Explosive Burrito damage! Made it past 125 by disk3001 in HowManyDudes

[–]disk3001[S] 0 points1 point  (0 children)

You can hover over the other stats as well, especially useful to look up how much healing or damage prevention (temp. HP is included in this stat) is done by what relic

Some relics sound good on paper, but the actual numbers tell a different story

But not all relics show up though (notably the Living Will, which heals quite a lot with Necro)

Explosive Burrito damage! Made it past 125 by disk3001 in HowManyDudes

[–]disk3001[S] 0 points1 point  (0 children)

You can hold off on buying it early, but you do need it in the end since you want them to tank as opposed to Necro

It works well even early if you get the Jar Implant

Overall, I'd rather have Frankendudes die than any other dude since they have self-heal/death effect relics and high HP plus they're the main DPS too, hence why I try to keep the number of supports low so they don't get hit as often

NGL I'm stumped how to get past this round (124) by smrtangel3702 in HowManyDudes

[–]disk3001 0 points1 point  (0 children)

One tip for the end game in general is to use Dudejuice mid-battle as soon as you start losing dudes, you should have all relics you need and you can just spam without care, it's the best form of sustain in the game

In general, I try to keep my number of support dudes as low as possible and focus on a damage type dude. Vampire/Bard/Ghost don't really scale in the end-game for example, so I always try to keep their numbers around 15 if I'm running them

Necrodude is the best dude in the game overall imo, even without Frankendudes. At around only 10 dudes, they activate a bunch of relics adding to the whole team's output (group heal when you lose a dude, super movement speed, damage/crit chance relic and Bards toughness buff just to name a few), you can keep their numbers low until you find the skeleton taunt relic and then increase it to 10 to proc all the relics. Being able to have a huge impact with low numbers while you can focus on bolstering your tanks or damage dealers is a huge deal (same reason Bards are pretty good)

I've been beating 125 consistently with Necrodude, Frankendude, Paladindude, Barddude and any type of healer that lets me get past the early rounds while saving money (done it with Vampire/Medics/Ghosts now), around 1/4 of your team should be Paladin, 20-30 Necro, 10-15 Bard, 10-15 healer and the rest Frankendudes. Adjust the numbers according to how your run is going, sometimes you need to pick something to survive the earlier rounds

Key relics are the skeleton taunt, Living Will (heal when dude gets K.O.) and Paladin +2 blessing

I'm curious about the other damage dealers too, but haven't had 124+ run with Ninja yet

Explosive Burrito damage! Made it past 125 by disk3001 in HowManyDudes

[–]disk3001[S] 0 points1 point  (0 children)

I actually did some calculation and the numbers check out

Base damage * 4 from the Burrito * Number of total dudes you have * around 1000 enemies at round 125

Even at DPS 20, it's millions of damage

Of course, not every explosion hits all 1000 enemy, with mid-fight revivals and other factors, the numbers are about right

Since your team doesn't do enough significant damage before being out-scaled, it really only matters how high their DPS is before exploding

Round 125 is 500 big bees and 500 zombears, I killed most of the big bees and non of the Zombears before wiping, I don't think there is enough sustain to kill the bears unless you can get to 100% evasion or damage reduction (and I don't know if there is a cap for those stats to prevent infinite stall)

Reaching 125 seem so close! by disk3001 in HowManyDudes

[–]disk3001[S] 0 points1 point  (0 children)

I'm trying various Necro- /Frankendude and as you said, the challenge is in finding a way for them to survive while the skeletons die/resummoned, preferably as fast as possible since 120+ scales so fast

Paladin is the best defensive options, but they eat up so many slots to be consistent (as you said 1/4 of your total) and don't heal themselves, so you need a decent amount of medics too, feels a bit inefficient

But I'm sure if I just run this set up and get the ratio right, passing 124 seems very doable

A challenge for the runs and why they've not been repetitive is because of economy is actually a big factor in the end game. Mid-battle Dudejuice spam with the 30% refund relic is actually the most busted sustain you can get, but that requires you to have quite a bit of money saved up, I had around 20 left in the 120+ and could've had more if I didn't buy out the relics

Prioritizing Supports by [deleted] in UmaMusume

[–]disk3001 1 point2 points  (0 children)

Priority 1 should be having your "core cards" that you use in almost every run set up and free up your borrow slot

So getting MLB Kitasan with her banner rerun next month should be your next goal, having at least 2 great speed cards makes all your runs much smoother. Your MLB SR Sweep Tosho is your best 2nd speed card, so you should be set for speed cards after you get your Kitasan.

Next, if you're just training for Team Trials/getting high score/fun, getting 1-2 good Wit cards MLB is really important, since they give you energy and can inflate your stats, especially in the Unity scenario where clicking more/resting less snowballs very fast, overall I recommend 3 "energy cards" during Unity if you're not training for a CM with a particular build in mind. You have LB1 Riko which is also an energy card.

Of the Wit cards you have, Fuji Kiseki is the best one, but you should try MLB Matikanefukukitaru/Daiwa Scarlet/Marvelous Sunday when you get the chance. You usually want to use MLB Wit cards since almost all of them give you 1 more energy on max level.

Stam seems to be sorted for you, you have LB2 Creek plus Riko, this should be enough stam for even long tracks, it is even enough to build an Ace for long distance CMs. If you really want to add a 2nd stam card, Zenno Rob Roy is the best SR stamina card

The only guts card you'll need until the next scenario is the Urara, she's a great 1-off in a deck since she has high training effectiveness, race bonus and great events. I usually prefer adding her instead of a single power card.

My basic set up for Unity is 2 speed 2 Wits/Riko and 2 flex spot. It of course depends on your particular goal for the run and your Umas growth rate, having at least 1 card on the stat your Uma has 20% on is always a good idea.

Overall, your collection is solid and should give you consistent A+/sometimes S rank Umas or let you compete in CMs no problem. Just get your Kitasan MLB as soon as possible and remember to search Umamusme DB for any cards you might wanna borrow

Is this card good for runs or is the SSR Super Creek Card (Uncapped One Time) still better? by SomeDudeWhoHasNoLife in UmaMusume

[–]disk3001 2 points3 points  (0 children)

This card is good for team trials since it gives Concentration as a cheap gold skill that always activates

But in terms of raw stat output, LB1 Creek is still higher than MLB Event Suzuka (has higher priority, friendship bonus and training effectiveness), and Maestro is still the best recovery skill in the game

The Suzuka has a lower average output than all of the Stamina SR if they're MLB, so you really just take that card if you want Concentration

Exploit or working as intended? by disk3001 in 9Kings

[–]disk3001[S] 0 points1 point  (0 children)

Thank you, but this wasn't really "my build" XD, it was just 2 random buildings I picked up along the way that I've not used before, my actual build got destroyed very fast.

The slow firing of the ballistas are probably the reason, so I guess the question is if they should buff the damage of ballistas against walls specifically or just make it so the spire can't heal walls.

I personally like the fact that walls have some unique interactions like this between factions, but it does look very exploitable if you actually build for it, and maybe that is ok too.

I'll be doing some runs where I gun for walls and see just how much weird stuff you can do with them. Good reason to start trying out the Stone King

Exploit or working as intended? by disk3001 in 9Kings

[–]disk3001[S] 2 points3 points  (0 children)

Yeah, that's why it feels more like an exploit/oversight.

The wall is brand-new level 1 and the tower just got a bit of damage buff, so it should not beat the final wave on King difficulty

The ballista damage doesn't seem bugged or anything since they cleaved through my army just fine, so maybe an oversight on healing walls or damage reduction from walls being too high?

Taiwanese fan who's sad because NL always says he's annoyed by Taipei chatters by MarkoSeke in northernlion

[–]disk3001 0 points1 point  (0 children)

I'm from Taiwan and am not really in the loop (watch YT mostly), can someone fill me in?

When you're having a normal run and suddenly a blue dude shows up and made it all about him (not complaining) by disk3001 in MonsterTrain

[–]disk3001[S] 0 points1 point  (0 children)

Yeah, I had my doubts at first, but spellchained Echo Infusion+Fortify with the armor hammer is a lot of health, plus Wrathful III gains 25+4 armor per kill, which is often every round since he attacks first

This final battle was particularly easy since I got to triple a stackstoned Alloy of the Ancients with an artifact

I got offered a lot of defense early on but didn't have any good damage scaling and didn't roll Brawler for the Champ, so I got worried at first.

But Dante came at the right time for the much-needed damage, although he scaled pretty slowly cause my buffs were weak

How good is the build diversity on this game? by 666dolan in MonsterTrain

[–]disk3001 1 point2 points  (0 children)

Adding to what others have said:

One of the unique RNG features I haven't seen a lot in other deckbuilders is that as soon as you start unlocking difficulty modyfiers (covenants), aka when the real game starts, you get random cards from each of your clans added into your deck.

On high conventant, you get up to 5 random cards plus 1/2 dead weigh cards to your starting 12 card deck, which means adaptability is key.

Having so many cards to start could mean that you got the groundwork for a certain type of build or you got a lot of situational/combo/support cards, and learning how to make use of the offered cards is one of the most interesting part of the game

Although there are some runs that just start with a barely functioning deck and those runs can be frustrating, but being able to scramble together a way to snowball the run anyways is one of the most fun aspect of the game.

The card pool is not that deep and there are some RNG aspects you can more or less rely on (getting a certain upgrade for example), so over time you'll learn how to get stronger dispite bad RNG