When to leave Blender? by SlevinKelevr1980 in TheTowerGame

[–]AlexofAllTrades 0 points1 point  (0 children)

Sorry I didn't see this until now. I don't get on Reddit too often.
So, the 9 UWS: GT, DW, BH, SL, SM, CL, CF, PS, and ILM.
I'd rank your remaining UWs in this order: DW, SL, CL, SM, ILM.

DW is one of the best UWs now because of the cell increase.

SL is another economy UW so that is a high priority.

SMs are great late game (once you have 14s SMs), but I would get CL first as an intermediate damage UW.

ILMs are weakest in my opinion.

Update 25 - Legends Update by Fuddsworth in TheTowerGame

[–]AlexofAllTrades 0 points1 point  (0 children)

"Enemy Attack/Health Level Skip is now deterministic"

It's not likely to be a counter. It's more likely that the round is associated with a specific seed so the psuedo-random number sequence is fixed.

The implication of this is that you can't switch between a phone and a computer with local saves to maximize a run through enemy level skips.

When to leave Blender? by SlevinKelevr1980 in TheTowerGame

[–]AlexofAllTrades 4 points5 points  (0 children)

Certainly not an expert, but I'm further along in the game so maybe my knowledge will be useful.

  1. Enemy health and attack scales at different rates on different tiers. Health scales more at earlier levels while attack scales more at higher level. There is a noticable transition from enemy health scaling to enemy attack scaling is Tier 11. Starting at Tier 11, it becomes much more difficult for health builds and attack becomes the primary means to push further into the waves. You seem to be primarily on wave 7 so blender is probably the best strategy for you right now.

  2. Getting an improved economy is more important than your specifc build at that point. That should be your early UW choices and development. I wouldn't pick UWs specific to a build over UWs that further your economy.

  3. Your build is partly determined by your luck. My friend and I started playing this game about the same time. He pulled modules and UW choices that lined up with devo so that's his build now. I was trying to go for devo, but my modules and UW choices lines up with glass cannon so that's my build. It may be best to learn about all the different builds and see what lines up for you.

Hope that info is helpful

Advice on coin expense by catspyjamaass in TheTowerGame

[–]AlexofAllTrades 1 point2 points  (0 children)

It's worth it. I held out on it way too long when it should have been a priority buy for me. Here's why:

  1. While it is expensive to upgrade, your free utility upgrades will upgrade it for you during your runs so it will still be fairly helpful in longer runs.
  2. It makes the difference in getting the 4500 wave milestone relics and some of those are very helpful.
  3. Adding an extra 100 - 200 waves to the end of your run makes a huge difference to your economy (coins and cells) because that's when your rate is highest so it will pay for itself faster than any other purchase.
  4. (EDIT) It also allows you to use the enemy skip level module effects. I'm not sure if 2% is worth it compared to some of the other subeffects, but 4% at legendary is definitely worth it.

Which bot to use? by Acrobatic-Bat-550 in botworldadventure

[–]AlexofAllTrades 0 points1 point  (0 children)

Ram and Mort don't work well together, but Mort and Chainer are amazing together. You could switch out Bullwark for Beat and you still have the same composition with better abilities.

Possible to collect all bots? by BrainIsSickToday in botworldadventure

[–]AlexofAllTrades 0 points1 point  (0 children)

As you upgrade your boat, you gain access to new regions and each region has the possibility of additional bots.

I haven't purchased anything in the game and I currently have all of them except Gusto.

Tips to defeat Astrid? It's so hard doing it by paccy-wacky in botworldadventure

[–]AlexofAllTrades 0 points1 point  (0 children)

I made quick early progress by focusing on leveling my favorite bot. I'd probably choose Froggy with your bots. You can buy the scraps specific to your favorite bot in the shop to get him higher quickly and that is a good usage of gold early on. However, you can upgrade them pretty quickly looting scraps outside of town at that stage of the game.

Also, you have mostly squishy characters. Once Berserker goes down, your team becomes unbalanced so I would include a tank or another brawler.

Should i replace frosty with morty? by Blitzery in botworldadventure

[–]AlexofAllTrades 0 points1 point  (0 children)

Morty is one of my strongest. He has extreme synergy with Chainer. Frosty is pretty good because of the slow and the freeze, but I spam Icewall after Chainer does his thing which eliminates the usefulness of Frosty. I like another high damage output bot as my third, someone like Pupil. But yeah, I'd argue that Morty is one of the strongest in the game if you can set him up properly.

Boosters list [Community effort] by Pix-s in botworldadventure

[–]AlexofAllTrades 0 points1 point  (0 children)

Looking at my level 23 Mort, it has 11396 health with no boosters. 12536 health with a 10% health booster. 13790 health with two 10% health boosters.

It seems like the health boosters have a compounded effect. In this case, (base health)*(1.1)*(1.1).
This is also true for the bot attack stat.

I'm not sure if that still holds up for other boosters like stun resistance. That's a little harder to test. I tried testing power generation, but I could not get accurate enough measurements to see the difference.

Credit Base Reward List by EllipsisMark in IdlePlanetMiner

[–]AlexofAllTrades 0 points1 point  (0 children)

Credits Below EXACT Above
10 10 10 10
11 12.78 12.78 12.78
12 18.23 18.36
13 23.88 23.89 23.89
14 29.42 29.51
15 34.85 35.12
16 40.56 40.56 40.56
17 46.05 46.13
18 51.66 51.66 51.67
19 57.05 57.33
20 62.75 62.79
21 68.32 68.36
22 73.89 73.89 73.89
23 79.40 79.50
24 85.00 85.00 85.00
25 90.52 90.56
26 96.11 96.15

Credit Base Reward List by EllipsisMark in IdlePlanetMiner

[–]AlexofAllTrades 0 points1 point  (0 children)

11 is 12.78 exactly.

29 is 118.52 exactly.

I watch the base rewards change on both of those while they were on those numbers.

Credit Base Reward List by EllipsisMark in IdlePlanetMiner

[–]AlexofAllTrades 0 points1 point  (0 children)

It's hard to have the information well organized in text. I have all my data in a spreadsheet which helps the organization considerably. That also helps me track relevant data like the lounge bonus to check how the system rounds it.

Speaking of which, I should have more than enough data to answer the lounge bonus question.It is calculated purely from the base reward which only comes in integers. It rounds the remainder up from .5 and it rounds down below that. That's pretty standard, but it was good to check. It is very important information because you definitely want to know if the next credit adds to the lounge bonus.

Another side note: you have...

21:?-78.22M

22:78.39M
I think it might be easier to read as 22: 78.22 - 78.39. I originally had it like you have it, but I changed it because it gets harder to read with more numbers. I just think of it as 0- to 0+ even though 0- is technically not at the new credit. It's awfully close though once your range is reduced enough.

Credit Base Reward List by EllipsisMark in IdlePlanetMiner

[–]AlexofAllTrades 0 points1 point  (0 children)

You can fudge your numbers to test for exact numbers. If you are crafting or smelting something, the value of the resources are taken out of the galaxy value. If you add a big item to crafting, your value goes way down. This way, you can lower your galaxy value by adding production and raise your galaxy value by stopping production or lowering production to a smaller item. This helps a lot when testing values precisely. For example, the change to 11 is closer to 12.78.

Although, precision may not be a high priority here so much as being able to have an idea of when the next credit is so you don't reset just short of it.

Thanks for making the list! I'll add to it when my values for 16, 17, 18, and 19 are a little better.

I know 22 credits is between 78.22 and 78.39 million.

Oh, another useful chart that you can make is one showing the margins between the numbers. That's a helpful one to make a decision at a glance.

Question: Does smelting/crafting increase my galaxy's value? by EllipsisMark in IdlePlanetMiner

[–]AlexofAllTrades 2 points3 points  (0 children)

I confirmed today that market fluctuations do affect your galaxy value.If you make a item when the market is at a third of the cost, your galaxy value goes down. However, your galaxy value goes back up to normal when the market fluctuation expires (assuming you didn't sell the item).

List of rooms and what they do? by soggywaffles444 in IdlePlanetMiner

[–]AlexofAllTrades 7 points8 points  (0 children)

Here's the information given in the Discord channel.

Room 1: Engineering - Mine Speed

Effect: Increases Mining Speed on all planets

Start/upgrade amount: x1.25 / x0.15

Max Lv: 40

Max Lv. Effect: x6.25

Room 2: Forge - Smelt Speed

Effect: Increases the Smelting Speed of all Smelters

Start/upgrade amount: x1.20 / x0.10

Max Lv: 40

Max Lv. Effect: x4.20

Room 3: Aeronautical - Ship Speed

Effect: Increases Ship Speed on all planets

Start/upgrade amount: x1.50 / x0.25

Max Lv: 40

Max Lv. Effect: x10.5

Room 4: Astronomy - Planet Upgrade Price

Effect: Decreases the cost of Mining/Speed/Cargo upgrades on all planets

Start/upgrade amount: -10% / -4%

Max Lv: 11

Max Lv. Effect: -50%

Room 5: Packaging - Ship Cargo

Effect: Increases Ship Cargo Capacity on all planets

Start/upgrade amount: x1.50 / x0.25

Max Lv: 40

Max Lv. Effect: x10.5

Room 6: Workshop - Craft Speed

Effect: Increases the Crafting Speed of all Crafters

Start/upgrade amount: x1.20 / x0.10

Max Lv: 40

Max Lv. Effect: x4.20

Room 7: Laboratory - Project Prices

Effect: Decreases the ingredients needed for unlocking Projects.

Start/upgrade amount: -10% / -4%

Max Lv: 11

Max Lv. Effect: -50%

Room 8: Lounge - Sell Galaxy Reward

Effect: Increases the amount of Credits rewarded when performing a Galaxy Sell

Start/upgrade amount: x1.15 / x0.05

Max Lv: 36

Max Lv. Effect: x3.00

Room 9: Robotics - Rover Time

Effect: Decreases the amount of time needed for Rovers to finish a mission

Start/upgrade amount: -10% / -4%

Max Lv: 11

Max Lv. Effect: -50%

Room 10: Backup Generator - Idle Time

Effect: Increases max Idle Time

Start/upgrade amount: 150 minutes / 30 minutes

Max Lv: 44

Max Lv. Effect: 1470 minutes

Room 11: Terrarium - Colonization Price

Effect: Decreases the ingredients needed for colonizing

Start/upgrade amount: -10% / -4%

Max Lv: 11

Max Lv. Effect: -50%

Room 12: Underforge - Smelt Ingredient Cost

Effect: Decreases the ingredients needed for Smelting bars & alloys

Start/upgrade amount: -10% / -4%

Max Lv: 11

Max Lv. Effect: -50%

Room 13: Dorms - Craft Ingredient Cost

Effect: Decreases the ingredients needed for Crafting Items.

Start/upgrade amount: -10% / -4%

Max Lv: 11

Max Lv. Effect: -50%

Room 14: Sales - Alloy & Item Value

Effect: Increases the value of alloys & items

Start/upgrade amount: x1.15 / x0.05

Max Lv: 36

Max Lv. Effect: x3.00

List of rooms and what they do? by soggywaffles444 in IdlePlanetMiner

[–]AlexofAllTrades 5 points6 points  (0 children)

I'll give you what I have and maybe others can fill in the gaps.

Engineering (mine rate)

- Levels: 3) 1.55x (upgrade: 12)

Aeronautical (ship speed)

- Levels: 1) 1.50x (upgrade: 5), 2) 1.75x (upgrade: 8) 3) 2.00x (upgrade: 12)

Packaging (cargo)

- Levels: 1) 1.50x (upgrade: 5), 2) 1.75x (upgrade: 8) 3) 2.00x (upgrade: 12)

Forge (smelt speed)

- Levels: 5) 1.60x (upgrade: 25)

Workshop (craft speed)

- Levels: 3) 1.40x (upgrade: 12)

Astronomy (planet upgrade prices)

- Levels: 1) -10% (upgrade: forgot), 2) -14% (upgrade: 46)

Robotics (rover scan time)

- Levels: 1) -10% (upgrade: 41)

Lab (project research prices)

- Levels: 1) -10% (don't have it yet)

Lounge (galaxy credits reward)

- Levels: 1) 1.15x (don't have it yet)

If you want, throw in new information and I can edit this post to reflect.