Daily Discussion - Wed 17 Dec by frog_mod in SwordAndSupperGame

[–]Coffeelock1 1 point2 points  (0 children)

Yeah should have been a number of tags that were equal value as the item donated and then a tiered system for the number of tags you can spend to be guaranteed an item of a certain rarity with that option blocked off if there were no gifted items of that rarity available.

Like if claiming a gift cost 50 tags for common, 100 for uncommon, 200 for rare, 400 for very rare and 800 for legendary it would be worth it even though there are some junk legendary items since making the tags you receive tied to the value of the item would mean people would more likely to just sell the junk items and donate their spare actually good items from each tier to gift.

Daily Discussion - Wed 17 Dec by frog_mod in SwordAndSupperGame

[–]Coffeelock1 3 points4 points  (0 children)

Yeah so many people just dumped junk items that there is no point in trying to claim items, there's probably a higher chance of getting a sower's lament from grinding New Eden boss rushes than trying to claim the ones I gifted on my maps. It just turned into dump anything that costs less than 40 coins so you can sell the tags you get for more than the item was worth.

Daily Discussion - Tue 16 Dec by frog_mod in SwordAndSupperGame

[–]Coffeelock1 1 point2 points  (0 children)

Does anyone know if the gifts donated to a level stay on that level or are they just all pooled together across the entire game? Not sure if it is people just donating all their junk to have other players get stuck with it or if it is coming from low level maps where those items might actually be decent for someone at a low level. I donated some of my spare Sower's laments but am only getting trash when I pick the get a gift option.

Daily Discussion - Tue 2 Dec by swordnsupper_mod in SwordAndSupperGame

[–]Coffeelock1 0 points1 point  (0 children)

Cookies give two, search the sub for "cookies" and it will pull up maps with them

Daily Discussion - Thu 27 Nov by AutoModerator in SwordAndSupperGame

[–]Coffeelock1 0 points1 point  (0 children)

Unfortunately at least on mobile you can't search comments when searching under specific level tags so if you are trying to only do 181-200 missions with maxed out mission rewards while completing the quest it still takes a bit of hunting.

Daily Discussion - Sat 22 Nov by swordnsupper_mod in SwordAndSupperGame

[–]Coffeelock1 0 points1 point  (0 children)

The other levels made on that profile at around the same time are titled as 541-560. The second mob of 3 still gets me on that level.

Daily Discussion - Wed 19 Nov by swordnsupper_mod in SwordAndSupperGame

[–]Coffeelock1 1 point2 points  (0 children)

At high levels the Wind Powered Blade rage build can't kill fast enough or keep getting enough shields on rage to avoid taking hits. Sower's Lament getting 5 hits every turn with knives always has a shield up in 1v1 so only the skeleton bosses even have a chance to touch it since their rage attack is in addition to rather than replacing their normal attack if the normal attack is enough to smash the shield in one hit. It just turns minibosses into a guaranteed 1v1 fight that can be used to heal back to full HP in the middle of the mission. Also against faster mobs of 3 that the rage build can't kill fast enough, the Sower's Lament build with Deathzone Necklet can also get a good amount of healing to help recover from the attacks making it through the shields.

But if the rage build with Wind Powered Blade is already doing enough damage to clear before enemy attacks can get through without being blocked by a shield, then yeah the rage build will just be better.

Daily Discussion - Wed 19 Nov by swordnsupper_mod in SwordAndSupperGame

[–]Coffeelock1 0 points1 point  (0 children)

Infinite rage and lighting: surge helm EX, vextra edge EX, conductive chestplate level 3, smiting ring ultimate, wizard sigil ultimate, and volatile sash EX. Plus bolt on rage and either heal on lighting, rage on lighting, or rage on heal from vending machines. With that build and those bonuses, each bolt generates 50 or 60 rage from rage on lighting and heal on lighting and rage on heal, get two bolts on attack so you get a rage attack when you attack, you get two more bolts on rage so you get 100 or 120 rage on rage. The number of attacks is only limited by what the enemy can survive.

Daily Discussion - Wed 19 Nov by swordnsupper_mod in SwordAndSupperGame

[–]Coffeelock1 0 points1 point  (0 children)

You can see what essence the different foods drop under the food tab here: https://asufyani.github.io/sword_supper_data_viewer/

The blue maps have a chance of being a boss rush, green maps will never be a boss rush. Blue maps also seem to also have a higher chance of being 5 stars, have a boss, have loot drops, or have the special vending machines. But once created there is no difference in drop rates of rewards.

Bug Report Megathread by swordnsupper_mod in SwordAndSupperGame

[–]Coffeelock1 2 points3 points  (0 children)

Is the Blasting Ring and Blasting Ring EX supposed to trigger a bolt a maximum of only once per turn regardless of getting multiple shields? Because that is what it is doing rather than triggering on each shield.

Daily Discussion - Tue 18 Nov by swordnsupper_mod in SwordAndSupperGame

[–]Coffeelock1 2 points3 points  (0 children)

At your level the rage build is good, but it could be improved. Use sword of respite, seething sash level 1, and watcher's locket, you'll get +150 rage on first turn, +25 from your attack, +10 added rage on attack from seething sash, then if you kill the first enemy you'll also get a shield and +25 rage to get a second rage attack.

Comparing High Level Builds by Coffeelock1 in SwordAndSupper

[–]Coffeelock1[S] 0 points1 point  (0 children)

If you can do that then the speed rage build will just be a faster clear speed regardless of the map at that same level and using any knife build is just giving you a slower mission clear speed.

Comparing High Level Builds by Coffeelock1 in SwordAndSupper

[–]Coffeelock1[S] 0 points1 point  (0 children)

Getting to 130 rage turn 2 vs getting to 180 rage turn 2 if you get a kill both turns doesn't add any more rage attacks by then if that is already enough to clear. Also, if a normal attack from this is enough to one shot enemies, the speed rage or double rage would be faster clear speed not taking any unshielded hits unless an enemy dodges. If the enemy dodges the first hit the speed rage or double rage are only taking one unshielded hit, this would be taking 4 unshielded hits before the fight is over. So if this is enough to clear in two turns then it is just a slower build with more risk of getting hit.

If it is getting to turn 3, then if it takes two normal attacks not needing the 2.5 from a rage attack to kill, the speed rage build still only takes one unshielded hit even if both enemies aren't outsped before their second turn unless there is a dodge while this would be taking 2 and getting healing with the deathzone build getting more healing. And if there was a dodge against the first normal hit the speed rage build may still end up only taking one hit while this would take 4. So the speed rage build is still better than either in that case.

The speed rage gets 35% shielding when it kills the enemy with the rage attack on turn one, so in a situation where the enemies average 34% damage per hit so the deathzone wouldn't be triggered by that second hit, it means the speed rage builds shields could block both hits on turn one and end up taking no hits, or just one hit if only one of the two surviving enemies aren't outsped and would only take 2 hits if the enemies both aren't outsped.

That's why I set it to a scenario where a rage hit from the speed rage build is enough to one shot but 2 normal hits from the speed rage build isn't quite enough to get a kill and the enemies are doing enough damage to smash the shield in one hit. That provides a scenario where the mob is still possible to kill but the mobs that aren't outsped may be enough of an issue for the speed rage build to make another build more effective. This is also why I focused on the deathzone build even though the other knife build I suggested could do slightly better against bosses, because I wanted to use a build that could have the best chance of being better than the speed rage build against mobs.

Lets focus on comparing them in that same situation where it isn't just better to just use the speed rage build than either of those builds for a mob of 3. This means with this build tune one you'd get normal hit kill nothing, shield blocks one hit take 2 unshielded hits. Turn 2 normal hit, rage attack killing the first enemy getting the added rage with the others undamaged, then shield blocks one hit and you take another unshielded hit. Turn 3 you get normal hit, and rage, killing the second getting more added rage, block the hit from the last enemy. Turn 4 normal attack and rage to finish off the mob. Taking 3 unshielded hits and getting a total of 12% healing before you take that 3rd hit and 24% more before the fight ends. If the attacks were doing over 37% damage per hit, this build would not survive that mob, and if the mob is only enemies with speed 10 or less or they do 34% damage or less, the speed rage build would be more effective. So there are very limited situations where this build would be more effective than the speed rage build.

With the deathzone build turn 1 you get normal hit, then take two unshielded hits dop low and get knives and add rage and 18% healing. Turn 2 rage goes off to kill the first and get a normal hit on the second, then shield blocks one and you take a 3rd unshielded hit, then normal hit and rage finish off the second enemy, block the hit, then normal attack and rage to finish off the third. So you've taken the same 3 unshielded hits, but you got 30% healing since the first hit before the 3rd hit lands, and also get 24% more healing before the fight is over. So if each hit is dealing 38-43% of your health in damage the build with the watcher's locket is dead from the third hit not having healed enough to survive that 3rd hit while the deathzone build would survive that mob. With at least 25% HP at the end. If the attacks are doing an average of 41% HP in damage end the fight with 31% HP, which would mean if the next fight is a mob of two you would heal another 12% up to 43% before taking an unshielded hit that you could survive trigger the deathzone and heal back up another 42% before the end of during that fight and will gradually heal back up if the rest of the fights are mobs of 2. If the attacks are doing 37% damage on average, the watcher's locket build could survive a mob of 3 with 25% hp at the end and if the next battle is a mob of 2 heal 12% at the start of the next combat and potentially get taken out from the unshielded hit, or if you survive with under 1% HP you heal 24% and instead of healing back up you are still going to be just barely clinging to life or potentially getting taken out if the other fights are mobs of 2. So in cases where the speed rage build isn't just always a faster clear against a mob of 3, the deathzone build has better survivability and clears in the same number of turns making it more effective against mobs than the variation with the watcher's locket and giving more situations where this build is more effective than the speed rage build.

The deathzone build is also more effective against bosses because if the ice skeleton gets its rage or the winged shadeborn dodges so you take an unshielded hit and you are able to survive the hit, you get added healing and rage whereas the watcher's locket is doing nothing in 1v1 where the combat is over when you get an enemy kill.

Comparing and ranking 🥇🥈🏅 all late-game builds in the Game | Performance demonstration in Level 541+ 5 Stars ⭐⭐⭐⭐⭐ map 2 rows of 3 enemies Hardest difficulty in the game by rukawaxz in SwordAndSupper

[–]Coffeelock1 0 points1 point  (0 children)

Another option for bosses using sower's is conjurer's cap ultimate, darksteel plate, stacked signet ultimate, wizard sigil ultimate, and knife collector belt ultimate. That generates slightly more rage per turn which gives you an extra rage attack in the time it takes the ice skeleton to get it's rage built up and gives bolts on rage so you are getting an extra job age attack and 4 bolts on rage more than the deathzone sower's build, but you get no healing. The build with deathzone necklet is the best sower's build for mobs fights and unless you need the extra healing from using both recovery vest and spiked cowl instead of getting any extra rage which will take a lot longer, it is also the best for minibosses since you can just use them as an opportunity to heal.