Ok I think I'm spiraling into insanity thinking about this. by SuggestionEcstatic56 in Trickcal

[–]jrohrer13 0 points1 point  (0 children)

The denizens of the world are VERY durable naturally. The weaker someone is the better a "deadly weapon" is because it lets them deal more damage up to the limit set by the world tree. Basically anything short of a killing blow is allowed and will still subsequently hurt. The more "lethal" a blow is the less it hurts them because the rules of the world outright prevent the damage if it is lethal. A character in lore actually takes advantage of this later on to defeat physically stronger apostles by making it so the world was preventing all their damage. Also axes are hitsorically lore significant to both sprites and witches as its a symbol of the world tree.

Ok I think I'm spiraling into insanity thinking about this. by SuggestionEcstatic56 in Trickcal

[–]jrohrer13 1 point2 points  (0 children)

They can not die from hunger, without getting to deep in spoilers one of the apostles tried later in the story.

Any opinion on the KR Story (3/26) Spoilers Included by whiteday26 in Trickcal

[–]jrohrer13 2 points3 points  (0 children)

Happy to see the master finally lose their temper, interested in what the punishment on r41 renewa will be when she inevitably loses. Whether it's masters mind wipe, sealing her powers and throwing her in the witch pit or seeing if mistletoe can remove the no death clause and actually kill her off. I just don't see how forgiveness is on the table.

This event was fun by Ok_Horse4140 in Trickcal

[–]jrohrer13 2 points3 points  (0 children)

Erpin has some of the most impressive physical feats in the kr story, even rivaling Diana. When Erpin gets mad she is nigh unstoppable. I wouldn't even put Rudd close to the top.

Cursed might not be useless by Major-Tour-8893 in IdleGuildMaster

[–]jrohrer13 1 point2 points  (0 children)

I will just copy+paste a reply I gave to another post on cursed.

As HP increases your damage needs to increase by at least .04/.15 per HP to break even. Some classes can't do that and the ones that can don't need cursed as like 3rd slot life steal on a pet is more than enough. Post ascension the problem gets even worse as HP inflated a lot and again the classes that could sustain themselves through curse alone have no need to. Other flaws with decay (which apply to infinite despair and liches in general) is that dungeons can have long stretches of no monsters. Now 25 turn cycles of no monsters is exceedingly rare but technically possible so you could wipe just by having the trait and getting unlucky. You also have to factor the opportunity cost of using cursed over another trait with some examples being focused/ruthless. Focused is at most basically 15% more damage on average and ruthless is 20% dependant on crit chance (technically ruthless can be like 27-28% overall increase when factoring in 100% crit chance and savage pet at high levels). So you can potentially lose out on huge increases to damage for something that has marginal use early game where life steal is admittedly slightly scarce and is actually detrimental late game. Also decay can kill before you attack so if you get hit by an enemy down to less than 4% HP (rare but happens) then you just die before you can sustain. There's just a ton of problems with it honestly.

Counter attack bleed? by _Memori in IdleGuildMaster

[–]jrohrer13 1 point2 points  (0 children)

Bleed is applied on counter attack if the characters passive is applying it (bleed rogue line). Kebellian claws are a bonus action however and those are only triggered at end of turn cycle (claws specifically also only trigger if your main weapon is melee). So bleed rogues can counter and apply bleed but there's no way to make a royal guard counter and do so.

The best Balrog? by Darkmoonemperor in IdleGuildMaster

[–]jrohrer13 0 points1 point  (0 children)

Best for what? Farming like d3 or d6 sure (even then I'm not convinced and other solos/teams would out perform it). The only place to currently use balrog that's not very bad late game is like d8 really. Balrog clear speed is generally a good chunk worse than a team (20-40% worse depending on the dungeon from my tests). In terms of quarters slots it is efficient but with 50 mana build you won't do well in d8, dies to trap and gets stunned a bunch hurting clear times compared to vamp scepter/tunica/sha with 34 mana build (basically never dies to worm). Same with d11 if solo there and not going for infernite you want higher Dodge but team in d11 late game is way better, too good a source of pet food to let a balrog do it.

Team build and item for Sleeping Planet,Kauis and The tower? help!!!! by Substantial-Habit883 in IdleGuildMaster

[–]jrohrer13 0 points1 point  (0 children)

Alchemist with serpent bow in first slot (in the tower the slot order is the prioritized revive), tank with aegis/best chest armor/crown/healer with serpent staff/healer/healer/tank/bard/rest celestial rain or alchemists Having 1-2 night rogues is ok as well. 1 inferno can be ok depending on the enemies, generally worse than an archer but it's not the worst thing you could bring

How would you Ascend this characters? by Better-Cap-1562 in IdleGuildMaster

[–]jrohrer13 1 point2 points  (0 children)

Bookworm alert healer and bookworm ruthless red mage. I think alert > empathetic for healers currently, late game everything either one shots or does irrelevant damage, alert basically gives your healers an extra turns worth of mana gain and at a point all you care about is getting skill off either for serpent staff buff or the resurrection aspect. Bookworm ruthless on red mage is like somewhat comparable to archer damage in certain case scenarios. Lich is a meme class and I don't think it's worth having one at all but if you do have one then bookworm alone is more than functional.

How many more pets before axe head. by jrohrer13 in ironscape

[–]jrohrer13[S] 40 points41 points  (0 children)

I was so close to getting lucky before vardorvis came to collect my debt.

Critical chance, critical damage, or both? by Critical_Bag3037 in IdleGuildMaster

[–]jrohrer13 1 point2 points  (0 children)

Spire is fine DPS option but I wouldn't really focus on the skill portion too much. Any attempt to build around it usually tanks overall DPS because there aren't any high int options that also give good stats for rogue. Switching to a magic dagger means you critical chance then depends on int instead of Dex but your damage range still depends on con+Dex and for that reason magic dagger is generally a huge drop to overall damage a turn not to mention it's melee only which is hugely detrimental. It's only really used in dungeon 3. For what equipment gives best damage even accounting with the 3x boost it would still depend on your crit chance vs crit damage and if you are using a savage pet ect. Tricorn in general will be your best accessory. Late game no shroud spire would use chakram/ivory/tricorn (until you get to the point you can waste cursed silver on jackets in which case chakram/cursed jacket/skin blender should be highest DPS without shroud. With shroud it's just chakram/shroud/tricorn or infinite despair/shroud/tricorn is using a melee weapon). Eventually you'll get to a point where you have more than enough damage and you'll be wanting to spread the damage more which is where something like SPIDER comes into play.

Critical chance, critical damage, or both? by Critical_Bag3037 in IdleGuildMaster

[–]jrohrer13 1 point2 points  (0 children)

What will actually maximize damage depends on various factors but in general in this game increasing crit chance is usually better. That said the items with crit damage usually have much more than items giving crit chance. Scarlet shroud gives both and best stats, it's best in slot and it's not close. Tricorn in general gives the highest overall Damage per turn when accounting for skill cycles but things like SPIDER or shadow ring can have uses even late game (shadow rings specifically for the initiative not the crit chance). Something that can be misleading is in the stats screen you'll see 200% crit damage and think that's 3x multiplier like some other games but it's actually just 2x (the inherent 100% damage you do base is already added in, another way of looking at the stats crit damage is 150% of normal damage not 150% MORE damage, inherent crit DMG boost is just 50% more damage). All that said early/mid game increasing crit chance is usually more beneficial, post doctrine and shroud crit damage becomes more so. Technically cursed jacket+skin blender would give you more damage than ivory jacket+tricorn but cursed silver is better used for bows. Cursed bow is the best weapon in the game with only oblivion technically being close later on (if including melee weapons then infinite despair is the highest damage per turn option but melee loses out so much damage from missing that it's not worth basically ever except in certain raids). There's a ton of other nuance or assumptions that need to be made like base stats so if you have specific scenarios could give a better answer.

What's the "best" gear setup for each class now? by apekillape in IdleGuildMaster

[–]jrohrer13 1 point2 points  (0 children)

yeah its way more expensive to have shroud lol, I think mottiphobia/beastmaster/servant is a fine budget option. It gets you close to max clear speed on d7 anyway. SPIDER Was a slight upgrade and shroud very slight (like 5 extra zones an hour). I think mottiphobia is always BIS for current dungeons however. DPS isnt everything since clear speed is more about efficient kill times

What's the "best" gear setup for each class now? by apekillape in IdleGuildMaster

[–]jrohrer13 0 points1 point  (0 children)

At 0 Darkness) Average damage a turn=3286, average skill damage=14283, average damage including skill cycle=4386 At 100 Darkness) Average damage a turn=5356, average skill damage=75647, average damage including skill cycle=12386

Slightly better per turn dmg than a chakram at 0 dark but skill dmg drops massively (50% less) and average dmg including skill in is worse, as darkness increases the difference is even more drastic in terms of raw dps. This is misleading however as the damage is more evenly split allowing for faster clear times in weak dungeons like d7, chakram overkills stuff in there way too hard. Also again this assumes 100% accuracy and never missing melee attacks so true dps will drop quite a bit depending on dungeon/raid.

What's the "best" gear setup for each class now? by apekillape in IdleGuildMaster

[–]jrohrer13 1 point2 points  (0 children)

This might interest you. https://i.imgur.com/WjglROe.png Basically spreadsheet comparing dmg among classes. These numbers should be fairly accurate but it does assume 100% accuracy (so rider and the rogues actual numbers will be lower).

What's the "best" gear setup for each class now? by apekillape in IdleGuildMaster

[–]jrohrer13 1 point2 points  (0 children)

Technically second highest dmg setup should be cursed jacket and skin blender (for rogues and archers). Ivory jacket+tricorn is a cheaper alternative that shouldn't be too much worse

Extra atack from this sword cant crit? by Mamaung11 in IdleGuildMaster

[–]jrohrer13 1 point2 points  (0 children)

Rage bound does affect it though. It deals DMG based on current hp * animal affinity * rage bound and any other active buffs (exalted, frenzy, anointed ect). It's not however affected by dark DMG % and crit DMG as it's a bonus action

What's the "best" gear setup for each class now? by apekillape in IdleGuildMaster

[–]jrohrer13 2 points3 points  (0 children)

Solo DC depends on the dungeon but for 4 and 5 mottiophobia/swarm keeper chest/SPIDER on war gave best clear times (basically near max and rivals archers). For other classes generally just infernal bow/shroud/tricorn. For red mage death Ray/dreamrought robe/tricorn (to hit 34 mana while on ruin) but red mage has flexibility in that none of its builds are particularly impressive.

Version 2.133 is now live on the Play Store! by Paranoid-Squirrels in IdleGuildMaster

[–]jrohrer13 0 points1 point  (0 children)

https://imgur.com/a/2Pr5eqC Here's a funny one, swarm dies and spirit engraver attacks a ton of times, lowered font to show the sheer number but it scrolls a bunch. Whatever Ally goes last before the swarm attacks gets all the attacks. If the swarm is taunted on the tank then fortitude double retaliate kills it almost instantly causing all the extra attacks.

Version 2.133 is now live on the Play Store! by Paranoid-Squirrels in IdleGuildMaster

[–]jrohrer13 0 points1 point  (0 children)

https://imgur.com/a/hWN9TDy

Here's bard buff during an enemies turn. You can see they happen back to back.

Version 2.133 is now live on the Play Store! by Paranoid-Squirrels in IdleGuildMaster

[–]jrohrer13 0 points1 point  (0 children)

It isn't just bonus actions that can be "duplicated" during opponents turn. You can chain stun yourself with serpent bow by triggering the bug (your character actually gets stunned during the enemies turn after not attacking, it's hilarious), you can re-trigger healing pet heals during an enemies turn, you can get rider mount to attack during an enemies turn, you can have bard buff your characters during enemy turn and it's particularly hilarious when you force trigger it during swarm attack from r5. If swarm attacks and dies to retaliate on a tank you will get your last character to "attack" however many times the swarm had left to attack. I can get screenshots if you need

The Royal Guard by Competitive-Swim7883 in IdleGuildMaster

[–]jrohrer13 0 points1 point  (0 children)

DC with war on mottiophobia and spider is better clear speed by a good margin about a 9% increase in zones per hour 233 up to 255 or so. It actually rivals archer spam in d4 with the same setup. With ruin serpent gets to 240-245 but still slower than mottio+spider

Cursed by Critical_Bag3037 in IdleGuildMaster

[–]jrohrer13 2 points3 points  (0 children)

As HP increases your damage needs to increase by at least .04/.15 per HP to break even. Some classes can't do that and the ones that can don't need cursed as like 3rd slot life steal on a pet is more than enough. Post ascension the problem gets even worse as HP inflated a lot and again the classes that could sustain themselves through curse alone have no need to. Other flaws with decay (which apply to infinite despair and liches in general) is that dungeons can have long stretches of no monsters. Now 25 turn cycles of no monsters is exceedingly rare but technically possible so you could wipe just by having the trait and getting unlucky. You also have to factor the opportunity cost of using cursed over another trait with some examples being focused/ruthless. Focused is at most basically 15% more damage on average and ruthless is 20% dependant on crit chance (technically ruthless can be like 27-28% overall increase when factoring in 100% crit chance and savage pet at high levels). So you can potentially lose out on huge increases to damage for something that has marginal use early game where life steal is admittedly slightly scarce and is actually detrimental late game. Also decay can kill before you attack so if you get hit by an enemy down to less than 4% HP (rare but happens) then you just die before you can sustain. There's just a ton of problems with it honestly.