11/14/2023 0 Comments Loop hero forest unlock![]() I stared in horror at a combat screen where my hero was way below 40% HP and the AI still wasn't drinking a potion, and he ended up dying even though he had 16 potions left! "What on earth? Drink a potion already! OMG!" However, the AI becomes way too frugal with more Herbalist Sickles that it can avoid drinking a potion even when the hero is below 50% HP. It makes sense that the AI becomes more reluctant to drink potions when they heal more, since it'd be wasteful for our hero to drink a potion that heals a whopping 30% of his HP when he has 80% HP, e.g. When our potions heal a higher percentage of damage, the AI becomes more and more reluctant to drink them in the first place. There is a really dangerous behavior with the combination of Herbalist Sickles and the AI that controls our hero. I ended up dying at loop 32 as soon as I really started to get my potion-guzzling cycle going on. Herbalist Sickles are horrible for this build!īefore I made this build, I experimented by trying to equip a whopping 20 Herbalist Sickles to see how that changes the way things play out thinking I should try a bunch so that I can then dial it down and finesse the numbers. My thoughts have been all over the place with Herbalist Sickles between version 1 and this version. Almost the same before except we remove 7 Knives and Mixed Nuts in exchange for the 14 Count's Chairs. I also play both Desert and Dune tiles to help me finesse things on a more granular level.ģ5 Alchemist Shelves, 33 Mixed Nuts, 150 Antique Shelves, 40 Farmer Scythes, 33 Kitchen Knives, and 14 Count's Chairs. That's one of the biggest things I've found helping make things a little easier. The biggest change is that I removed Rock and Storm temple cards and added River (dummy card I don't use) to help me draw Oblivion cards more often. Maybe the ratio will increase by that point or he'll still kill them so fast in spite of their evade with insane attack speed that he'll hardly ever get bitten (which is the case now at only +1836% ATK speed). I find usually the HP/DMG ratio of our hero by this point (after loop 100 or so and with Vampirism at a constant percentage) to keep the near-optimal potion guzzling going is around 10x to 20x of his DMG, so maybe we can expect around 800K to 1.6mil max HP for our Warrior at loop 1000 at this rate, but that doesn't leave much room for mosquito bites if mosquitos bite for 135K DMG each. ![]() Our warrior can be expected to do ~80K minimum DMG there (~80K-120K for 100K average DMG) and at insanely fast attack speed, but his max HP at that point (along with the actual max HP for our enemies) is a giant question mark to me since I don't know how many dune/desert tiles we'll have left by that point (I tend to find I need to zap fewer and fewer with more loops). Mosquitos attack really fast and have a scary 135K DMG and ~406K base HP. The numbers begin to concern me a lot by that point because a Vamp Mage at loop 1000 does a scary 198K DMG and has ~540k base HP. I am 33% confident that this can make it to loop 1000. ![]() Since we're only fighting Mosquitos, Vamp Mages, and Tomes which all have 0 DEF, we don't have to factor in enemy DEF which is the most complex side of the equation. I am only at loop 200 so far (will keep it going if I can and post updates) but I am 98% confident this will have an easy time still at loop 500 based on the enemy scaling numbers I generated in my previous tables. I had to really hunker down, study the numbers and mechanics, and really plan things out and finesse things on each loop to achieve this. ![]() I am very doubtful if anyone can ever beat this by more than a small margin (although I'd be delightfully surprised and amazed). We've gone beyond it and by a good margin! ![]() I have finally exceeded my biggest dreams with the build! My most ambitious dream goal with Strong Aftertaste was to average +75 DMG/loop purely from Strong Aftertaste (excluding weapon damage and Dominant Mass the damage gained from those don't count). So our damage gained per loop solely from Strong Aftertaste is (15912 - 723 - (509*0.2)) / 184 Loops = ~82 DMG/loop! DMG from our weapon and 509*0.2 DMG from Dominant Mass. This is over 184 loops even though we are at loop 200, since I didn't roll Strong Aftertaste until the beginning of loop 17. The biggest difference is that I actually managed to get Bottomless Bottle this time on my second level-up whereas in Ver. I'm calling it version "2.5" instead of "3" since we hardly changed anything at all. This is an update to version 2 of my Masochist build here: Masochist Warrior Ver. ![]()
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