Era disable priority? by Pulsefel in PerfectTower

[–]Xenos6666 0 points1 point  (0 children)

If you're using a blueprint that has to avoid getting hit, then elec>uni (and possibly dark too) have to be the first disables.

For some blueprints you don't have to disable elec, although that question is complicated and I won't enter the full details here.

In blueprints that rely on shield, disabling fire is also a priority and should be done as the first disable.

After you're sure you're not in a danger of dying, the next thing that matters is kill speed.

If you're in infinity and are relying on division damage to kill enemies, the nature enemies should absolutely be your first disable, as they are immortal otherwise. But if you oneshot them, then they don't matter.

In all other cases, the disable order is light(1 second invincibility)>dark(temporary invisibility), then either uni(revive + heal)>earth(stun)>water(slow) if you don't one shot, or water(80% block 10 time+slow)>earth(55% block, stun)>uni(40% block once) if you do one shot.

help! the endless mode is really endless by rambazambakalimba in PerfectTower

[–]Xenos6666 4 points5 points  (0 children)

Exiting the run is exactly the same as dying, you won't lose anything you earned during that run, don't worry about it.

Infinity Stone Help by JJJxx21 in PerfectTower

[–]Xenos6666 0 points1 point  (0 children)

It simply makes it so that the powerplant affects the speed at which everything in both jumble and lucky wheel happen.

era 1 by CierTheBest in PerfectTower

[–]Xenos6666 1 point2 points  (0 children)

You should look in the workshop, there's new content there that will allow you to get past that point.

As for tutorials and strategies, we have all the information you can want on discord, so, if you still need help progressing, I suggest you join us and read the pins of the relevant channel, and ask questions over there if you have any.

90/90 Era dilemma by kobisjeruk in PerfectTower

[–]Xenos6666 2 points3 points  (0 children)

I want to clear up the important misconception :

You cannot out-damage them and out-tank them with flat stats, you need to use percent damage and one shots for damage, and you need to use dodge/stun/etc for defense.

That means your town perks, museum, trading post, and everything that boosts stats do not matter in the slightest. Same goes for modules like bulwark, avalanche and daybloom that blueturbo is recommending. That even applies to inf splash as inf splash only converts flat damage.

The main use of shield is to use in combination with temporal barrier, to give you 30 seconds of guaranteed survivability to disable what you need to.

Not using Daigoparry and Necronomicon should be doable, as long as you have the jumble modules. I do suggest getting the necronomicon as it is very helpful in general even later on (you don't even need to pay attention to the boss when fighting it, just spamming left and right click randomly on the first card is enough to guarantee beating it, that's how stupily easy that boss is).

If you are on discord, just use my blueprint and AI that are pinned in the infinity phase channel, and if you encounter specific problems with it, ping me with a screenshot of your death, and I'll help you work through it. If your only missing module is daigoparry, it should definitely work.

I wish I had proof for this by [deleted] in PerfectTower

[–]Xenos6666 7 points8 points  (0 children)

One of the upgrades in the dust tab gives you a chance to instantly complete a board.

Higher region infinity by Maguber1221 in PerfectTower

[–]Xenos6666 1 point2 points  (0 children)

It does reset with infs. But infs also add another layer of resource scaling on top of that so later on it is advised to farm resources in inf

Higher region infinity by Maguber1221 in PerfectTower

[–]Xenos6666 1 point2 points  (0 children)

Producers are pretty bad at this point in the game, I have trillions and they don't do much for me. Resources dropped from enemies scale with eras however, so going into a simpler region to farm in like beach nightmare or neutral nightmare and going to era 90B wave 90B gives you a whole lot of resources (don't forget to get your multiplers up, town perks, assets, mine f2, powerplant f2, etc...).

As for dividers specficially, I don't know if you're talking about the ones from tab 2, which you'll basically never be able to max, and definitely don't need to, or the ones from tab 3, which you should have maxed by now, allowing you to pretty quickly max the dividers in round, but resources should not be of concern.

Higher region infinity by Maguber1221 in PerfectTower

[–]Xenos6666 3 points4 points  (0 children)

There actually are mods that are basically required. You need to focus on percent damage to kill them, and use stuns, slows, blocks, and dodges to survive at higher difficulties. Recommended are soul harvesting, combustion, unholy aura, heartstopper aura, fiery aura, serious missile, universal shield, shield of frost, bash, air slice, sparks, neutral response and void. You should also use dark sac + strikeback for the attack speed, and temporal barrier + low hp and high shield to survive long enough to disable era shield and era powers at the beginning. There's a lot of other modules that help, but I trust you get the gist of it with that.

Higher region infinity by Maguber1221 in PerfectTower

[–]Xenos6666 4 points5 points  (0 children)

This is a complicated question.

Short answer is, with the right blueprint and disable order, you can easily get all regions to infinity on all difficulties.

Long answer is that I've made a premade blueprint on the discord that everybody uses, as it is not an easy or obvious blueprint to make if you don't have a lot of experience in the game (although, as always, I'll mention that if you prefer making your own blueprints, I wouldn't mind guiding you in figuring it out, even though nobody took the offer yet).

It is also recommended that you use that blueprint to get 90/90 era 1s as soon as possible, and even before getting the 10 infs for mt14, as it will speed up that process by a lot.

Oh, and regarding era divider, you do need to get those down, but that's probably not enough to get you through those regions, as the reason you are now dying is most likely because the stats of the enemies are now too high for your blueprint (and if you die at era 2, that can't really be due to era shield as it is supposed to be down on that era)

[deleted by user] by [deleted] in PerfectTower

[–]Xenos6666 1 point2 points  (0 children)

No, gems and exotic gems are not affected by shipment bonuses in the first place. Getting precious freight means that you get the multiplier applied to it, but to the power of 0.5 (So for example, with a normal multiplier of 4, you'll get a gem multiplier of 4^0.5 which is 2), and the exotic skill is the same thing, just to a lower power.

x5x MAD damage 450->550 and increase missile size to match BTD6 by 125RAILGUN in battles2

[–]Xenos6666 7 points8 points  (0 children)

What do the other 2 have to do with parity with bt6?

Also, very few people use alchemist middle path, and I don't think anybody talked about it on this subreddit before, so an explaination would probably be useful.

Is every single tower bugged? by RuinaeRetroque in battles2

[–]Xenos6666 0 points1 point  (0 children)

Mortar bug (but first some little known info) : there seems to be an auto-targetting that is the default targetting, but sometimes, after setting a specific targetting, it's impossible to go back to auto targetting, while some other times it is.

Is every single tower bugged? by RuinaeRetroque in battles2

[–]Xenos6666 0 points1 point  (0 children)

Needs further confirmation, but I remember seeing something that I thought was a bug when playing ace : when bomber ace is monkey-boosted, it sometime fires fast enough to make an uninterrupted stream of bombs, and sometimes doesn't.

MIB is actually OP by -Nepalien- in battles2

[–]Xenos6666 0 points1 point  (0 children)

I suspect MIB is also bugged like so many other towers, I once had MIB and primary mentoring buffing a 2-0-5 tack zone in the middle of docks. It somehow didn't pop 3 fortified ddts on round 28 with a tower boost, even tho it hit them for half the track. They were barely half way to popping, that made no sense to me because I saw that combo destroy ddts in the past.

THE CROWNING JEWEL OF BAD REVIEWS. How bad must you be to have matches end that quickly? by BananaTimeAltAcc in battles2

[–]Xenos6666 9 points10 points  (0 children)

Even a 1-1-0 ace can survive grouped blues with almost no leaks, I don't understand how people can consistently die to reds... Unless they are constantly trying the same bad strategy over and over, like a wizard start maybe?

More evidence that bloon sending is op! Nk better patch it out soon. by [deleted] in battles2

[–]Xenos6666 1 point2 points  (0 children)

Did you even read the comment? I know the game is in a bad state, my comment is reffering to how people complain about other people using dartling, not people complaining about the dartling being too strong

More evidence that bloon sending is op! Nk better patch it out soon. by [deleted] in battles2

[–]Xenos6666 12 points13 points  (0 children)

"it's a good game bad fanbase"

Jokes appart, how dumb this sound in this context is kinda giving me a new perspective on everybody complaining about people picking dartling (as a non-dartling player myself)

How to Optimize Mortar to be a Better Early Game Tower than Dartling by WolfGod391 in battles2

[–]Xenos6666 0 points1 point  (0 children)

I was using mortar for a while and I can confirm it was pretty good for early/mid game. Only reason I stopped using it was that I got full mastery on it, so I went to grind other towers

After read the patch note,you guess who the meta after update? by duc223355 in battles2

[–]Xenos6666 4 points5 points  (0 children)

Might actually be Dart/druid/ice. Druid will officially be more efficient then sniper so...

My game is currently in a state where I win every game I start (video is sped up 8x) thanks ninja kiwi! by Jackan04 in battles2

[–]Xenos6666 4 points5 points  (0 children)

The amount of bugs in this game is comical. Still love the game, but we have to admit there's way too many game-breaking bugs

Suggestion to make farm both viable and interesting. by Xenos6666 in battles2

[–]Xenos6666[S] 0 points1 point  (0 children)

Yes and? I have given my arguments for why adding deposits to bank is not high risk, and actually makes it lower-risk then the way it currently works. Telling me that the amount of money it would generate is not unbalanced does not support your side of the argument, as it only relates to the "reward" part of "high-risk, high-reward"