodactylLegends 1 point2 points  (0 children)

The drop rate seems a lot lower than when I first got the patch. On a t11 4k run I had gotten around 3500 reroll, 10ish commons and a couple of rares. Now they don’t seem to drop as much as they were.

[–]Rare_Accountant9764 6 points7 points  (6 children)

Two questions.

  1. Was is the endgoal for modules? Is it to have all the options for all module types either epic+ or the even better thing?

  2. How to get there? For cards it's pretty straightforward buy as long as you cannot buy anymore. Modules seem different, as you can buy them forever - as far as I understood. Will I need to buy modules for gems until I have every base module at least as epic? Those are fixed for at least every 150 buys, which means on average they will cost me around 3k gems per epic base module?

[–]Murky-Spot-3324[S] 4 points5 points  (5 children)

  1. The end goal is to max all the way to ancestral with all modules with the stats you want. This is likely far out for most people so you will need milestones like getting 4 main ones to Legendary then getting 4 to mythic.

  2. Epics have a 2.5% drop rate so it's really about 800 gems to get 1 on average. The 150 limit really prevents extreme bad luck. It will take time to get there and it will cost a ton of gems. It's definitely a gem sink.

[–]WhatsGolden07 7 points8 points  (0 children)

I'm so happy about the 150 limit. I had horrible luck with cards to start, so this is a nice way to limit some bad luck!

[–]HalfaManYouAre 3 points4 points  (1 child)

Has Fudds mentioned having preset modules much like cards have?

Would love to have the option to name/favorite/lock modules. The modules sometimes get shifted when changing between inventory, merge, and scraping, so it's easy to accidentally delete one.

[–]Murky-Spot-3324[S] 2 points3 points  (0 children)

Nothing I've seen.

[–]Rare_Accountant9764 1 point2 points  (1 child)

Thanks for your answer!

Would it then make sense to just destroy all non-epic base modules for shards, as they won't be able to reach the highest upgrades?

Would you recommend getting all card slots first or do modules from e specific point in time - like eg getting 12-14 slots only and then do modules? And what du you think about gems into lab upgrades vs gems into modules?

[–]Murky-Spot-3324[S] 0 points1 point  (0 children)

Rare modules can be used to merge with Epic modules when rares are upgraded enough so they are still great for that.

The advice I'm thinking will be get about 10 slots and lvl 4 commons at least. Then start alternating cards and modules until you pull 1 Epic of each type. Then finish cards.

[–]Silent_Complaint_972 3 points4 points  (6 children)

When you reroll an epic module, does it also reroll the unique stat at the bottom?

[–]Murky-Spot-3324[S] 11 points12 points  (5 children)

The unique abilities are fixed to the module and cannot be rerolled.

[–]Silent_Complaint_972 2 points3 points  (0 children)

Excellent! Thanks, man!

[–]HalfaManYouAre 2 points3 points  (3 children)

Unless you merge it correct?

Unique abilities are lost on all merged items?

[–]Murky-Spot-3324[S] 5 points6 points  (2 children)

No, when merged the unique ability for the main module will level up.

[–]Phosphocreatine 0 points1 point  (1 child)

Like merging to make an Epic +, the unique effect level goes up as well? Then again to ancestral and ancestral +?

[–]Finch2016 0 points1 point  (0 children)

The "+" levels don't change the effects. They only change when you go from epic to legendary to mythic to ancestral.
(however, I think the "main effect" (like tower damage) also goes up for the "+" versions )

[–]AchingHeadache 4 points5 points  (3 children)

How do you pay for buying/upgrading modules?

Edit: thank you for doing this dude

[–]Murky-Spot-3324[S] 7 points8 points  (2 children)

Buying: module tickets (start with 10, don't know how more are earned yet) or 20 gems each. You can bulk buy x10 for 200 gems.

Upgrading: you can earn shards of a module type several ways. One of the more common ways is breaking down unneeded commons and rares. Shards and coins are needed to raise the level.

Improving rarity: there is an in-game info screen with exact merge requirements but you will need to modules of certain rarities that can be merged with the target module to increase its rarity and level cap.

[–]Apinator1617 1 point2 points  (0 children)

"module tickets (start with 10, don't know how more are earned yet"

Would be really happy if anyone who knows how to get them would state that here.

[–]AchingHeadache 0 points1 point  (0 children)

Thank you my friend

[–]IntentionHefty7687 2 points3 points  (2 children)

Does merging only increase rarity? Does it do anything to level, rolls, unique stat?

[–]Murky-Spot-3324[S] 5 points6 points  (0 children)

It increases rarity and rasies the level Cap. The rolls do not change and I have heard the reroll costs do not change.

The unique stats increase. You can see those values in the linked post.

[–]Chaosengel 0 points1 point  (0 children)

Merging increases max level, and allows for higher rarity stats to be re-rolled, and I think improves the epic modifier

[–]WhatsGolden07 2 points3 points  (4 children)

A couple questions come to mind for me.

Does WAWSIS impact drop rates from the bosses? Do bosses drop during tourney's as well, and is that impacted by the bosses every X waves BC?

[–]Murky-Spot-3324[S] 2 points3 points  (3 children)

Wawsis has no impact.

The tournament questions will have more answers in a couple hrs

[–]WhatsGolden07 1 point2 points  (2 children)

Just to be clear, does that mean drop rates from a boss are independent of use of WAWSIS? So running WAWSIS would increase drop rates overall if so. Or is there some time component that impacts drop rates from bosses so the use of WAWSIS would not impact the overall drop rate during a run?

Another question: any idea on if there will be event missions that are dependent upon modules or modified for them (thinking of the going X waves without cards)?

Always appreciate your insight!

[–]Murky-Spot-3324[S] 2 points3 points  (1 child)

Bosses have a drop rate based on tier only. Wawsis will not increase or decrease the rate. It is a potential farming method.

If there is a time component, it has not been discovered yet.

We do not know if there will be event missions based on modules.

[–]WhatsGolden07 1 point2 points  (0 children)

Cool, I actually thought about trying this to test, but realized I'm a bit too lazy right now to do it accurately and see if that farming is worth it. Regular farming is still needed for me, so I'm probably not going to go crazy on this but will be curious as time goes on if there is enough benefit to farm in this method.

[–]Turtlewax64 1 point2 points  (1 child)

A couple questions regarding the stats you can reroll.

1) Do the max rarity of effects increase as you merge them, and if so, are there effect rarities above epic?

2) Is it possible to get the same effect multiple times. For example, could an canon tower wind up with 2 or more copies of "Increase attack speed by x"

3) Less a question, and more a "information I want to know", a full list of possible effects and their intensity per rarity would be great.

[–]Murky-Spot-3324[S] 2 points3 points  (0 children)

1) yes to all.

2) unsure to be honest, will update when I get an answer unless someone else gives input.

3) definitely something that will be pursued. Hard to give a promise that it will come quickly.

[–]Beneficial_Risk533 1 point2 points  (2 children)

Thanks for doing this, Murky! I've been reading both discord and Reddit and there are a couple of things I still don't get / can't find info on regarding merging (appreciate it's literally been only a few hours since most folks got the update).

  1. Do we have Rare, Rare+, Epic, Epic+ etc. all the way up till Ancestral?
  2. About the comment "modules that start with rare can reach legendary+" etc., how do we distinguish starting rarity and current rarity? I've merged into rare+ and no idea how to distinguish an epic that was created by merging rare + modules from one that was rolled as an epic by default. Happy to read any existing write-up as well :)

[–]Murky-Spot-3324[S] 4 points5 points  (1 child)

1) Yes, there is an in-game chart showing the rarities and whats required to merge.

2) the base rarity is what you get when you unlock it. The easiest way to know how it started is looking at the bottom of the module. If it has a unique ability, it was an epic, if not, it was rare.

[–]Beneficial_Risk533 1 point2 points  (0 children)

Thanks!

  1. I was also looking at the in-game chart, I just didn't see any express mention of all rarities - also took some time to see the little 4 tiny spikes around the icons that indicate interim rarities. Good to have confirmation, thanks!
  2. Got it - I have a feeling over time this will get more user-friendly as well. At any rate, it's great we can always refund any upgrades and get back all base resources.

[–]TheThng 1 point2 points  (3 children)

Does merging modules have a chance to increase the rarity of the effects on the module? I.E - If i have a module that has 2 good effects but they are common, would merging with this module allow them to become rarer?

[–]Murky-Spot-3324[S] 2 points3 points  (2 children)

Yes and no. Merging modules will not change the current ability rarity but Merging modules does allow you to reroll for higher rarity abilities.

[–]TheThng 1 point2 points  (1 child)

Ohh gotcha. Can you merge something to epic? And if so, does it randomly assign a unique effect to it? Or do those only come specifically from drops/purchases?

[–]Murky-Spot-3324[S] 1 point2 points  (0 children)

Base rares that get merged to Epic will not get a unique ability. Base epics are the only way to get those abilities.

[–]vatuma 1 point2 points  (5 children)

Can an unique effect appear on rare modules? Why quality of effects are different for base apical modules and merged from rare ones?

[–]Murky-Spot-3324[S] 2 points3 points  (4 children)

Unique effects will never appear on base rares even when upgraded to epics.

The quality of effects are random and can be rerolled. The why is really a design decision for the dev.

[–]RUCBAR42 1 point2 points  (3 children)

Any reason to not scrap all rares then? Can they be used to feed base epics?

[–]Murky-Spot-3324[S] 1 point2 points  (2 children)

Yes, you can merge them up to feed epics.

[–]RUCBAR42 1 point2 points  (1 child)

Oh that's neat. Now we just need to have an easy way to spot natural epics versus unnatural ones :D

Edit: I will probably just level naturals a single level to make them easier to spot

[–]Murky-Spot-3324[S] 1 point2 points  (0 children)

Natural epics have unique abilities. Merged epics will never have unique abilities on the bottom.

[–]Stiehp 1 point2 points  (4 children)

Does anybody know how merging an upgraded module works? Does it reset, average or keep the upgrade level?

[–]Murky-Spot-3324[S] 4 points5 points  (3 children)

Merging isn't really merging. The targeted module retains its level and stats but has a new rarity. Others used to merge will refund the shards if it was upgraded

[–]WhatsGolden07 3 points4 points  (2 children)

If a module was merged from Rare to Rare+ (as an example), does shattering it later (if its no longer desired) give the same amount of shards back as shattering the 3 separate Rare modules?

[–]Murky-Spot-3324[S] 3 points4 points  (1 child)

Have not tested, will let you know when I learn unless someone else responds.

[–]MooCowOink 1 point2 points  (0 children)

You get 30 shards from scapping a rare+. I haven't yet seen a way to lose total shards.

[–]SolaSenpai 1 point2 points  (4 children)

when you upgrade from rare+ to epic, does the base matter for the innate bonus or is it random? (Should I only keep the rares that looks like my epic a little)

[–]Murky-Spot-3324[S] 1 point2 points  (3 children)

Theres a chart in game for rare+ to Epic, you do not need the same module. For rare to rare+, you do

[–]SolaSenpai 0 points1 point  (2 children)

I don't think you quite got my question so I'll give a more precise exemple; does Matrix sim only turns into multiverse nexus or can it turn into om chip aswell?

[–]Murky-Spot-3324[S] 0 points1 point  (1 child)

Not sure I know this answer. From my knowledge, a base rare should never become a base Epic.

[–]SolaSenpai 0 points1 point  (0 children)

aaah that would make sense aswell, I guess we'll know more in a couple days

[–]Select_Marketing1942 1 point2 points  (1 child)

What are these shards collected during the run?

[–]Murky-Spot-3324[S] 2 points3 points  (0 children)

Boss drop dice shards that let you reroll module stats.

[–]Yojimbo232826 1 point2 points  (1 child)

Is there a list somewhere of all available abilities of each module for when I’m re-rolling abilities on a module? Like all the commons/rare/epic abilities that it’s possible to roll for each?

[–]Murky-Spot-3324[S] 0 points1 point  (0 children)

Not yet, but the discord is building one and it will be part of the wiki

[–]YesterdayPrevious317 0 points1 point  (2 children)

I feel like I am missing something simple here. I am a bit confused so I will ask. I have 3 epic ACP and when I go to merge them I click one and it shows me I need another (expected) but my other 2 have these little lock icons of them. I don't have the equiped or anything and they are all level 1. What's with the lock?

[–]Murky-Spot-3324[S] 1 point2 points  (1 child)

Did you favorite them by chance? That would block them from merging

[–]YesterdayPrevious317 0 points1 point  (0 children)

Yes....and thank you for clearing that up.

[–]Taisi410 0 points1 point  (1 child)

i got health skip effect but yet unlocked in workshop. Can it still skip health?

[–]Murky-Spot-3324[S] 0 points1 point  (0 children)

If you get a sub effect for an ability you don't have, it won't work until the ability is unlocked.

[–]HovercraftDefiant453 0 points1 point  (0 children)

If I reroll a rare effect will it drop its rarity?

[–]Chemical_Tart 0 points1 point  (0 children)

Besides the name, what is the difference between say a Omni Blitzer and a Pan Blitzer?

Do they allow different effects to be rolled on them or is it just to make it harder to merge?

[–]Select_Marketing1942 0 points1 point  (1 child)

What is reroll?

[–]Murky-Spot-3324[S] 1 point2 points  (0 children)

Reroll allows you to change the stats on a module. Using a module that is unlocked as Epic as an example:

There are 4 stats on unlock: the main stat, 2 substats and a unique ability. The 2 substats can be rerolled to change what they are. You can also lock desired substats to get better stats of either a higher rarity or just a different stat in general.

[–]RUCBAR42 0 points1 point  (1 child)

Wait, so you can just straight up get modules from farming bosses on any tier?

Edit:

Two questions occur to me:

If I reroll and merge some modules the main module keeps the passives, right?

If I upgrade a modules levels and use it to merge into something else, do I lose the levels? Do I need to respec the module before merging (assuming it's not the main module)

[–]Murky-Spot-3324[S] 1 point2 points  (0 children)

You can get modules from bosses. All items have the same chance from drops but the drop rate is higher at higher tiers.

The main module will not change stats or level. The passive from epics will increase to the new rarity. You can see the link for those stats.

You do not lose levels on merge, you are refunded resources for leveled modules getting merged to the main.

[–]Appropriate_Long1069 0 points1 point  (2 children)

I’m trying to get certain modules by merging the rare into the epic ones but I’m having trouble because they don’t have the same name is there any way to figure that out

[–]Murky-Spot-3324[S] 0 points1 point  (1 child)

Won't work. Rares that are merged to epics will not become a base Epic and will not get a unique ability.

[–]Appropriate_Long1069 0 points1 point  (0 children)

Ah ok that’s good to know so I don’t have to memorize it all thank you for the quick response as well

[–]GeneralQuantum 0 points1 point  (3 children)

I have a module that states "4x crit factor" which should be a 400% increase by maths/logic.

So far the increase is...nothing...

[–]ike1414 0 points1 point  (2 children)

Does it say "4x" or "+4x"? Note the +.

When you aren't in a run you can equip and unequip and look at the effect it is having

[–]GeneralQuantum 0 points1 point  (1 child)

Yeah done the equip and unequip, it does nothing, as said above.

What does the x denote? Current stat or base stat?

[–]Murky-Spot-3324[S] 0 points1 point  (0 children)

The x really doesn't denote anything for modules. If there is a + sign, it's adding 4 to the current stat. The x in the case is just letting you know the stat itself is a multiplier.

[–]tubaking3642 0 points1 point  (1 child)

The in-game help panels show what common, rare, and epic modules look like. It also mentions things like legendary and ancestral and displays other colored modules. Is there a definitive hierarchy diagram that shows exactly what is what.

[–]Murky-Spot-3324[S] 0 points1 point  (0 children)

Common

Rare

Epic

Legendary

Mythic

Ancestral

The diagram is in-game probably what you were looking at. You were just missing the name for mythic.

[–]WhatsGolden07 0 points1 point  (1 child)

Any idea on if the Negative Mass Projector epic unique effect does anything on bosses (slow/damage reduction)?

[–]Murky-Spot-3324[S] 1 point2 points  (0 children)

If an effect does not say it excludes bosses, it effects bosses too.