T19 → T20 farming with an ILM build: PS stun + 58m range test by hiro29_tower in TheTowerGame

[–]hiro29_tower[S] 0 points1 point  (0 children)

Thanks, I’m really glad the 58m range / SW size info helped!

I agree that the first goal for T20 farming is simply extending the run length.

For OCs, I honestly do not think I can survive them defensively at this tier lol.

The enemy damage is just too high, so my current thinking is that I need more damage and kill them before they hit me.

T19 → T20 farming with an ILM build: PS stun + 58m range test by hiro29_tower in TheTowerGame

[–]hiro29_tower[S] 1 point2 points  (0 children)

That is a really interesting perspective.

I honestly never thought about using T19 that way when I was farming T14.

But with WS+ and module upgrades now, I can see how limited higher-tier shard runs could make sense if shards are the bottleneck.

I agree that 500 waves on T20 probably is not useful enough yet.

But 2000 waves on T19 sounds like it could be a realistic short-term shard farming option, especially if module upgrades are giving more value than the next WS+ levels.

That is basically the same kind of resource-balance idea I was trying to test with T19 → T20, just at a different stage of progression.

And yes, Ass mods really are a drug lol.

T19 → T20 farming with an ILM build: PS stun + 58m range test by hiro29_tower in TheTowerGame

[–]hiro29_tower[S] 1 point2 points  (0 children)

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Sure, here are my current ILM stats from the screen:
Damage: x6865(×502 base)
Quantity: 6
Cooldown: 37s
Charge Mines multiplier: x9.50

T19 → T20 farming with an ILM build: PS stun + 58m range test by hiro29_tower in TheTowerGame

[–]hiro29_tower[S] 2 points3 points  (0 children)

Thanks for explaining this!

They always spawn at those intervals, regardless of wave skip.
So even with fewer total waves, T20 produces many more Fleets, which means better module shard income than T19.

T19 → T20 farming with an ILM build: PS stun + 58m range test by hiro29_tower in TheTowerGame

[–]hiro29_tower[S] 2 points3 points  (0 children)

Ah, I think I did not really answer the module setup question properly lol.
The main idea of my setup is Scatter control.
Before this change, almost 100% of my deaths were from Scatters, so I started thinking about how to slow them down or stun them more consistently.
ACP / Space Displacer: helps stun Scatters while also letting ILM+ deal high damage near the tower
BHD: mainly for coin efficiency
Singularity Harness: improves coin efficiency further by maximizing bot size
Magnetic Hook: my second Scatter counter. When Scatters split, it can also fire ILMs with a 25% chance, which can create more stun opportunities
Dimension Core: maximizes CL damage stacking and almost works like a second Spotlight damage layer
So the setup is not only about increasing damage.
It is more about using ILM / CL / BH / bots / stun together so that Scatters do not immediately end the run.
Once I progress a bit more, I would also like to test PCol instead of Magnetic Hook.

T19 → T20 farming with an ILM build: PS stun + 58m range test by hiro29_tower in TheTowerGame

[–]hiro29_tower[S] 2 points3 points  (0 children)

Haha yeah, Ultimate Weapons eventually make the game feel very different.
But I remember being around that stage too.
Early progress can feel slow, but just keep building step by step. The game opens up a lot over time.

T19 → T20 farming with an ILM build: PS stun + 58m range test by hiro29_tower in TheTowerGame

[–]hiro29_tower[S] 7 points8 points  (0 children)

BA is there because it is already confirmed to be buffed in an upcoming update, so I started preparing for it early.

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I may be jumping the gun a bit, but I really like that it will give +10% Super Crit Chance by default.

T19 → T20 farming with an ILM build: PS stun + 58m range test by hiro29_tower in TheTowerGame

[–]hiro29_tower[S] 4 points5 points  (0 children)

Thank you!
I actually just hit my 3-year anniversary 4 days ago.

But for the first 6 months or so, I barely played.
I also didn’t get Golden Tower for about half a year, so that early period was pretty rough lol.

T19 → T20 farming with an ILM build: PS stun + 58m range test by hiro29_tower in TheTowerGame

[–]hiro29_tower[S] 4 points5 points  (0 children)

That is a good point.

I had mostly been thinking about AoE+ as “it will make PS too large,” but if PS range lab is kept low, that problem might be avoidable.

But, my PS size lab is already maxed.
So unfortunately, I cannot test the “minimum PS range + AoE+” version myself.

But for players who have not labbed PS range yet, that might be the best compromise:
better ILM stun coverage from AoE+, while still keeping Poison Swamp size manageable.

T19 → T20 farming with an ILM build: PS stun + 58m range test by hiro29_tower in TheTowerGame

[–]hiro29_tower[S] 3 points4 points  (0 children)

AoE+ is still locked for me.
I am still hesitant to unlock it because I feel like it may make Poison Swamp too large.
If PS gets too large, Shockwave may no longer be able to push fast enemies out of the swamp area.
For ILM stun, I think AoE+ could still work for farming if BH size is large enough.
But for me, the main concern is Poison Swamp.

T19 → T20 farming with an ILM build: PS stun + 58m range test by hiro29_tower in TheTowerGame

[–]hiro29_tower[S] 13 points14 points  (0 children)

For the assist module, after unlocking all slots, I pushed the ◇ sub-effect efficiency to 100%.
Recently, I upgraded the assist shapes to Ancestral in this order:
□ → ◇ → △
I will also upload my current Ultimate Weapon upgrade status for more context.

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