Trimps The Block
'After breaking the planet, enemies in the world will pierce through part of your block if your block is more than 80% of their attack, in which case only you will be dealt 20% of their attack.' So I imagine the pierce would not factor in if you only had 10 block. Level 1 yooyou7. Block is awesome for difficult maps in my opinion, like void maps or unique. Yes, all the names mean something:.
Spoilers ahead. The Spire is the latest content introduced in patch 3.4 with unique properties:. World map only availaible at Z200. Numerous rewards every ten cells killed (including Perks). Losing ten group of Imp will eject you from map.
Failling map will transport you to Z201 without penality. Difficulty is very rapidly scaling.
Closing of current chapter, story wise.Here is some tips I gathered on my numerous attemp to complete this map. Some are obvious, some deserve a little attention. Feel free to add yours.-If you fail, you can always try again next run. This means that you can unlock Toughness II (cell 10) and Power II (cell 30), optimize your perks and come back stronger for another attemp. Next perks are Motivation II, Carpentry II and ultimatly Looting II.-If you can't complete the 100 cells, you can always get a consolation prize at 90 (5 bones), 70 (random Z200 heirloom), 60 (60 NU) and 20 (40 NU). Being worth the time invested is entirely up to you.-You can farm up to map200 as long as you want.
You can get all prestige at XL level. You can't get more Prestige (Bionic Wondderland aside) or more Coordination.-You can upgrade your weapons/armor a few level. Gambeson and Arbalest have the best ratio.-Losing 10 armies will eject you from map. We are used to losing armies and just replacing them with high breeding.
That's not a good strat for the Spire.-You can artificially raise your HP by buying more Genetist. You probably wont have enough nurseries to replenish fast but the Spire is a marathon, not a sprint.-Block remains a good way to negate 4/5 of the damage done. Expect last row to hit like a truck, farm some wood to buy gyms (and Nurseries).-Magneto Shrink really really alleviate the damage done by last cell (8 Dv)-Shield heirloom is your friend. Damage/Crit%/+Crit are a no brainer but you might consider Block or Health.-Desactivate auto fight.-You can practice Stance Swap. Starting every fresh army in Dominance formation, you change to Heap before receiving a fatal blow.
You deal x8 less damage but can fight for x7 more. Every bit counts.-Once you are done farming, you can respec for maximum efficiency. You don't need Loot/Mot/Artis/Ressource. You don't need more Carp/Coord that what is mandatory for z199 coordination.
You can pour every thing in Power/PowerII and Resi/Tough/ToughII. Xevious emulator game. Only do that for The Important Spire Run.-Once you have beaten cell 100 and gotten the last Perk (and a nice Helium bonus), there is no reason to attemp the Spire again in future runs unless you can do it fast (meaning without farming for too long/respecing).
If you can do it the early rows fast, the reward at the end of each row could be worth it.- Bionic Prestige (thanks to WeltVagabund) You can aquire up to XLV prestige by doing Bionic Wonderland VII (z215 equivalent). This would require to run the six previous BW and to farm a difficult BW seven but it's doable with enough damage and sufficient time. Even if you can't afford prestige XLV, prestige XLIIII should provide a serious boost.The Big Bone Theory: Cleaning cell 90 rewards with 5 bones. With 100 bones, you can gain helium equal to your best run ever. With the increased power gained by the new perks, you could potentially do a very long and very inefficient run toward Z250 or more. The he/h would be low but the total He would be very high and you would only have to do this once.
You could then Buy Portal every 20 runs where you manage to kill Spire90. (Plus all the other means of getting bones). It takes too much farming time for me to reach Spire90 with my current helium but I keep it as a plan for the future. With lootII, corrupted cells are very juicy and with the other perks II, reaching highter than z245 is not a dream anymore.Some data and math courtesy of Grabarz:. I might suggest a clarification (or perhaps reorganization) for those charts. I was about to say the one I looked at was wrong (Resilience vs.
Toughness II) but after further scrutiny I think I was just misinterpreting the chart, which is IMO organized counterintuitively.For example, for Resilience 39 (Toughness 49) the efficient Toughness II level listed is 139. But it turns out what that means is that I shouldn't buy Resilience 39 until my Toughness II gets up to 139, not the other way around. Resilience 39 is more efficient than Toughness II 140 but less efficient than Toughness II 139. Instead I'd suggest organizing the chart so that all 3 columns are maximal in each row, which I think is maybe equivalent to shuffling all the Toughness II levels up one row. It would say on one row Resilience 38 - Toughness II 139, meaning at Res 38 I should keep buying ToughII until 139. I had added them a while after I made the reddit comment, to the top of the whole section.
Basically the table operates on data where each perk level goes to a formula where it's cost is divided by the compounding gain of that single level.For compounding perks such as Carpentry it's as simple as doing cost / 10% as each level is a 10% gain.For additive perks, the gain given by a single level has to be converted to it's multiplicative value. You have to calculate the final% of the multiplier at level you're interested in, then divide that by doing the same calculation for the level before it, which gives you the compounding gain of that level rather than additiveIf the formulas on the wiki aren't clear enough let me know I'll help out more. No, i am not talking Costs of the Perks, I am talking of the slightly changing Dynamics between Toughness, Resilience and Toughness 2If you take Resillence as base(because it is Compounding, you find in your Table for Resilliance 30 a optimal Toughness Value of 40. That is a Delta of 10.
But when you do the same for Resilliance of 80 Tougnhess has to be only at 88 to be optimal. The Delta is now only 8. This is even more extreme for Spire Perks.The Idea is to take this dependency and make a Formula reflecting this.Here the example which works reasonably for Resillience/ Toughness above 30:(0,95.x)+12=eff Toughness level for x is Resilience bigger then 30.
Right, a linear formula may be a good approximation for some range of values, but it will eventually break down because the relationship between efficiencies of Resilience and Toughness isn't linear.Skipping past a bunch of math scribbling, the difference between efficient Resilience vs. Toughness levels goes down by 1 whenever you multiply the current Toughness level by 1.3 and add 5. So the slope in that '(0,95. x)' is increasing with increasing toughness. At 30 it's only about.93, but by say 200 it's up around.98. So.95 is probably close enough in say the 30-60 range where most of us live (given the 'fudge factor' of 12 that doesn't really correspond to a true intercept at Res 1), but using that.95 will eventually become increasingly inaccurate with increasing perk levels.Ultimately I fail to see the need for such a formula. Consult the chart, or make your own if you want accuracy for arbitrarily high perk levels.
Just played around with the Spire a bit, and here some extra Tipps:.There is a Gigastation on Cell 20. That can give you some Extra Coordination, if you are not yet all Set with Carpentry 2.You can run Bionic Wonderland Maps. If you feel you are dedicated enough, you can still beat the Lvl 215 version of it (I tried) and then farm 40 more Pieces of high level otherwise unobtainable equipment. The Metal requirements would force you to definetly save up a LOT of Metal, but I am thinking of trying that out. Maybe it helps me to get to cell 100 after I died in cell 95 with only XL Equipment.
I'm also not very sure about the Big Bone Theory. It sounds good, but I think at the very most you can get a portal with double the He of your normal run. (And that's optimistic - my normal runs are just shy of 4M He, and my best just shy of 6M). Say, close enough to double, since the extra He/Nf from other Spire rows aren't nothing.Even then, if clearing the spire slowed you down by more than 10% of your run, it wouldn't be worth it.
With AutoTrimps, the slowdown is WAY more than 10%. This is probably also the case for any style of manual play as well, except possibly scheduling your AFK time to be while farming the z200 maps.
The BBT is most probably not worth with our current helium. But there will mathematically be a time where it will be.Current z201 fast run is only limited by Loot/Loot II, we can't run it faster than OK everything.On the other hand, highter run can be improved by all the other perks(+heirlooms). By highter run, we can have z201+ fast run, (probably below z230 for the time being) that provide a slighly better he/h than Z201 or slow deep run above Z245.My personnal highest pre 3.4 was twice the helium of a fast 201.
I think that with the recent power boost of Perks II both in overall damage (more pop, more loot, more raw damage) and looting we could go even highter for more helium.In the meantime, general power boost will decrease the time needed to farm m200 before doing the spire.In the same sense, we still do Lead on our way to z201 because it the time lost is negligible compared to the reward.At some point in time, BBT will be viable. It was exactly the same with the Dagger Climb and the Reject of Shield Block. Nowaday they are considered mandatory strat for everyone with enough helium.
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