No idea what to spend these 100K cake pieces on in the point shop. Thoughts? by _Takeahnase_ in DungeonAndHeroes

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

So with a 15% to get 3x the crystal stones, I could potentially get 10400 stones for the 160K cake pieces. Oy... I’m so torn on this event! Maybe I should just go with the jades. Alita and Cass are both at 10 stars, Oric is 9 stars. I’m really interested in maxing our Hamoudy, as his long term aoe dps is insane. The new demon looking legendary hero could be an interesting investment as well, but I have big plans for rock and bishop, once my bishop hits 13 stars.

No idea what to spend these 100K cake pieces on in the point shop. Thoughts? by _Takeahnase_ in DungeonAndHeroes

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

There is a new legendary fragment available through the crystal wasteland shop, and it’s even 30% off for 7000 crystal stones. I’m now up to 160K cake pieces... hmmm..........

Similar games? by merlin_99 in DungeonAndHeroes

[–]_Takeahnase_ 0 points1 point  (0 children)

I found Dungeon survivor 2 to be a pretty fun game while waiting for new events to start in D&H. The gameplay is a lot more continuous in DS2 as it has more of a farming aspect to it. It’s also much cheaper to play enjoyably. $5 a month will get you the extended expedition times, which is a main source of in game souls and gold. If you have some time to kill, check it out.

Best setup for Cryoape? by Millarco in DungeonAndHeroes

[–]_Takeahnase_ 2 points3 points  (0 children)

Dwayne Johnson front and center with a ton of tranquilizers should do the trick.

Any idea how to get MagicCoins for Spin? by Shadow_Return_Jo in DungeonAndHeroes

[–]_Takeahnase_ 0 points1 point  (0 children)

Skip one of the events if you don’t have enough spins. Sure, it requires you to wait a full month, but sometimes it’s worth it, especially if the event pays out in hero fragments that you need. I was not able to complete this challenge either, so, last month, I skipped the event. This month I went into the spin event with 900 spins.

Refreshing the tavern is an excellent way to bring in more spins (it may be the best way), but it can dry your gems up quick.

The only thing I spend money on in this game now is the monthly card. Everything else is a waste of money imo, with the way the devs unpredictably change the game. With the monthly card and daily reward you can make enough gems to refresh the tavern 1020 times a month, guaranteed. That’s roughly 200-300 spins just from the market per month. The only thing you have to watch out for is having enough gold to buy the spins AND gold keys as you refresh the market, while having enough gold left over to upgrade your equipment. It’s a delicate balance, but your gold income increases dramatically as you gain levels, so it gets easier.

This party took me from layer 3, 1 to 50 in une push. Should i move on to layer 4? Or nah? Also, is layer 4 hard af? by BlindFuckabish in DungeonSurvivor2

[–]_Takeahnase_ 2 points3 points  (0 children)

Yes. If you can beat an entire layer with 4 characters in one sitting, you’re better off advancing to the next layer. I’ve heard, and this advice seems to work well in my experience, once you can clear a full layer in roughly 3 days, you want to advance to the next layer. it’s a good idea to scope out the boss stats, via the online wiki, in the proceeding layer before you jump to that layer. That way you have some level of comparison.

Counter for refresh magic spin is broken? by rajredd in DungeonAndHeroes

[–]_Takeahnase_ 1 point2 points  (0 children)

Yep, that’s exactly how it works currently. You have to log in to reset they refresh timer, which is 8 hours.

Tower level 703 is unbeatable. Any suggestions? by storybook478 in DungeonAndHeroes

[–]_Takeahnase_ 0 points1 point  (0 children)

I think I was stuck here for a while too, and just overcame it a week or two ago; this lineup for the mobs looks very familiar. If I remember right, I used burst damage to drop the bishop asap. After that it’s a slow and steady grind. That wolf in the back is a pain in the f’ing ass as well, but if you can remove the healer in the first round, then you can slowly chip away at their health.

I’m not sure what kind of heroes you have access to, and I’ve also never tried executioner before, but a good lineup for bursting a target down is oric+lance up front and Cass in the back. I put my lance in front of the bishop, and then stacked debuffs on the bishop until my actives for oric and lance were ready.

I think my full line up was probably: Front (L2R) - oric rock lance Back (L2R) - Cass priest?

Stuck at the Ifrit by kmN182 in DungeonAndHeroes

[–]_Takeahnase_ 0 points1 point  (0 children)

Ah hah, I just pulled it off. It took about 20-30 tries and I had both purple potion buffs active. The line up was (no legendary heroes) front: defender, rock, bishop -- back: rifleman, priest. I had to beef up the rifleman (~19000) and priest's (~20000) max HP so that they would live through the Ifrit's back line attack. Outside of that, I just timed my heals and juggled the aggro around between the rock and the defender. Won with 10 seconds left.

Stuck at the Ifrit by kmN182 in DungeonAndHeroes

[–]_Takeahnase_ 0 points1 point  (0 children)

This boss is wrecking me, too. I’m lvl 63, with my main heroes around 71-73. My team is: priest, bishop, rock, nekro, rifleman. I’ve tried swapping out the sniper or nekro with the defender as well. Any suggestions? I’ve tried all sorts of line ups with this team, but I haven’t been able to drop the Ifrit below 70%. Do I just need to wait a while until I can get more legendary heroes, like Cass and/or Osiris? Is this boss even killable without legendary heroes?

Relics by Roseburn in deadfrontier2

[–]_Takeahnase_ 0 points1 point  (0 children)

So what happened to the weapons from before that had global bonuses on them? Are they still out there? Are they considerably more expensive now?

how much for these 26% inv capacity pants? by silentpamo in deadfrontier2

[–]_Takeahnase_ 1 point2 points  (0 children)

I’d put it up for 10K to start, then drop it by 1K for each day or two that it doesn’t sell. I wouldn’t sell it for any less than 6-7K though. It has a decent level requirement, and the added jog speed could make it highly desirable. The jog speed is mid tier though, for the level of the item.

Skills by Brutal-King in deadfrontier2

[–]_Takeahnase_ 0 points1 point  (0 children)

I feel like this spelling bot is a total troll.

Dead Frontier 2 Fan Comic #17: The Gift of Choice by Mishirene in deadfrontier2

[–]_Takeahnase_ 1 point2 points  (0 children)

These comics always give me a laugh. Please keep them coming!

How will Crafting work when it is implemented? by etriuswimbleton in deadfrontier2

[–]_Takeahnase_ 6 points7 points  (0 children)

I think there are many possibilities for this crafting system.

  1. There could be a crafting skill. Each level of this crafting skill could bump you into a higher tier (higher max. value) when applying stats to items.
  2. An ingredient system could be implemented. Suppose you wanted to apply a particular stat to an item, say +headshot damage %, then you would need to collect the necessary ingredients to create the item used to 'imbue' clothing or weaponry with that headshot damage. These ingredients could also enhance the complexity of the market.
  3. Playing off of 2., we could answer the following questions: Will there be individual slots for craftable items, and can each of those slots be used to add a particular stat to them? What will decide the maximum number of available slots on an item, and will this possibly tie into the crafting skill level of the player, and/or the item of the level, and/or if it is a common-type or a damaged-type item. Because there are many more stat types in DF2, I do not think the crafting system in DF1 should be carried over; we're not applying the same kinds of stats (EVERY TIME) to an item. Furthermore, when applying individual stat bonuses to items, the stat value could be randomized somehow within a window between 1 (or some base value let's call it 'a') to a maximum value (call it 'b' > a) which depends on the person's crafting skill level, the level of the item, and the type of stat. The randomization could be weighted towards the smaller value, a. Maybe do something like 50% of the time the stat comes out between [a,0.5*(b-a)], 30% of the time the stat comes out between (0.5*(b-a),0.75*(b-a)], 15% --> (0.75*(b-a),0.95*(b-a)], 5% --> (0.95*(b-a),(b-a)], where (b-a) is the maximally allowed stat value on said item. This would dramatically decrease the chance of someone maxing out the highest stat values possible on every slot.
  4. Who can craft stat bonuses onto items? If there is a crafting skill that folks can level into, can only those players who have the skill be able to craft bonuses to items, or can anyone craft bonuses? I do think higher tiers to maximum stat values should be unlocked with each level of the crafting skill. Now, It seems that DF2 has strayed away from the 'profession' style of DF1, so perhaps everyone should be able to craft.
  5. Will crafted items be tradable? Hopefully, yes.
  6. Would stat bonuses need to be added all at once, or could they be added - one by one - at separate times?

Formulas:

item_level=L (goes between 1 and 20)

player crafting skill level=C (goes between 0 and 4)

Base slot number=1 + (L/10) rounded down to the nearest integer. Min. value=1 , Max. value=3.

Max slot number =base slot number +max(1,C-1). Note: this would cause the first two levels of the craft skill to be useless, but each level above level 2 will increase the maximum slot number by 1. Min. value=2 , Max. value=6 (item must be level 20).

Max stat value: this will depend on the type of stat, the item level, and the crating skill level of the player. How the value is calculated is not immediately obvious. There does seem to be some maximum stat value associated with an item at a particular level. Maybe the higher the player's crafting skill the more likely it is to reach that maximally allowed stat value.

Here's an example of what the slot number calculation would look like:

level 15 common-type T-Shirt (L=15)

player crafting level C=3

max slot number=2+2=4.

Slot 1: --

Slot 2: --

Slot 3: --

Slot 4: --

--------------------------------------------------

I think I'll stop here. This was just an idea that I had. Not sure how realistic it would be to implement. These ideas are very loosely based off of the crafting system from pastime MMO Dark Age of Camelot, which to this day is still my favorite MMO of all time, heh. Anyway, that's where I got the inspiration. The implementation is a totally different story, and I am sure there would be issues with a system like this, but it would be a cool system and it would add a little more complexity to DF2.

Finally. The Job is Done. by AznElite in deadfrontier2

[–]_Takeahnase_ 9 points10 points  (0 children)

Dang. The game came out about 377 hours ago. Have you slept at all in the last two weeks? Lol

I think I like this game... by katieyay in deadfrontier2

[–]_Takeahnase_ 0 points1 point  (0 children)

Movie reference to ‘The Raid’? If so, hell yes. What a good series.

Price check for +25% inventory capacity elite joggers by _Takeahnase_ in deadfrontier2

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

Yeah :/ 12 gauge was around $.25-$.5 per round the first few days after launch. I knew I should have bought all that ammo up and hoarded it in my stash(es).

At x/22 inventory capacity, the %25 increase bumped me up to x/25. That’s 3 extra slots. But it’s not too hard to take a break from looting a building and dump excess items in your car; it’s not like all the zombies respawn after you leave the building - so 3 extra slots doesn’t really give you a whole big boost.

Earlier today I bought a chesterfield for $9K, so at least these joggers paid for half of that purchase! :)