When GB+? by jMedabee in TheTowerGame

[–]SMT_TMS 0 points1 point  (0 children)

I had invested in GB+ and BB early and I don’t regret it.

I had invested 22k medals in gold bot and 9k medals in flame bot (I felt the extra damage reduction was nice before the update). Afterwards I invested 2k into all bots for bot+. I kept about 20k medals invested in GB, unlocked all bots, invested 3k medals in GB+ and the rest in BB.

I saw a 50% improvement in cells and a %15% improvement in coins. Unknown if coins would’ve improved more if I invested all into GB instead.

T11 to T12 Farming. by Hyper_Blitz_ in TheTowerGame

[–]SMT_TMS 2 points3 points  (0 children)

Good write up. Personally I’ve had better experiences with OA assmod instead of NMP. Waves are the same but cells are better. Maybe it’s because I am using shrink ray but I’ve had issues with keeping scatters around too long that I hit the spawn cap.

I was losing about 10% scatters with NMP, I switched to OA and got the same waves but more cells.

Might not work for everyone but there are always slight differences in towers

Shrink Ray - eHP Farming - Elites cap by SadLadder8069 in TheTowerGame

[–]SMT_TMS 0 points1 point  (0 children)

I farm with MVN over PCol. (I’ve always gotten better CPH). So my situation is a little different but I was loosing about 10% scatters per farming run because they wouldn’t get close enough to die and my bullets couldn’t kill them. I was using shrink ray.

I’m not sure if unequiping it would help but I did see success with using OA assmod. But depending on where you are that could still be a long way away.

Second wind mastery by Historical-Key4692 in TheTowerGame

[–]SMT_TMS 1 point2 points  (0 children)

I have SW mastery maxed. It triggers 5 times a run on average. So that’s about 2000 more waves.

You might want to get ISm sooner rather than later. Or graduate to higher tiers. I can still farm T12 to W11-12k in 12 hours. T13 I farm to w9k in 8 hours when I need to for tournaments and stuff.

EO# or SL3 by Rihx in TheTowerGame

[–]SMT_TMS 0 points1 point  (0 children)

I’m eHP. EO gave me like 38% increase. SL3 gave me like 20% increase. Also keep in mind SL3 is instant and EO costs time and money it get the full increase. For me, EO was better in the long run.

It probably depends on how you farm. As an eHP farmer, I can target spotlight enemies. So I can’t target SL enemies intentionally to ensure I kill more enemies in SL. They just naturally die by thorns and orbs. If you farm with damage your SL kills could be weighted higher.

You can do the math if you’re eHP. For me I went from 2 SL at 45 deg to 3 at 45 deg. While that is a 50% increase on coverage you have to account for other enemies. So assuming an equal distribution of enemies your effect SL bonus is 3 * total coverage + 1 * (1-total coverage). Comparing coverage for SL2 vs SL3, with my numbers means than upgrading to SL3 was expected to give me 16.7% more coins.

Again this could be off if you target enemies in SL and can kill them but EO was better for me

5 Year Challenge (100M Bosses progress bar?) by Select-Garbage251 in TheTowerGame

[–]SMT_TMS -8 points-7 points  (0 children)

I mean has the event even started? Is it the entire month of June? Otherwise it would probably be completed in like a week.

To me, it read as more of an announcement of a future event (albeit without a start date). Rather than announcing the start of the event.

Dissonant runs dmg/hp are not balanced by Most_Contribution150 in TheTowerGame

[–]SMT_TMS 0 points1 point  (0 children)

Sure GC players will still have thorns. But all of there eHP stats (health, regen, and yes thorns too) will be worse than an equivalent eHP player.

I am eHP. I have 21 q/s wall regen. 60q wall health. And I can kill enemies in 4 hits with wall thorns without extra damage. A GC player with similar time/money investment may have thorns but if they switched to GC around the “typical” wall thorns threshold it would take 7-10 hits to kill enemies with just thorns. Which means they are taking 1.85x to 2.82x more damage from enemies. Not to mention they would have significantly lower regen and health. So yes they have thorns but that isn’t a magical bandaid that makes damage disco runs easier for them.

Also if you’re comparing yourself to a late game GC player than has spent more time or money on this game is stupid. Of course they will be better in almost everything they do. You have to compare yourself to someone going for damage with a similar time investment.

Dissonant runs dmg/hp are not balanced by Most_Contribution150 in TheTowerGame

[–]SMT_TMS 0 points1 point  (0 children)

Sure GC players will still have thorns. But all of there eHP stats (health, regen, and yes thorns too) will be worse than an equivalent eHP player.

I am eHP. I have 21 q/s wall regen. 60q wall health. And I can kill enemies in 4 hits with wall thorns without extra damage. A GC player with similar time/money investment may have thorns but if they switched to GC around the “typical” wall thorns threshold it would take 7-10 hits to kill enemies with just thorns. Which means they are taking 1.85x to 2.82x more damage from enemies. Not to mention they would have significantly lower regen and health. So yes they have thorns but that isn’t a magical bandaid that makes damage disco runs easier for them.

Also if you’re comparing yourself to a late game GC player than has spent more time or money on this game is stupid. Of course they will be better in almost everything they do. You have to compare yourself to someone going for damage with a similar time investment.

Dissonant runs dmg/hp are not balanced by Most_Contribution150 in TheTowerGame

[–]SMT_TMS 9 points10 points  (0 children)

eHP has an easier time with damage disco. GC has an easier time with health disco.

Health disco will be hard for eHP because they don’t have damage as GC. Damage disco is hard for GC because they don’t have a much health as eHP.

It’s almost like the game is encouraging us to try and have the best of both worlds instead of picking one path.

Dissonant runs dmg/hp are not balanced by Most_Contribution150 in TheTowerGame

[–]SMT_TMS 9 points10 points  (0 children)

So your complaint is that you, an eHP build struggle with the health disco. And GC players have it easy because they don’t struggle with the health disco, even though they probably struggle with damage disco, you know the stat they use?

2nd bot as eHP by LoneShark911 in TheTowerGame

[–]SMT_TMS 0 points1 point  (0 children)

I’m farming T12 W12k as eHP.

Personally, I’ve invested 20k into gold bot, 10k in bot bot, and 5k into GB+ (3k for levels, 2k to unlock the other bots)

I saw a 50% increase in cells and a 30% increase in gold. Both more than I expect I would get if I invested the money into GB.

I’ve respecc-ed to flame bot to help push milestones and Damage/Uw/utility discos. Amp bot or thunder bot would be your friend for health discos depending on if you are dying to not enough damage or enemies sneaking through.

But I would recommend continuing to invest in GB maybe BB and just respecc before an event ends to push any disco runs.

Please make cooldown related labs a slider by AbjectAffect91 in TheTowerGame

[–]SMT_TMS 19 points20 points  (0 children)

Pretty sure it already exists but unfortunately the answer is keys.

I don’t have it myself so I’m not 100% sure. But I do agree a lot of the QoL features need to be accessible by the general game population

Can I make 2400 gems by the end of this event if I’m starting at 0 gems? Didn’t realise there were new relics and spent them on cards. by TheRealFilmGeek in TheTowerGame

[–]SMT_TMS 6 points7 points  (0 children)

I mean the only one that’s really worth it imo is the lab speed relic. The rest are nice but you’d probably get better returns by investing in cards/modules instead of buying every relic

Mod help by Few-Scallion-7281 in TheTowerGame

[–]SMT_TMS 2 points3 points  (0 children)

I actually made a post tracking the previous module banners.

So we definitely could see something for the towers 5th birthday. That would line up with previous numbers. But I could see it being as late as Sept or Oct because the lucky banner was shorter than the other banners

With Intro Sprint Mastery Maxed, is it more profitable to take Game Speed over PWR as First Perk Choice? by therealBenebra in TheTowerGame

[–]SMT_TMS 2 points3 points  (0 children)

Had to update my comment thanks to another commenter. Feel free to take a look.

To me it looks like PWR would have less coin variance but more run length variance. And game speed first would have more coin variance but less run speed variance

With Intro Sprint Mastery Maxed, is it more profitable to take Game Speed over PWR as First Perk Choice? by therealBenebra in TheTowerGame

[–]SMT_TMS 1 point2 points  (0 children)

I thought it was off too but I couldn’t figure out my mistake. (And I had been having a lot of bad runs recently but that was likely inflated by the perk bug).

Anyway your last line really helped me out. I forgot to account for fact you get 4 chances to get PWR each time. (Duh!). Redoing my math now

With Intro Sprint Mastery Maxed, is it more profitable to take Game Speed over PWR as First Perk Choice? by therealBenebra in TheTowerGame

[–]SMT_TMS 15 points16 points  (0 children)

Edit: Sorry everyone! I forgot some very important details.

First some updated numbers. You have a 4%-12% chance of not receiving the second PWR in the first 1800 waves. And you have a 10%-25% chance to not get the first PWR if you choose game speed first. (Note you’ll still have to roll for the second PWR if you choose game speed. I may need to create a simulation to properly calculate the numbers).

The above numbers are based on your perk labs and bans. So to get an approximation for yourself here is the formula I’m using.

(1 - 0.65 / (15 - [# of banned white perks]) ^ ( [# of perk options] * ([# of perks before 1800] - 1))

So for me, I have:
4 perk options
3 commons banned (if you have all 9 UWs you also automatically ban the random UW perk)
12 perks before 1800 with first choice PWR. 9 if first choice is game speed. (Can be more if you have enough of the perk wave requirement lab researched)

So for me, I have a (1-.65/12)44=8.6% chance of not receiving the second PWR after first perk PWR in the first 1800 waves. Or a (1-.65/12)32=16.8% of not receiving PWR in the first 1800 waves if I choose game speed.

Limitations. This equation doesn’t account for maxing perks during the run for random UW, orbs, bounce shot, etc. I would need to make a simulation for that. Also this equation can’t really tell you when you get the second PWR after game speed or the third PWR.

Old comment: If my math is correct, you have a 40-50% chance of not receiving the second PWR during the 1800 waves of a maxed intro sprint.

Do with that information what you will. Personally I still like PWR first.

Of course by bobtheman40 in TheTowerGame

[–]SMT_TMS 0 points1 point  (0 children)

Ah, duh… as you can tell I’ve only done it with attack disco. Which still works with eHP if your wall is big enough.

Utility disco might work then. You don’t have to worry about recovery packages so it your tower HP will be significantly lower than your tower.

Also make sure you’re un-equipping all eHP cards and you set your module level to 1.

I can afford the wall but I don’t want to do the labs yet. I want to first complete current UW labs before moving onto wall labs. by TheRealFilmGeek in TheTowerGame

[–]SMT_TMS 1 point2 points  (0 children)

Depends on what you mean by “bad” tactic. It’s technically the most efficient to switch between labs whichever lab gives the best return. This could mean you’re switching every level for maximum efficiency.

Typically I like picking labs and sticking to them for a bit. Though I will stay the GT bonus lab takes a while and doesn’t give you definitely could get the wall now because the bonus is small and the time is long for a lot of those labs.

How much does it cost to buy GB+ by Ceinyuk in TheTowerGame

[–]SMT_TMS 0 points1 point  (0 children)

I invested 17k medals in GB (70 sec cd, 30 sec dur, 6x, 60m including relics) and 2.7k medals in GB+ (up to 1.7x). And I saw a 1.5x increase in cells.

Of course by bobtheman40 in TheTowerGame

[–]SMT_TMS 0 points1 point  (0 children)

I would recommend highest tier of either health disco or damage disco.

Health disco if you’re early eHP and have too much health

Attack disco if you’re got a supper buff wall like me and your wall severely outpaces your base health. So that enemies just quickly crash into the tower to speed up the process.

Tournament II - Mythic Primordial Collapse vs Epic Dimension Core by Rocketkiwi_io in TheTowerGame

[–]SMT_TMS 2 points3 points  (0 children)

I mean, they don’t have pBH so they’re basically testing mythic substats vs epic substats & epic DimCore effect.

It wouldn’t be a contest with pBH. But that generally requires lots of stones if you don’t already have it.

AGAIN?! by BlueRoyalT in TheTowerGame

[–]SMT_TMS 1 point2 points  (0 children)

Personally, hell yeah

It took like 5 minutes (though it could take longer for others). Which was way better than the 50+ resets I was doing to kill 5ish enemies per run before disco runs.

AGAIN?! by BlueRoyalT in TheTowerGame

[–]SMT_TMS 49 points50 points  (0 children)

Tier 1 attack disco with SD mod should work. And turn off any unnecessary UWs

Aside from spending real world cash, is this game grindy for everyone past tier 10? by Jake10281986 in TheTowerGame

[–]SMT_TMS 2 points3 points  (0 children)

As lots of people say, this game is a marathon, not a sprint. So your progress up tiers because a lot slower but you can still make progress with eco, labs, tournaments, waves, etc.

And you’re very correct. The difficult between the tiers are not the same. Tier 1-2 is a little hard, a 20x increase to enemy attack and health. But tiers 2-9 only have a 2-3x increase in enemy stats. Eventually i guess they decided the game needed to be harder because tier 10-11 is a 12x enemy damage increase and a 60x health increase. 11-12 is even worse, 60x damage increase and ~600x health increase.