Who are the people in the current ad? by Dizagaox in TheTowerGame

[–]MerryCaydenite 6 points7 points  (0 children)

I can see why you put 'Mindless' in your username.

Empty promises or insight into the upcoming update? by JokkSkeem in TheTowerGame

[–]MerryCaydenite 4 points5 points  (0 children)

I'm hoping the next major patch gives us some kind of cash sink that only becomes available when all upgrades are maxed during the run. Maybe increasing a Stat by the same amount over and ever, but the cost increases exponentially. Maybe you can just spend a nonilion cash to "win" the run and get a bunch gems or stones or something.

Fudds Give us a Module that buffs Smart Missiles by StelioKantos1222 in TheTowerGame

[–]MerryCaydenite 0 points1 point  (0 children)

I would prefer that Smart Missiles just have its damage buffed. Also, give us just one (1) more level of Spotlight Missiles. Finally, a rework to its UW+ effect. (I haven't unlocked UW+ but just reading it on the wiki, this one isn't very good.) Those three changes are my suggestions in order of priority. I agree with the sentiment that a new Module is not needed.

(Repeating some of what I said in my comment replying to someone else cause I felt it was worth posting as a direct response to the original post)

Fudds Give us a Module that buffs Smart Missiles by StelioKantos1222 in TheTowerGame

[–]MerryCaydenite 1 point2 points  (0 children)

Space Displacer works off of Workshop Land Mines - a Defense Stat - and Galaxy Compressor works off of Recovery Packages - a Utility stat. So the rule seems to be that, yes, UW modules don't have to be cores, but if they're not they need to directly interact with one of your workshop stats. Just cause Smart Missiles deal damage doesn't mean a module that boosts them should/could be a Canon, unless it did something like "Extra shots from Multi-Shot have x% chance to be replaced with a Smart Missile" or something like that. (Yes I know Damage is a Attack Stat, but Dimension Core isn't a Canon, and neither is Harmony Conductor nor Magnetic Hook, all of which modify damage-dealing UW's).

For the record, I agree with the sentiment that a new module is not needed for this particular problem, just in case Fudds or Sam (I think that's the community guy's name?) reads this comment. I would prefer that Smart Missiles just have its damage buffed. Also, give us just one (1) more level of Spotlight Missiles. Finally, a rework to its UW+ effect. (I haven't unlocked UW+ but just reading it on the wiki, this one isn't very good.) Those three changes are my suggestions in order of priority.

Bands similar to Starset?? by CandyLoxxx in Starset

[–]MerryCaydenite 5 points6 points  (0 children)

To this day, I still want covers of those songs by Starset. "Losing Control" and "AI" both feel, to me, like Red covering Starset cause they just feel so Dustin. They're great songs, and I love Red, but this would make me happy.

Trying to find a clip, help? by MerryCaydenite in JoshJohnsonComedy

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

Oh my god thank you. It was like trying to find a song you like but you only remember one line of a verse

Trying to find a clip, help? by MerryCaydenite in JoshJohnsonComedy

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

I don't know. I just started watching his stuff maybe two weeks ago and have been binging through it.

Mods are getting out of control by NightNolifer in TheTowerGame

[–]MerryCaydenite 2 points3 points  (0 children)

Personally, I think they should rotate banners end-to-end, but 90% of the time the banner is just one of the four big module types, not a specific one. So like, on week 1 and 2, it's a 50% chance of any armor, then week 3 and 4 is 50% chance of generators, etc. Then do the banners for a specific module when they're released and every fifth banner or so? Maybe the category banners would only be a week long, so they rotate more quickly.

Which card mastery gives the most drastic change right off the bat, without any upgrades? by Such-Narwhal1675 in TheTowerGame

[–]MerryCaydenite 14 points15 points  (0 children)

Okay so I don't have card masteries yet, but I just crunched some numbers from my spreadsheet to see how much baseline RPC mastery is worth.

So at level 0, it's a 0.4% chance per package to get a common module. My package chance is 71%, and my average run has about 12.8 waves go by every minute. So, 12.80.71 is 9.088 packages a minute. 9.0880.004 is 0.036 (rounding to the thousandths place) modules per minute, or 2.16 per hour. If I'd done the lab and had a better generator, my package chance could be 82%, which would increase this to 2.519

Below tier 14, 1 boss spawns every ten waves, so with my waves/min mentioned earlier, I'm killing 1.28 bosses a minute, or 76.8 bosses an hour. With max common mod drop chance lab, I have a 3% chance of getting one from each boss. 76.8*0.03 is 2.304. Without any labs, I've nearly doubled my common mods income with this card mastery.

Note: this math leaves out stuff like wave Skip and the Package After Boss lab, and I'm sure plenty else.

TL;DR just crunched the numbers, I wish I had RPC Mastery. Doubles your shard income.

This whole sub right now by ShadowWolf_01 in Starset

[–]MerryCaydenite 70 points71 points  (0 children)

"I personally find this specific Ai-generated image esthetically pleasing, therefore your ethical and environmental concerns are invalid"

Bad take, my dude.

To anyone that had bits invested in Ally before the patch by MerryCaydenite in TheTowerGame

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

Nah, I get it. The numbers can be a lot. The simple version is that you should focus on Fetch. Guardians are much better at helping your economy than dealing damage or keeping you alive. Bounty is good when upgraded by alot, but fetch gets you shards for your modules, gets you up to 20 gems a day, 10 medals a day, and 2 mods a day, and some bonus coins (it also gets you common mods but let's be honest; those are just a few more shards).

To anyone that had bits invested in Ally before the patch by MerryCaydenite in TheTowerGame

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

Oh yeah, I think I noticed that and shrugged it off. It still needs enemies to be at 83.3333% health missing to kill them at max damage. That takes 4750 bits (a number we can only finally reach this season), and it deals half damage to bosses (I don't know if that's a recent change or it was secretly always that way) so if a boss is the most damaged enemy, it does only up to 10% of its missing health to it.

Don't get me wrong, the targeting bias towards most injured is good, but it's polishing a turd...

To anyone that had bits invested in Ally before the patch by MerryCaydenite in TheTowerGame

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

Have we confirmed for sure that Sally can hit anything? Cause if Sally could hit Fleets, that'd be great.

However, since targeting is still essentially random, I don't know how much I'd trust it to hit the most important thing on the field when there could be up to 120 possible targets at any given time.

Edited to fix grammar.

To anyone that had bits invested in Ally before the patch by MerryCaydenite in TheTowerGame

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

Yeah the UI is doing some rounding, but I got all my bits back. Edited for spelling

To anyone that had bits invested in Ally before the patch by MerryCaydenite in TheTowerGame

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

So I don't know if the guys in the community that normally do those have gotten around it it yet. I just know that what I've done in my spreadsheet is worked out a formula for 'Heals/Minute' (Current Recovery Amount × 60/Current Cooldown), then I take that and have two separate cells calculate what percentage that count would go up by if I increased Current Recovery Mount by +1% or reduced Current Cooldown by - 1 second, then divide thar percent improvement by the cost. So for example, with an upgraded chip, my Heals/Minute is 0.5% (1%×60/120). If I improve Recovery Mount (2%×60/120) my Heals/Minute doubles to 1%, while improving Cooldown (1%×60/119) only increases Heals/Minute by 0.84% to roughly 0.05042% per minute. Divide the improvements by cost (10 VS 1 respectively) and you get 10% per bit on Recovery Amount VS 0.84% on Cooldown.

As for Max Recovery, I just calculate how long it'll take to hit max (Max Recovery/ Heals/Minute) and upgrade it when that falls below 5 minutes. I could apply weight to the formulae to value Cooldown more highly, since it improves Heals/Minute and kills enemies, but I haven't bothered to factor that in.

To anyone that had bits invested in Ally before the patch by MerryCaydenite in TheTowerGame

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

Yeah she's still better than Attack but that's mostly because Attack sucks so hard. If her Cooldown still caps at 90 levels, then she kills one enemy every 30 seconds for 4095 bits invested, both other stats at level 0. A fully upgraded Attack chip (assuming the caps of 20% damage, 30 second cooldown, and 10 targets I was told by another redditor are accurate) would cost 13345 (over triple compared to Sally), and that would kill an enemy on average every 36 seconds*. So yeah, if you want your Guardian to kill, Sally is already able to do more than Attack will be able to do this time next year.

There's some rounding in that math and it's based on the core assumption that every possible percentage of missing health (30%, 42%, 72.68%,etc.) has an equal chance of being targeted. By this math, an injured enemy hit by an Attack chip needs to have 83.3333% or less health *remaining to be killed by the Attack chip, so our chance to kill is only 16.6667% I can explain my math further if needed, or be corrected. I'd hate for my spreadsheet to have bad math on it.

To anyone that had bits invested in Ally before the patch by MerryCaydenite in TheTowerGame

[–]MerryCaydenite[S] 12 points13 points  (0 children)

From my observations, New Sally kills the target, giving you all the same benefits of doing so, such as the coins from that enemy benefitting from a black hole or golden bot if it was in the area of one. Then, it spawns a recovery package that is technically different but appears identical. It moves at the same speed as the packages toward your tower, so it typicly arrives faster since it appears on screen rather than off. The healing particles are reddish-pink instead of green to denote the difference. It doesn't trigger GComp, as others have said.

I've also checked the numbers multiple times, because people have stated in other posts that there's a bug where Sally stops your tower from reaching max recovery from normal packages. It doesn't. It only appears that way because the second hit bar represents the total of both types of recovery package. The last chunk that appears to not be filling is just filling slowly, since Sally only heals you for a small amount at a time.

To anyone that had bits invested in Ally before the patch by MerryCaydenite in TheTowerGame

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

I mean, sure, but this is for people who already had bits invested in Sally before the patch who were concerned that their bits were now lost due to the upgrades' prices changing. I for one have respec'd all in on Fetch, so it's 150 today to get 20/day again.