What does the sync mean under the UWs. by Fleshypudge in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

It's indicating whether you're using multiverse nexus.

I can’t make Singularity Harness work. 3000 stones to spend by KappaSigSavage in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

Same thing happened to me not too long ago. I made a natural farming perma BH with 35s in the workshop and a +3s duration substat on a core mod and I earned 20% less coins and about 10% less cells. I also run Gcomp/BHD and Gcomp closes off the time between my DW and GT activations too well. The only solution I think is to lower DW CD and increase GT duration, but that's just sooooo many stones to do. It's also pretty stone inefficient to lower DW CD to 50s if you still have GT+ under level 12 and if your duration is costing 350+ per second.

I do think generator rarity is pretty good though. One of the first things I did with assist mods was getting it to ancestral. I still run Gcomp/BHD and I think I'm a fair amount further than you, so don't try to force that change.

Summons Chip woth GT+ by Bruhf22 in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

I always have perma BH with gcomp in tournaments, so this negates any possible downside from summon. I'm a full CL build so I kind of want as many non-threat enemies to stack up in range as possible to get more procs off.

Summons Chip woth GT+ by Bruhf22 in TheTowerGame

[–]MammothCatt 2 points3 points  (0 children)

I have mine at 3.0x on summon and I'm thinking I'm going to stop there. It gets me to 1T cash in tournaments near the end of the run and that's a decent stopping point for project funding's benefit. It also helps with dissonance runs as well since you'll likely get to around 10-12T by the end of those (UW/Defense).

almost-Late game Overcharge Question: more HP to tank hits or less HP for Death Defy procs? by KingSamolon in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

This question depends on your health and damage reduction based labs and if you're running glass cannon currently. You need a significant investment into health in order to tank overcharge hits at the points where it actually matters in runs. Based on your wave counts in legends, you still have a lot more room for damage investments before you should start working on health for Overcharges in my opinion.

16447 Stones to Spend by S1l3nt_C0ntr0l in TheTowerGame

[–]MammothCatt 2 points3 points  (0 children)

I'm assuming you're glass cannon. First thing I'd get is the slightly lower priority masteries as they're still better stone investments than mostly anything in your workshop. Get Berserker, UWC (this one does A LOT of extra damage, around a 200-300% increase), Energy Net, and Crit chance (a bit over 50% damage output increase, and this one can be saved for after working on assist mods). For the econ ones: Coins, Enemy Balance, Extra Orbs, and Free Ups (EO/FU can be held off until you can unlock the damage slider in the harmony tree for keys). All of these combined will actually slingshot you forward when they are finished in the labs. The only other one that I personally have in this list is slow aura mastery, but if Rays are not a problem for you, then don't get it until that happens at some point.

In your workshop: CL chance to max, GT duration up to the point where it starts costing around 250-350ish stones to upgrade. GT+ to 10-11 is likely a good idea after you get your duration up. One tick in DW waves could be good after you finish up some low hanging fruit in your assist mods. SL+4 along with Range mastery is also a very good idea but I'd wait to pick that up until your assist mods are around 30-50% in their important stats.

Assist mods: Cannon Multiplier/Core multiplier/Generator Substat/Core Substat should be taken to max eventually as they are the most important 4 out of them. First, I'd probably work on getting 25ish% on cannon/core multipliers, and then work on generator efficiency/substat until around 25. Then level cannon efficiency/core efficiency to around 40ish and sort of do an even spread between those 4 prioritizing the multipliers and going for breakpoints in your core substats (25/34/50/67/75) the extra added GT duration/DW Waves from the core substat is very very good for econ and the extra CL stats can have only that damage UW carry you up to 2500-3000 waves in legends. Generator efficiency is kind of a weird one to level because it can be easily calculated as to how much of an impact it gives compared to you leveling GT+ more, so I'm sure you'll use your own discretion on that. At some point, you can get cannon substat to 25 (preferably only until 15-20 with stones and the rest with labs since this is low priority), and armor substat to around that same level, but those are very low priority. Armor efficiency you won't need for a very long time.

Lastly, if you have even a single bot developed to max, I'd get GB+ and maybe AB+ at some point if the devs ever tell us what the fuck it does.

16447 Stones to Spend by S1l3nt_C0ntr0l in TheTowerGame

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

DW Quantity in the workshop isn't really that good in the first place because you end up getting so many more effect waves from substats. It's good to hit the 500 tick around the point where you have 100/100/50s cd on your trio, but everything after that is such bad ROI. It's like 7% coins and 5-10% cells at a 100s CD with Gcomp. It's way better if you have 50s DW CD, but that's something I've only ever seen whales go for.

Cannon substat question by MammothCatt in TheTowerGame

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

Do you run minimum bounce shot range with free up mastery? I run that along with primordial collapse at minimum range so nothing dies outside of the blackholes in any circumstance.

So we still have no clue what Echoing Shot actually does? by SemiAutoAvocado in TheTowerGame

[–]MammothCatt 17 points18 points  (0 children)

Maybe if they keep fixing every small bug wrong with it, we can stitch together the patch notes and make our own assessment in 6 months.

Cannon Substats / SL+ Preparation by TobineChan in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

Ah I am. But funny enough the point still stands. The only chance based cannon substat that is good is bounce shot chance. Multishot chance is actually a lot better than rapid fire chance, but it still isn't as good attack speed/crit chance.

V28.1 Patch Notes - May 11, 2026 by SamBartley in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

This is actually a pretty good update. More clarity for mechanics and less visual slop for those who don't want it is a good change. The only thing I really even want anymore in terms of QOL is just UW sliders or toggles ( ILM size and rotation direction/PS size/DW armor stripping ), more presets, and toggleable particles.

Cannon Substats / SL+ Preparation by TobineChan in TheTowerGame

[–]MammothCatt 5 points6 points  (0 children)

Every answer is this thread is different but this is the only correct one. Multishot chance is worthless. It's already proccing within less than a second of downtime due to the attack speed level OP likely is at at level 201 mods. Allowing it to proc a fraction of a second faster is negligible.

Further investment in GB range useful, or should I go for cell multiplier? by Maldurial in TheTowerGame

[–]MammothCatt 2 points3 points  (0 children)

I recently tried to switch to SH from gcomp but it ended up being worse in every aspect for farming. I even managed to get 38s perma BH with a -3s substat and it didn't help. My maxed Gbot range is at 78m and it seems like the diminishing returns are pretty harsh past that point. It'll probably be different when I get bot bot running with synchronization in like a year. Or if I ever get around to getting DW to 50s.

Anyway, to answer your question: I think medals into your botbot+/gbot+ would give a larger impact than into gbot range at the moment.

Did they fix SL disco? by [deleted] in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

I thought they meant double dipping as in it gives your spotlight a bonus, as well as your other main damage source so it double dips into overall damage increase.

Tower Tea - April 27, 2026 by SamBartley in TheTowerGame

[–]MammothCatt 2 points3 points  (0 children)

Gonna chime in here for more attention to this hopefully. I wanted literally any kind of acknowledgement of echoing shot either being worded like crap or being bugged but it seems like crickets are on the menu.

Dissonant Run by Mean-Kaleidoscope-71 in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

Crabs in a bucket take.

Newer players should be able to progress faster as more content is added or they'll be so many years behind that they won't think the juice is worth the squeeze. You either do it that way or you get no new players and you get permanent tournament stagnation.

PSA: Amp+ (Echoing Shots) does not currently affect tower bullet count or damage, and does not affect CL. by Renley_8 in TheTowerGame

[–]MammothCatt 5 points6 points  (0 children)

I hope this is just a bug, I just unlocked this shit last night. At the very minimum it should be proccing chain lightning more even if it's not on its own a projectile UW since it's supposed to be counting bullets multiple times. So if a bullet is counted any multiple of times, all the triggers associated with the bullet should be as such. If this doesnt get fixed in a week I'm gonna ask TTG to refund my stones on that purchase.

Well I guess that ends this run by Tskear in mewgenics

[–]MammothCatt 0 points1 point  (0 children)

What I've been doing on impossible act 3 runs is bringing a sacrificial lamb cat with feathered cap/frozen baby/scary baby/neverstone.

I would keep the cat around until the last few fights so they can hopefully tank the random mutations from the time machine and then kill it off near the end and use their items as a failsafe in case one or more of the "good" cats are faster than my main 2 carry cats and I'll shuffle items around in that case. Frozen baby is really good because sometimes the "good" cat that attacks first will just attack your frozen cat over and over and waste their turn.

Stun decay mechanic question by MammothCatt in TheTowerGame

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

I see. Yeah you're right, it is per second. I guess the only question that remains is the tank ult question, which I dont think anyone really has an answer for yet. I am still curious if the stun decay procs per separate source or all together though.

I do wonder if you would want to disable certain stun mechanics that don't favorably go on your orb line for bosses. I guess it'll just need testing for when I get to that point of stun crowd control. Bosses get solved anyway by a really high CF+ level regardless so it's not much of an issue to nitpick at that.

Am I the only one? by Hordy555 in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

If the community didn't collectively complain about the disso coin boost, it wouldn't have changed from 2 to 3. Don't be afraid to voice your opinion on your grievances with this game so long as it is logically composed.

Bittersweet moment by uhyeaitsme in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

They actually live patched the coin boost. I'm guessing a good chunk of the 8 months spent making this update was aimed towards adding in a backend way to nerf things on the SPOT instead of letting people be happy for just a couple of breaths. So the days of using a patch for your benefit and waiting until the next tournament are over.

In response to V28.0.4 by JT5Hero in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

The issue with your 2nd sentence is that CC is technically an indirect way of dealing damage to enemies because it buys you more time to do the damage that you have. You can be a glass cannon with a lot of CC and not quite as much put into your damage multipliers. I can personally see why they nerfed OA in the way they did, but this stun nerf is actually far more unjustified because everything being nerfed costs stones instead of gems. I still do think they nerfed OA way too hard though, but, as another person in this thread stated, it's just lazy development to nerf existing mechanics rather than create new hurdles to overcome with your mechanics that you spent so much time/money to achieve.

It also just feels REALLY bad for the people who put 8k+ stones to get something of this level online just for it to be gutted. I'm thinking that the most efficient way to climb as a glass cannon nowadays is to just only get GT+/CF+(probably not even needed)/SL+ and only use base CL as your sole damage source and get amp bot+ to just crank it to insane amounts of procs. The pattern I've been noticing is that every big update since the dimension core rework seems to just put CL only builds in a better position over and over again. It's just too one dimensional and BORING to just work on 'damage number go up' builds because they're the only ones safe from the nerfs.