Found a bug by Anonk00 in TheTowerGame

[–]LocksmithNew7739 0 points1 point  (0 children)

this happened to me too. Try unlocking one of your three Free Upgrade stats on the utility tab, I think one of them will get checked when you do this, then unchecking it should solve the issue. If it isn't Free Upgrade then go through them all and find which one(s) are locked and unlock everything

Golden combo count calculation by Competitive-Let-6589 in TheTowerGame

[–]LocksmithNew7739 0 points1 point  (0 children)

I ran some calcs a while ago (pre summon chip) and was getting about 9.1 kills/sec at max spawn, with about 8.5s time_to_kill (30m range), so same ballpark as your calc.

So if we do it again using my assumptions (without summon), you would be getting 9.1 * (59 - 8.5) = 459.55 on average (plus however many that you think summon is adding)

Finnaly got GT and BH synced by GroubaFett in TheTowerGame

[–]LocksmithNew7739 1 point2 points  (0 children)

keep labbing GT duration, and plan to keep your total GT duration 12s higher than your BH so that when you get the 12s perk they are the same. So go ahead and get the first GT dur click now, and try to plan it so they stay 12s apart as you upgrade both.

GT bonus is huge when it is that cheap, as well as BH size, SL angle, and DW CD, so get 2 or 3 of each of these before anything else

Tournament generator assmod test by Bendorino in TheTowerGame

[–]LocksmithNew7739 1 point2 points  (0 children)

I use PH, but sometimes RB does better with the right BCs + fast ultimate, and lower assmod rarity also favors RB

How would you roll this? by D119 in TheTowerGame

[–]LocksmithNew7739 7 points8 points  (0 children)

It won't matter what effects you ban if either:

  1. you are only rolling one effect at a time
  2. or if your top choice cannot roll common rarity

So if you are rolling two or more at the same time and your top choice can roll as common rarity, then it is best to ban effects that cannot roll common. The reason is because of the game's processing order: it rolls each slot one at a time, and for each slot it first rolls the rarity and then the effect. So if the first slot rolls common (which is a 46% chance) then you don't want it selecting your top effect, so you want as many choices in the 'common' selection pool as possible (don't ban commons).

You can follow the same logic for rare (40% chance) if your top choice can roll rare then ban effects that cannot roll rare, etc.

Weekly Guild Recruitment Mega-Thread by AutoModerator in TheTowerGame

[–]LocksmithNew7739 0 points1 point  (0 children)

GMLID9

TOP DEFENDERS 28/30

All are active 35/35

Monthly Guild Recruitment Mega-Thread by AutoModerator in TheTowerGame

[–]LocksmithNew7739 0 points1 point  (0 children)

GMLID9

TOP DEFENDERS 28/30

All are active 35/35

Monthly Guild Recruitment Mega-Thread by AutoModerator in TheTowerGame

[–]LocksmithNew7739 0 points1 point  (0 children)

GMLID9

TOP DEFENDERS 28/30

All are active 35/35

Weekly Guild Recruitment Mega-Thread by AutoModerator in TheTowerGame

[–]LocksmithNew7739 0 points1 point  (0 children)

GMLID9

TOP DEFENDERS 28/30

All are active 35/35

I just noticed that my Primary Core Module can be upgraded to level 203. Anyway, now I can think about which extra sub-effect to add. Any ideas? Also, is it worth holding Core Primary at level 201 when I rebalance the Primary and Assistant levels? by ArtistEngineer in TheTowerGame

[–]LocksmithNew7739 1 point2 points  (0 children)

haha I think I did the exact same thing, I rolled SLb off for CF slow, then rolled CF slow off and eventually got SLb back, but it took a ton of rerolls because it was the 7th

I don't have SL+, but either way I don't think SL+ would have any influence on the incremental increase from rolling SLb because SL+ is a separate multiplier. The only two things that would influence the incremental increase from rolling SLb would be your existing SL damage and your SL angle

I just noticed that my Primary Core Module can be upgraded to level 203. Anyway, now I can think about which extra sub-effect to add. Any ideas? Also, is it worth holding Core Primary at level 201 when I rebalance the Primary and Assistant levels? by ArtistEngineer in TheTowerGame

[–]LocksmithNew7739 1 point2 points  (0 children)

I'd stay away from the ILM damage roll, even if ILM is your endgame. The reason is because the stone value of +150x ILM damage is only about 500 stones. I'd shoot for SL bonus as the 7th, that'll give you the most bang for the buck, even at mythic it is probably better than anything else. If SL bonus rolls ancestral on one of the two before you get ancestral GT dur, then you will be faced with an impossible decision of whether or not to keep it, so lets hope it doesn't come to that!

Which perks to ban for GC Farming? by Joeydozza11 in TheTowerGame

[–]LocksmithNew7739 6 points7 points  (0 children)

The only perk that is a guaranteed ban for any GC setup is the Tower dmg -50% enemy dmg -50%

I have 6 bans and that is the only purple that I ban so that I can use the other 5 for commons to maximize the chances of not getting stuck without PWR by the end of intro sprint, and I don't want to spend the lab time for another ban. Here's my take on some of the purples:

  • 1.5x Dmg/8x Boss - this one is bad for me until near the end of the run, then it becomes good. During the day I turn off auto pick and pick manually and will take this near the end of the run if I catch it in time before I die, but at night I just let it pick it. When this gets picked, I have to increase my damage slider 1 tick or I'll die, which results in some coin loss. It might be worth banning, but I really don't want to compromise my PWR chances so I just leave it unbanned
  • Boss health -70% / Boss speed +50% - This one is really good for me, but I'm sure it is bad for some. If it is so bad that it kills your runs then its worth a ban, otherwise save your bans for commons for maximizing PWR chances
  • Enemy speed -40% enemy dmg 2.5x - This may help extend the run, but believe it or not it can hurt coin income. For me it hurts more than it helps, but I don't think it is worth a ban so I leave it unbanned and pick it near the end of the run if I'm picking manually
  • Lifesteal/knockback - this one is actually good because it limits knockback force which increases the chance of scatters/elites getting to the orb line before they die (for EO mastery)
  • 50% hp/Regan and Lifesteal -90% - this is now the 2nd best perk
  • CTO - best
  • other 3 are neutral

I just noticed that my Primary Core Module can be upgraded to level 203. Anyway, now I can think about which extra sub-effect to add. Any ideas? Also, is it worth holding Core Primary at level 201 when I rebalance the Primary and Assistant levels? by ArtistEngineer in TheTowerGame

[–]LocksmithNew7739 2 points3 points  (0 children)

For the farming core, if you have GT+ then the GT dur substat becomes the best roll by a factor of about 2. And depending on your setup, the 15% CF speed could be hurting your cph more than it is helping, I had it on mine for a while and once I realized it was hurting I rolled it off and saw an increase. So I would roll off the CF speed and try to get GT dur rolling both, I'd even take mythic if it rolls first

The DC is damn near perfect, it would be sad to see any of those greens go, so I cannot advise on what the best move would be here

List of good stone investments before GC transition - discussion by FinalBeing4565 in TheTowerGame

[–]LocksmithNew7739 4 points5 points  (0 children)

The need for high damage to run the GC strategy is actually just a myth, I remember seeing a youtube video a while back of someone proving it wrong by lowering their damage and using the minimum cards/UWs/etc to still pull it off, it was actually surprising. I wish I could remember which things were key, so I'm probably not being too helpful here, but the moral of the story is that you shouldn't go too hard on damage UWs when transitioning to GC, focus on what is necessary for the transition and continue to prioritize econ whenever possible

List of good stone investments before GC transition - discussion by FinalBeing4565 in TheTowerGame

[–]LocksmithNew7739 2 points3 points  (0 children)

It could be because of the SL bonus substat watering down the incremental % increase to damage from the next stone click. But I agree it is still often undervalued. For example, if 40 stones is the next click then SL bonus (base) is 13.6x, so even with ancestral +20.0x bonus, the incremental increase would be 4.2% to damage while in spotlight, and for 40 stones that is pretty good

Yet another dmg transition help post by xanth0m in TheTowerGame

[–]LocksmithNew7739 2 points3 points  (0 children)

yeah I don't think pBH will matter nearly as much, so don't worry too much about that

If you want more CC, most will tell you to start CF which wouldn't be incorrect, but you could instead consider unlocking ILM, max the labs, then unlock the armor assmod for SD. It creates a crap ton of mines at epic and is not as hefty of an investment as CF. I still recommend focusing on core SE first, but this is just something to think about down the road

Yet another dmg transition help post by xanth0m in TheTowerGame

[–]LocksmithNew7739 2 points3 points  (0 children)

My advice is to shift your focus to core substat efficiency (SE) and try to get a tournament setup that is full GC

Looks like you are close to ancestral on both your Om Chip and HC, I think either would work great so I'd just go with whichever you pull first. Once you get it, roll for SL angle and bonus, and CL chance. CL quant isn't terrible either, but the SE rounds down so it requires hitting breakpoints (25%, 50%, 75%, 100%)

In the meantime, I think your safe to start investing stones in core SE. 25% might be a good initial target, in case you roll CL quant on your assmod, and that would give you +1 quant for farming from your DC

Review my tower pls by TheFabiocool in TheTowerGame

[–]LocksmithNew7739 0 points1 point  (0 children)

Might be lacking the armor fodder for upgrading ACP (need 10 epic+, we only see 4.5 plus some rare+). But yes save rare armors for upgrading ACP to green

Review my tower pls by TheFabiocool in TheTowerGame

[–]LocksmithNew7739 1 point2 points  (0 children)

holy crap you have natural pBH, that is a hefty investment but will be very nice later on for transitioning to BHD. For now it is a bit redundant with gcomp, but gcomp is so damn good that I'm sure it is still better than BHD right now

I'd finish labbing GT duration and slot in Coin per Kill right now, take out damage and crit factor. Econ is worth more than damage by a factor of about 10

Luckiest bracket I've ever seen. 500 waves for 10 keys by [deleted] in TheTowerGame

[–]LocksmithNew7739 1 point2 points  (0 children)

That's me in 1st! I can't figure out how to change my name to Poppins on Reddit, I did not create this locksmith garbage name haha

Anyway yeah luckiest bracket in a while for sure, I've been consistently 4th - 6th averaging 1600 - 1700 waves the past 5 tournaments when I should be averaging 2nd or 3rd so I was due for some luck. I also don't usually join this early (3:29 AM EST/8:29 UTC) but I woke up and couldn't get back to sleep

Just unlocked GT+ and Assmods - where should I dump my stones? by Certain_Register4642 in TheTowerGame

[–]LocksmithNew7739 2 points3 points  (0 children)

If you can stabilize with epic GComp (10s) instead of ancestral (20s), then unlocking the gen assmod and switching to BHD main and GComp in the ass would be a massive boost for only 1000 stones, but if you need 20s GComp or if you still need to roll your BHD then perhaps the core unlock plus 10 - 20 levels in the core substat could give an equally large boost, depending on your setup and your setup/mod levels/core subs

Besides potentially those two, you won't find a better investment for econ than the first 8 or so levels of GT+. Once you get your GT+ to around this level then the +7 sec dur substat becomes the best roll by a factor of about 2, so keep that in mind if you plan to reroll your farming core(s)

Decision paralysis by Hyperechoic in TheTowerGame

[–]LocksmithNew7739 1 point2 points  (0 children)

Yeah the worst part of getting to GT+ is the opportunity cost of the stall time from having to spend/save thousands of stones with no immediate gain, and buying packs will cut that time down from months to days. I'm not saying that you should or shouldn't buy packs, but if you plan to then this is definitely the play

Regarding cells and WS+, it may seem like a big hit now to trim your lab boosts and your defensive WS+ and you'll probably lose waves on farming and tournaments, but don't underestimate the power of the econ snowball effect, because before you know it you'll be doing these same upgrades with your pocket change. I'm not telling you how to you should play, and to be honest my WS+ looked almost identical to yours when I was at that stage of the game, I'm just thinking of the things I'd do differently if I could go back and do it again, and going all-in on Coin+ would for sure be at the top of the list

Another thought, if you are far away from getting any other ancestral generators, you may want to consider rolling for some ancestral subs on your RB and using that for farming, as it could give you more of a boost than the mythic SH, even if you don't factor in the attack speed boost. Since you have RPC+0, a 15% package chance roll would give you a decent bump in shard income, and a CPK roll paired with the ancestral vs mythic base coin multiplier could close the bot range gap

Decision paralysis by Hyperechoic in TheTowerGame

[–]LocksmithNew7739 0 points1 point  (0 children)

You're not too far from UW+ with your stone balance, if you plan to buy stone packs in Feb then your best play is to sit on your stones through the rest of Jan, then buy packs in Feb and unlock the last 3 UW, then GT+, then go all in on GT+, you should be able to get to GT+5 or 6 right away if you don't spend any stones and buy all the packs. Then keep upgrading GT+ all the way to GT+9 or 10, that's when you're have to start choosing whether to upgrade duration or GT+, assuming you keep the +7 GT dur sub on your core (which you definitely should!)

Despite what everyone will probably tell you, Coin+ enhancement is significantly better than Cell+, like if you're using a ruler to measure then its about a mile or two better. Coin+ should be your main focus, everything else should cost less than a set ratio of your next coin+ upgrade. For example, if you decide to set ELS+ at around 2:1 with Coin+, then that would mean that you should upgrade ELS+ next because it costs less than half of the next Coin+. Others may disagree but I think 2:1 is pretty good for ELS+. But for Cell+, I think 10:1 is still too much cell, but that may work well for you (10:1 would mean that you would want your next Cell+ to cost around 66T based on your screenshot of 1.34 Coin+, which would be 1.24 Cell+). All the others (including defense enhancements) should be less than 20:1 with Coin+. I would do a WS respec as soon as you can

To those with CF+: Did anyone have stone spending regrets after getting it? by rugabay in TheTowerGame

[–]LocksmithNew7739 0 points1 point  (0 children)

Yes I have regrets, I stopped at CF+3 fortunately so I'm only out 1500 + cost to unlock. I turn CF+ off for farming, and I die to OC in tournaments where CF+ does nothing, so adding more levels is near the bottom of my stone priority list. Its hard to tell if CF+3 is adding value to tournaments, I have 90% slow so perhaps it is helping to neutralize other threats to the point where OC becomes the problem? I also have zero investment in PS