![]() ![]() Slime Alchemy stats are 72.66% drop chance added and 45.07% monster rarity added.ĭouble hit chance is 5.00% (is there a way to up it outside of perks?) I have max soul shop, 5/5 Rarity&Drop and 1/1 10% minion boost. Oh and Kane is bugged I think, he doesn't start his respawn timer until you log on again. ![]() Is there a "Classes" class which buffs minion up? I've only got the top 4 unlocked, and nearing Demonist 225 so I can unlock a fifth. I'm at 80% and the next one costs 1.000Qa and even if I do get it, it won't really alter the stats that much because of said diminishing returns.Īnyway, I hope you think about it, and this is just my opinion.Īlso. The price scaling on the exp shop for 10% rarity and drop. It's almost impossible to get any meaningful stats out of the minion lab once you're higher because of the diminishing returns. I think the jump from Prehistoric Village > Egypt is just too massive with the extreme restrictions you have in place. Well, its been a few weeks and I've still made no worthwhile progress into beating Egypt. I don't know if I'm the only one, or I'm missing something. This is because I made a post a while ago, about the 350 stage giving me problems. Soul Shop > Items > Drop and Rarity > Allowed max level up. I forget where they can come from but I've got about 265 million permanent demons counting in that all-purpose bonus (getting me an amount in the e15 range for what I'm now assuming must be getting added to the "base" refill and power values) and I've "only" got about 2.2 million actual demons that I'm capable of assigning to specific tasks.Soul Shop > Items > Minion Boost > Allowed max level up. The permanent ones are awarded from certain things throughout the game. The temporary ones are based on your current conjuring levels. And that one doesn't only generate its bonuses based on demons you choose to assign to it, it's also counting "temporary demons" and "permanent demons". You've also got the all-purpose bonus in that section. If those non-percent values in the e12 range are getting added to the "base" stats, that would make no noticeable difference for me with my base stats purchased up into the e54 range.Īnd then it's not just the demons you choose to assign into those direct bonuses to refill and power. On mine at the moment the ones for refill and power say that they increase the stat by 9.605e12 and 480.249e9% per demon, or by 1.921e18 and 96.050e15% overall totals with the number of demons I've got in them at the moment (200,000 in each, I'm not trying to do anything specific at the moment so I've got a bunch of them spread out). On the ones for offense, defense, xp, and gold, it states the bonuses in terms of one value, as a percent. On the ones for refill and power, it states the bonuses in terms of two values, with the 2nd as a percent and the first is not a percent. I had bought the Power Starter pack FYI (just in case there's something in there I might have missed). Some things you lose temporarily and some you don't- which is why making it affect Base directly is strange to me. I'm used to NGU idle never touching base unless it's a legitimate permanent boost, so I'm just trying to figure out the formula. Level 14 Cottage (I don't think this affects it as it's just the divider) 3.57%+2.60% from Slimes (One in Museum, One Equipped(?)) 12.94% Temporary Generator (No Permanent) The difference is 237, or approximately 1.264%. This tells me I've bought 882 levels+15 from start for a total of 897. ![]() So looking at just Base Mana Refill, my next Exp Cost is 17,660. All my demons are on Mana Power at the moment, so I know that is the difference between them (I am doing the first Inferno Challenge and am on the final leg). Right now I have 1,134 Base Mana Refill and Base 2,301 Mana Power. ![]() I was just curious as to what affects the values for the Base Mana Refill/Power numbers in the Exp Shop. ![]()
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