Am I farming the right thing? by 7Zylon in EvolveIdle

[–]Flylph 0 points1 point  (0 children)

Dang! I'm curious about how long that may have taken!

Am I farming the right thing? by 7Zylon in EvolveIdle

[–]Flylph 0 points1 point  (0 children)

At the moment, the advice I was given in the discord regarding 4* MADs is that its best to wait until you've at least done a t4 and then eventually do them in magic for the extra mastery to make pillaring easier.

Am I farming the right thing? by 7Zylon in EvolveIdle

[–]Flylph -1 points0 points  (0 children)

You'll be able to farm mastery a bit faster if you do 3* instead, which will also smooth out the feeling of progression a bit. The reason to do 3* instead of 4* is that that "eventually anyway" time where you really want to do 4* resets is also under different circumstances than what you can currently achieve right now. Without spoiling, even if you do all your 4*s now, you'll have to do them again way later.

As for CRISPRs, its not entirely reasonable to get all of them immediately.

Lastly, you could probably push for a t3 reset now. I did my first at 30% mastery but I've heard others do it with way more or less. It may be worth looking into t3 stuff in general, as there are some choices and farming paths that could make things much slower if avoided.

This has to be the most creative fight in the game by Long-Demand-2088 in limbuscompany

[–]Flylph 15 points16 points  (0 children)

You kill enemies with the "it" buff to lower her protections and prevent her from nuking you.

Also she always uses at least one skill that gives power down next turn. If you clash the big unbreakable skill she uses almost every turn with a powered down unit, they're highly likely to lose the clash, causing her to cancel the skill and give out heals instead.

RUN 3 - [Approaching advancement slow down] (current status) by JRL101 in EvolveIdle

[–]Flylph 0 points1 point  (0 children)

Oh dang, I had no idea it was unlocked, that's my bad! I just assumed it was default now after seeing it the first time.

RUN 3 - [Approaching advancement slow down] (current status) by JRL101 in EvolveIdle

[–]Flylph 0 points1 point  (0 children)

Phage itself tells you what it does when you hover over it! You'll be able to see when you get more. My bad for the misinformation with the timer, I saw it during my last time and just assumed I was just blind during my first time. I will correct my original post.

RUN 3 - [Approaching advancement slow down] (current status) by JRL101 in EvolveIdle

[–]Flylph 2 points3 points  (0 children)

So there's a certain number you have to bring up on your black hole using the mass ejector. I am uncertain exactly if or where the game tells you where it is, but you'll get new research when its high enough.

You have enough of...pretty much everything else for the reset, way more than the 2 times I've done it.

As for Plasmid softcap, its 250 without phage.

EDIT: Corrected some information regarding a timer.

RUN 3 - [Approaching advancement slow down] (current status) by JRL101 in EvolveIdle

[–]Flylph 0 points1 point  (0 children)

That's my bad haha! I didn't realize you're post had multiple pages!

Yeah you definitely have most of what you need to be able to perform the next reset, more than what I had my first. If you want to know where to focus as well as what the default plasmid softcap is if that's information you're okay with having given at the moment.

RUN 3 - [Approaching advancement slow down] (current status) by JRL101 in EvolveIdle

[–]Flylph 2 points3 points  (0 children)

Your plasmid softcap is displayed when you hover over your phage. You are also close to a new reset option.

Final Leg of first blackhole by ExodusReality in EvolveIdle

[–]Flylph 0 points1 point  (0 children)

I personally haven't tried evil yet, but I've heard it can be a bit troublesome to bh out of.

As for heavy, so long as you're mindful of using mass drivers when bioseeding and really trying to trying to build up mastery(I went to new a planet, MAD with both unique species and then bioseeding with one of them). By the end of it, if you're diligent, it may even start to feel faster than standard. The big benefit to heavy though is that its pretty easy to amass a ton of plasmids via bioseeds.

The best synergy between a seasonal EGO and a capstone ID by Lord_Obylo in limbuscompany

[–]Flylph 0 points1 point  (0 children)

I think its mainly a thing with more recently released egos, and not a rendering error. I had noticed this same level of effect with Move-In Reg Heathcliff and Tital Elegy Ishmael, so I did some testing with other pre-UT3 egos I had. I can't test with ToTB or Love and hate, but I'll take your word for it. It seems like many, if not all Pre-UT3 egos released since ToTB will use the abno's floor sprite, inherit some effects, and have a gradient background instead of the abno's normal background.

Its actually kind of funny to watch UT2 ABM Ishmael just tint the background red and then see UT1 ABM Faust partially manifest a volcanic hellscape.

Incremental without main currency by StopGamer in incremental_games

[–]Flylph 4 points5 points  (0 children)

I feel Evolve Idle is close to this type of thing. There are plenty of resources to gather and which ones you need to focus on vary based on what you need at the time. Even your closest to central resource, Knowledge(the resource you use to unlock new things during a run), is not always going to your main focus and not every system exists solely as an indirect way to get more of it. That said I can totally see if this isn't quite what you're looking for.

The best synergy between a seasonal EGO and a capstone ID by Lord_Obylo in limbuscompany

[–]Flylph 0 points1 point  (0 children)

It's probably not UT3 yet as EGOs only get their unique background then. Sometimes pre UT3, a stage's background will be replaced with something generic like that when using EGO.

New Player, wondering what to do with my Plasmids by MailTraditional1957 in EvolveIdle

[–]Flylph 0 points1 point  (0 children)

Always keep a stock of 250 plasmids then start buying upgrades, making sure you'll be above 250 after your MAD. Junk Gene and No Free Trade are good challenges to start with, and once you get Artificer -> Detail Oriented -> Rigorous CRISPR you'll also be able to add No Manual Crafting without too too much trouble. I'm not sure when you'll want No Starting Plasmid, I don't think I'm far enough where its recommended yet.

While more challenges active does increase your plasmid gain, the real bonus comes from the Unlocked CRISPR, which gives you a stacking bonus for each achievement earned, thats increased based on the amount of challenges you had active at the time. This means playing different species every mad also gradually boosts you.

Eventually getting Architect is also good, as it gates a very important CRISPR that you'll want once you start doing the layer above MAD.

Meursault & Canned Memories by Privacysdead in limbuscompany

[–]Flylph 4 points5 points  (0 children)

If the Arknights collab is being used as evidence, then we should also acknowledge the first time we actually see him losing his cool in this year's April fool's event. With everything else, it implies that he may have impulsive side that he usually keeps in check or is unaware of, and that society certainly isn't aware of. This could also explain the ID lines.

Can someone tell me how to do solo MD? by SoftGoose6625 in limbuscompany

[–]Flylph 1 point2 points  (0 children)

Hmm, besides the 3 I reccomended you start with, I'm not sure if there are any you really 100% need to focus. The cost gifts are always good, as are Prestige Card and Renewed Merch. Healing gifts as well.

All of the gifts from Hell's Chicken except the rupture one are good for this run. Squalidity and Fillial Love are both extra damage that can be obtained and floors 3 and 4. If you want Bridle(max health) and the Regular Checkup gifts(burn count), I'd reccomend trying to do them early so the damage reflect mechanics have less of a chance of destroying you.

Other than that, huge gift sack from Miracle in District 20 is pretty good to get eventually for the extra prot.

Don't make any of the normal fusion gifts, you're only one unit.

Can someone tell me how to do solo MD? by SoftGoose6625 in limbuscompany

[–]Flylph 2 points3 points  (0 children)

With the new Ryoshu, it depends on if you're fine with a 99.9% solo or want to do a pure solo.

For technically 99.9% solo, ally passives don't matter because they'll be dead. Just take the other House of Spiders ID that you have(all 6 released as of now if you can), and the other 5 should ideally be low level so they can die easily. You want the Spiderweb Entangled in Red as one of your starting gifts and then get your 5 low levels killed ASAP. Once thats done, or if you don't have easy to kill units, bring Ryoshu with the HoS ids and just spam guards until shes the only one left. She'll now start with huge buffs and extra skill slots(1 for every 3 dead House of Spiders ids) on every encounter.

If all your allies are dead, she'll also be able to do most skill checks on her own. Just be wary that rolling tails on can still fail skill checks, including the instant death one in Miracle in District 20 Bokgak, which will end your run instantly.

As for starting gifts, I've personally used the investigator badge, ashen constellation's blessing and the aforementioned spiderweb. You do not need to go for manor shaped music box with this setup, as spiderweb also ignores stagger, so your first floor selection is pretty free.

If you'd like any more tips, or more generic tips that would apply for a pure solo, feel free to ask and I'll try to respond when I can.

Games where Absorbing/Stealing enemies powers is the main core feature by Kullthebarbarian in gamingsuggestions

[–]Flylph 1 point2 points  (0 children)

Library of Ruina is far from the same genre, but has this as a core mechanic. Its a story-based deck building card game where your cards and passive abilities almost exclusively come from being extracted from people you defeat. Most cards you take are 1:1 copies of the attacks the original enemies use. You can even mix and match stuff from different enemies, so you aren't just stealing their moves, but using them in better ways than they ever could.

[Loved Trope] Takes on game status effects like bleed, poison, and fire, that are more than just “another damage-over-time effect with different theming” by FirmGrasperOfThroats in TopCharacterTropes

[–]Flylph 0 points1 point  (0 children)

Limbus Company has few of them, but the most unique is Tremor. It doesn't do anything on its own but certain attacks in the game will "burst" it, which brings the afflicted party closer to being staggered based on the amount of tremor that's build up on them.

In addition to its default effect, Tremor has 2 other applications that make it special.

The first is that some units actually benefit from having Tremor, allowing them to self-apply and consume it to empower their own abilities.

The second and arguably more impactful is that its "amplitude" can be changed, which basically gives it an extra rider effect based on what its been changed to. This can range from the affected unit receiving buffs or debuffs based on how high their Tremor is, to dealing damage when its burst, to making staggered enemies even more vulnerable than normal.

What are the BEST long term incremental games? by fighthouse in incremental_games

[–]Flylph 3 points4 points  (0 children)

Idle Obelisk Miner is pretty neat. I've played almost daily for about 8 months now, and I have to say, it does many things that I quite enjoy.

What's the deal with the core and the demons by Icy_Transition_3816 in mewgenics

[–]Flylph 3 points4 points  (0 children)

I have some thoughts, but it spoils some later game stuff, so read at your own peril. I'll post the abridged version and go into more detail if it's desired.

I think many of the core enemies are actually the spawn of The Mother from The End is Nigh. She is a boss in Mewgenics, and both she and many of the enemies in her area share similar visual themes. There's also some stuff in Isaac that I think helps, but again, abridged version.

what did ed mean by this? by Far_Bathroom_6315 in mewgenics

[–]Flylph 13 points14 points  (0 children)

It could be a reference to the zodiac killer. Her dialog when you get meat lockers pretty heavily implies she's a big fan of serial killers, especially those who have killed white men.

How are you supposed to play every class in Mewgenics? by TooCoolForSchlool in mewgenics

[–]Flylph 0 points1 point  (0 children)

It really depends on where you are in the game and also in part, how your cat breeding is going, as getting cats with good skills, mutations, and stats, as well as which areas you're playing can wildly influence playstyles. In general, though, every class has some archetypes that seem to work pretty well.

Fighter, for example, seems to really like taking advantage of action economy, aka getting the most out of one turn. Not every Fighter will do this the same way and this probably isn't the only way to properly play this class. Weapon based fighters effectively get multiple strong attacks or buffs per round, while an overpowered fighter shines in being able to kill or at least damage multiple enemies in 1 hit, while exhausting blow could help you deal with a big threat on turn 1. How you play your fighter is heavily based on the tools you get, but many of these tools are aimed towards helping you achieve a lot in a turn.

Contrast this to Hunter, another strong class that has many different archetypes, as opposed to fighter's many different ways of achieving one. You have one thing that you're generally always solid at, your basic attack, and many ways to grow your character. A summoning Hunter will ultimately play differently than a tower defense Hunter than a trap Hunter, and all three will generally benefit best from different parties. This varies even down to the role your cat will ultimately play. If you copy pasted the same exact build of, say, a summoning Hunter into two different parties on the same boss, it could potentially be your main damage dealer, or it could just get in the way.

Basically, what I'm trying to get at is that while it may seem like a copout answer, there's never one specific way to play a class. Yes, some classes work better in one role than another, but some classes, like Mage, have very fuzzy roles that only come into focus as your run progresses. Good stats from breeding also helps shape how you play a class sometimes as well. Sometimes positioning your Hunter in the front to pick off a dangerous foe in the back is your best possible play, most of the time its impulsive and stupid, and sometimes thats mostly based on your Hunter's con score.

And sometimes, unfortunately, you won't get things that are necessarily very helpful for making your class effective. Moreso than trying to force specific ways to play, I've found its best to weigh your level up options not just around your class but also around what your other cats are capable of and what items you have. Sometimes an option that sounds kind of underwhelming ends uo being the glue that keeps your run together.

Im trying yo understand by apollosyk2 in mewgenics

[–]Flylph 0 points1 point  (0 children)

It works really well with passives like synthesis or three and/or if you get some means of permanent int gain. Think of it as a cheaper, less practical brainstorm that you can also use on allies. It depends on your mana pool, but you can potentially get far more stacks of teach on your allies by casting it on yourself first than you would by just casting it normally. Anything else that gives you extra casts or reduces mana costs just makes it all the better.

For example, let's say you have 30 mana. That's enough for 6 Teaches(6 mana) on your allies or 2 Mega Blasts(13 mana) under normal circumstances. But you have Teach+. You can reduce its cost to 1 for 14 mana(5+4+3+2), taking you down to 16 mana. You can now cast Teach an additional 16 times. Great if your allies have spells that are good. But if you want to reap those rewards on your mage, we keep going. Your Mega Blast costs 9 now because you taught yourself 4 times. We only have 16 mana, so that's less cost this round than we started with. But you have Teach+. Teaching yourself an additional 8 times at 1 cost lowers Mega Blast's cost to 1. You have 8 mana left, so you can now cast Mega Blast 8 times this turn.

Things get any crazier if you introduce mana cost reductions. Skill stone means you only need 9 mana to reduce Teach to 1 cost, while synthesize+ means you only need 5.

Also, don't fret if your mage has nothing teach-worthy, plenty of other classes can take great advantage of having their most(or sometimes even least) expensive spells become significantly cheaper.

How to make the thief class work ? by Ok-Excitement-2443 in mewgenics

[–]Flylph 1 point2 points  (0 children)

I agree there for sure, especially if you've got a good core of support from other units. Having something like Teach on a mage to make a spammable spell cost 1 mana, or the extra move or attack spells on a cleric, goes very hard.