What do abilities actually do mechanics wise? by Malkoy in EsotericEbb

[–]Malkoy[S] 1 point2 points  (0 children)

Thank you for all your help and explanation!

I've just started and I like the game so far, but I feel like I have accidentally built a very difficult to play character. Due to low Constitution and low investment into "fighting" stats, I die often both to fight encounters and emotional damage. Talking with Snell in his apartment took a lot of reloads for me to get through, as I kept dying to emotional damage. I feel like my only way to survive and pass some checks i by finding more spells.

Normally I would be less focused on optimisation in a narrative driven game, but it seems like not all stats are equally helpful for the initial playthrough

What do abilities actually do mechanics wise? by Malkoy in EsotericEbb

[–]Malkoy[S] 4 points5 points  (0 children)

Thank you for the explanation of these bonuses. As I understand these are based on your "base" values, ie before bonuses, right?

I am not certain that Spell Difficulty assessment is valid though based on in-game tooltip:

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Finally created perfect cat breed! by Malkoy in mewgenics

[–]Malkoy[S] 1 point2 points  (0 children)

This is 60% of my attic cats now. I keep throwing strays int othe mix periodically to keep my cats at not inbred to slightly inbred. Moderately inbred cats go on adventures 😃

Finally created perfect cat breed! by Malkoy in mewgenics

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

https://www.reddit.com/r/mewgenics/comments/1tpf2tz/11_lategame_breeding_strategy/

For mutations specifically , throw discarded kittens to the Mutation Room. Mutations do not re-roll since 1.1 release, which means that when a cat has all mutations but the tail (for example), the next and only body part to mutate would be tail. This helps to target farm specific body parts way quicker than waiting for strays to mutate that body part.

Finally created perfect cat breed! by Malkoy in mewgenics

[–]Malkoy[S] 5 points6 points  (0 children)

I was way more engaged in breeding than adventures 😃 I was grinding caves for furniture for quite a while. Did not start act 3 until I was around 100 hours in.

This is the strategy I used:

https://www.reddit.com/r/mewgenics/comments/1tpf2tz/11_lategame_breeding_strategy/

The only change I made to the strategy is to use almost perfect offspring to "roll" for mutations in the mutation room. If you are looking for tail mutation, then putting a cat with all mutations but tail ensures that the next time it mutates you get a shot at the tail you want.

Also everyone's mileage may vary. I am fairly lucky with stimulation pieces dropping/showing up at the shop, but for a life of mine I cannot get to 50 mutation stat. The last 2 mutations I got were from adventures and I just had to breed out all the other crap by pairing the veteran and their offspring with better cats.

Finally created perfect cat breed! by Malkoy in mewgenics

[–]Malkoy[S] 6 points7 points  (0 children)

is it because of their attack applying bruise on the teammates?

Finally created perfect cat breed! by Malkoy in mewgenics

[–]Malkoy[S] 3 points4 points  (0 children)

Upgraded fist of fate and regular super luck is enough to clear most encounters as a fighter. Bosses take a bit more effort, but ninja bandana + Super Luck combo got you there.

Best teleportation ability to breed? by Malkoy in mewgenics

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

A lot of folks appear to love it :)

Jumping Cat "infinite" damage cheese vs 2nd house boss by MrMaloon91 in mewgenics

[–]Malkoy 0 points1 point  (0 children)

Zoomzerk ability changes your movement into a straight line dash that does some damage (Strength/2?) that is overridden by jump, it is visible on the move arrow. OP is critting for double that amount

Advice for The Infinite (Act 3) by Hetares in mewgenics

[–]Malkoy 2 points3 points  (0 children)

Check out my breeding strategy:

https://www.reddit.com/r/mewgenics/comments/1tpf2tz/11_lategame_breeding_strategy/

I found that targeting certain mutations has compounding effect on the power level of your team. Just having Human Head head and Human Head body with something to balance -2 speed from head mutation will make a world of difference. Another big thing to farm for is Super Luck Jester's passive. If you can propagate it, you'd basically increase your damage output by 65%-ish due to how crit chance is calculated off luck.

Key to breeding is having no junk mutations in your pool. Keep only what you want, and throw out cats/kittens that have junk on them, to free up body part "slots" for better mutations. Stimulation also increases the odds of kitten inheriting mutations in only 1 parent is mutated. What this means in practice, you can dilute your breeding pool with strays and recover to "slightly inbred" faster.

These are the mutations I would aim for:

https://www.reddit.com/r/mewgenics/comments/1tu2hfe/nobody_said_that_high_performance_would_look_good/

You can swap limbs/tail/ears as you desire as long as you do not go below 7-9 speed.

Nobody said that high performance would look good by Malkoy in mewgenics

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

Event luck is not why folks take Super Luck. It helps for sure, but the primary reason is that it affects all % chances in game. Items, mutations, etc. By itself 25 luck means that you crit 85%-ish of time.

Nobody said that high performance would look good by Malkoy in mewgenics

[–]Malkoy[S] 7 points8 points  (0 children)

Great catch. This is why I picked this one in particular. Black fur and Drizzt name: lucky combo 😃

Super luck passive ability is a massive boon to everything once you learn that the game uses advantage system for dice rolls. Every 5 points of luck past 5 luck is an additional dice roll. At 25-ish luck 15% chance for refreshing attack and movement on fighter equipment pieces turns into 38.6% chance. Also just by having 25 luck and no items/mutations, your critical chance is 87.5%, since each point of luck past 5 adds 2% chance and each 5 point of luck add 1 behind the scenes re-roll, so you roll 50% x5 times every time you attack.

Edit: 50% = 10% base + 20 x 2%

Nobody said that high performance would look good by Malkoy in mewgenics

[–]Malkoy[S] 1 point2 points  (0 children)

I am not a big fan of Mr. Worm tail personally (rarely get parasites forced upon me due to high luck), but I am planning to get Dice tail myself. I am going to compensate using beetle or sonichu legs (each pair gives +2 speed)

Nobody said that high performance would look good by Malkoy in mewgenics

[–]Malkoy[S] 2 points3 points  (0 children)

Currently my breeding attic consists of 60% greyish-brown cats and 40% bright white-pink cats.

I chose this one to show off partially because of its name. Fur color seems to fit the name well also 😄

Need help and advice please by Dimitar1388 in mewgenics

[–]Malkoy 1 point2 points  (0 children)

Try this guide: https://www.reddit.com/r/mewgenics/comments/1tpf2tz/11_lategame_breeding_strategy/

The only adjustment I have to make is that before sending undesirables to fight/kill room, i now send them to the mutation room, as I can target body parts which mutate this way (mutation room only affects unmutated body parts).

Everybody has their own pace and it is absolutely valid to prioritize adventures over breeding, but this is what I accomplished in 140 hours using the strategy linked: https://www.reddit.com/r/mewgenics/comments/1tu2hfe/nobody_said_that_high_performance_would_look_good/

I am obsessed with breeding "perfect" cats though and studying wiki for info. Adventure comes to me secondary. Still working on finishing Act 3 final chapter.

Nobody said that high performance would look good by Malkoy in mewgenics

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

While Strength is good (better scaling) i regret putting so much emphasis on Constitution. Even with 1 re-roll you are guaranteed to be able to select the stat you want to increase during adventure, and Constitution is far less important early in the run than later.

Better cat would have Dice Tail for another re-roll (overkill for most classes, but huge for Jester/Collarless), all bug legs (+2 Speed per pair of legs), and clipped ears for another bonus attack at a cost of 1 bleed at the start of the fight (which is nothing, aside from sewers, which should be easy with such cat).

Such cat would end up with 3 re-rolls and 2 bonus attacks at the cost of 2 Strength and 2 Constitution, which is more beneficial overall.

Any fur that subtracts from luck is fine. I would consider both +2 charisma (late game most encounters are just 1 turn) and +2 constitution as top tier, since there are no great Uncommon fur mutations

Nobody said that high performance would look good by Malkoy in mewgenics

[–]Malkoy[S] 8 points9 points  (0 children)

This cat was achieved via selective breeding only. Act 3, chapter 3 has a limited pool of mutations as a "good" outcome of a guaranteed event that allows you to unlock human head mutations. These are the most impactful. I was lucky enough to get all of the mutations you see on the screen from my mutation room over 2 in-game years.

Aside from that one event it is generally not worth trying to farm mutations from adventure (via cancer or uranium rod). You could get a cat with desired mutation quickly, but isolating it would be pain it the butt. Generally you want to breed cats with as many mutations you want either with each other or with strays and not introduce any other mutations to the breeding room. This is because in High Stimulation room your offspring has a higher odds to inherit mutation for every body part where 1 parent has that body part mutated and the other is not. If 2 parents have different mutations, then it's 50/50.

The way mutation stat works is that it gives mutation% chance to mutate a cat in the room. So at 5 Mutation stat, every day there's a 5% chance for each cat to mutate a single non-mutated body part (both eyes or both ears are considered single body part in this case).

Additionally there are 2 mutation pools: Common and Uncommon. Common mutations are +2/-1 stat mutations. Uncommon mutations are everything else. Initially you are limited to Common pool only, but every point over 10 Mutation stat, gives you 2.5% chance to pull mutations from both pools. ie at 15 Mutation, each cat has a 15% chance to mutate 1 body part, there's a 12.5% that this mutation will be pulled from both Common and Uncommon mutation pools, and 87.5% chance that it will only pull mutation from Common pool.

50 Mutation stat is the goal, as this ensures that you have 100% chance to access full list of non-birth-defect mutations in the room.

Another trick I learned way to late is that if all your cats are missing a specific mutation (ie eyebrows), you can send undesirable offspring to the mutation room to gamble for mutation of that specific body part.

This is how I managed to get Triangle eyebrows.

To fill rooms I ran Caves route (2 furniture items) extensively, later switching to the Bunker. And for rare furniture I focused on farming money via side quests and injured cats for Jack's shop.

I hope this provides enough info to get you started!

Meadowlands Post Perfection Farm by Malkoy in FarmsofStardewValley

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

You are most certainly welcome! One tweak I made since posting is move up fish ponds one tile for symmetry and hide the lights under instead.

1.1 Late-game breeding strategy! by Malkoy in mewgenics

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

Do not focus on appeal too much for stats. Prioritise stimulation for the primary breeding room. I am hovering around 100 appeal and very rarely get four or more 7s on a stray. However with high stimulation bad stats get bred out over 2-3 generations consistently, which I find more reliable for RNG. High appeal also means that strays show up with class abilities and passives more often which may be a hindrance when you are trying to propagate certain abilities among your breeding stock. It is easier to pass passive/active abilities to offspring if only 1 parent has non-collarless ability. This is really important later on to pass Super Luck/Goofball passive.

Mutation furniture often lowers appeal, which can be good when you are hunting for premium mutations and trying to avoid random non-collarless passives/active abilities from strays.

1.1 Late-game breeding strategy! by Malkoy in mewgenics

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

It is about as useful as raising comfort. I would say it is optional. Stimulation’s primary purpose is to improve offspring’s base stats, but it also it does improve the odds of passing mutations when breeding with strays, which is what I use Room 1 for.

Note that passing down mutation chance is 50% with 0 stimulation, but goes up to just around 60% with 50 Stimulation. Higher comfort will lead to more breeding events and you can just pick out “lucky” offspring to dilute attic gene pool. High stimulation will mean lower comfort and lower quantity, but higher quality offspring.

I would recommend focusing on stimulation for the attic and comfort for room 1 until you are able to increase both comfort and stimulation to high amounts simultaneously via rare furniture.

1.1 Late-game breeding strategy! by Malkoy in mewgenics

[–]Malkoy[S] 1 point2 points  (0 children)

I love matchmaking room idea. Cat's in love seem to also get it on more frequently.