I can provide my 2 cents about the dazzle math at around the 39:15 timestamp: Let's call your dazzle stat "D" and your number of attacks "A". So in this case: D = 33k A = 16 Then, we can obtain some intuition of the attack behavior from a few examples: 1st --> applies D 2nd --> pops D, applies 2D (from D+D) 3rd --> pops 2D, applies 3D (from 2D+D) 4th --> pops 3D, applies 4D (from 3D+D) ... Following the pattern, we see that: 16th --> pops 15D, applies 16D (from 15D+D) And in general: attack Nth --> pops (N-1)*D, applies N*D We care mainly about how much dazzle is popped, not about how much is applied. As the amount of dazzle popped by attack N is given by (N-1)*D, we can sum from N=1 up to N=A (16 in this case): 0D+1D+2D+3D+...+15D = D*(0+1+2+3+...+15) That is, D multiplied by the sum of natural numbers from 1 to A-1. From Math™️ we also know that the sum of the first n natural numbers equals (n*(n+1))/2, or if you prefer (n^2 + n)/2. In our case the sum is up to A-1, so this expression gives ((A-1)*A)/2, or if you prefer (A^2 - A)/2. So, for a dazzle stat of D and number of attacks A, the total amount of dazzle popped is: D*(A^2 - A)/2 Meaning it scales linearly with dazzle stat D, and quadratically with number of attacks A. At least if my understanding is correct, of course. Thanks for coming to my TED talk 😅
It is interesting and feels pretty hard to math out considering the amount of things taken into account haha Thanks for the breakdown of it! Yeah, what matters is how much base armor is being gained (sum of etherial armor gained across attacks, which is your formula essentially). This then also has armor% boost applied to it, and that gives us our defense. Then to sort out attack we have a whole host of multipliers lol, but those are all simpler than dazzle. After playing more off camera, I have ways I'd adjust this strategy. As an interesting example, toughness and penetration are red herrings. Toughness is actually actively really bad if invulnerable 2+ turns. Few units have penetration, the one I noticed has over 4000% at 200+ floors. Better to just kill them early rather than reducing damage by 20+ dismantles for the toughness (you'll lose way sooner if you dismantle for toughness than if you focus damage). Penetration is more doable, but stone golem armor isn't a problem if you scale dazzle/damage. You'll know you didn't scale damage enough when Saturns take multiple turns to kill with dazzle ring on. If you can kill Saturn in 1 turn, you can use stone golems to scale damage really easy and kill them with that. They have 600+ toughness in the low 200s, so you'd need to use 7 dismantles on pen. Between the 2 we can assume about 30 dismantles, with which you could push damage into the high 200s at least.
I don't have a "here's the basics/how to play" vid, could be good to make one. My vids on the game started with me learning the basics (my first 3), coming up with a simple strategy that works (how to beat 98%), then a much better one (60+ floors strat) before finally taking that strategy to the 200+ floors (this run). Since then, I've been exploring other characters and strategies. So far I haven't found other strats to be stronger, but I've enjoyed testing the mechanics. One issue with making strategies right now is that the dev is very very actively adjusting things. Which is good, it keeps things fresh. It just makes getting really far feel like a moving target.
We'll see as it gets updated, the dev is super active so things are constantly changing. Right now it feels like it's gotten way harder since I last got to end game, but it may just be that a new strat is stronger now :D
At higher floors the enemies drop more and leather gives free items to sell, between the two you can get a pretty good amount of gold (especially if you get divine Excalibur's from leather). That being said, eventually leather is how you get gear instead of rerolls anyway :D
I can provide my 2 cents about the dazzle math at around the 39:15 timestamp:
Let's call your dazzle stat "D" and your number of attacks "A". So in this case:
D = 33k
A = 16
Then, we can obtain some intuition of the attack behavior from a few examples:
1st --> applies D
2nd --> pops D, applies 2D (from D+D)
3rd --> pops 2D, applies 3D (from 2D+D)
4th --> pops 3D, applies 4D (from 3D+D)
...
Following the pattern, we see that:
16th --> pops 15D, applies 16D (from 15D+D)
And in general:
attack Nth --> pops (N-1)*D, applies N*D
We care mainly about how much dazzle is popped, not about how much is applied.
As the amount of dazzle popped by attack N is given by (N-1)*D, we can sum from N=1 up to N=A (16 in this case):
0D+1D+2D+3D+...+15D = D*(0+1+2+3+...+15)
That is, D multiplied by the sum of natural numbers from 1 to A-1.
From Math™️ we also know that the sum of the first n natural numbers equals (n*(n+1))/2, or if you prefer (n^2 + n)/2.
In our case the sum is up to A-1, so this expression gives ((A-1)*A)/2, or if you prefer (A^2 - A)/2.
So, for a dazzle stat of D and number of attacks A, the total amount of dazzle popped is:
D*(A^2 - A)/2
Meaning it scales linearly with dazzle stat D, and quadratically with number of attacks A.
At least if my understanding is correct, of course.
Thanks for coming to my TED talk 😅
It is interesting and feels pretty hard to math out considering the amount of things taken into account haha
Thanks for the breakdown of it! Yeah, what matters is how much base armor is being gained (sum of etherial armor gained across attacks, which is your formula essentially). This then also has armor% boost applied to it, and that gives us our defense. Then to sort out attack we have a whole host of multipliers lol, but those are all simpler than dazzle.
After playing more off camera, I have ways I'd adjust this strategy. As an interesting example, toughness and penetration are red herrings. Toughness is actually actively really bad if invulnerable 2+ turns. Few units have penetration, the one I noticed has over 4000% at 200+ floors. Better to just kill them early rather than reducing damage by 20+ dismantles for the toughness (you'll lose way sooner if you dismantle for toughness than if you focus damage).
Penetration is more doable, but stone golem armor isn't a problem if you scale dazzle/damage. You'll know you didn't scale damage enough when Saturns take multiple turns to kill with dazzle ring on. If you can kill Saturn in 1 turn, you can use stone golems to scale damage really easy and kill them with that. They have 600+ toughness in the low 200s, so you'd need to use 7 dismantles on pen. Between the 2 we can assume about 30 dismantles, with which you could push damage into the high 200s at least.
Thx for the video but the second guessing almost made me dine on arsenic, do you have a beginners video? Thx 😊
I don't have a "here's the basics/how to play" vid, could be good to make one. My vids on the game started with me learning the basics (my first 3), coming up with a simple strategy that works (how to beat 98%), then a much better one (60+ floors strat) before finally taking that strategy to the 200+ floors (this run). Since then, I've been exploring other characters and strategies. So far I haven't found other strats to be stronger, but I've enjoyed testing the mechanics.
One issue with making strategies right now is that the dev is very very actively adjusting things. Which is good, it keeps things fresh. It just makes getting really far feel like a moving target.
@@dead3y3_YT Thx
See you in the next one
its so hard tbh feels like meta progression would be nice
We'll see as it gets updated, the dev is super active so things are constantly changing. Right now it feels like it's gotten way harder since I last got to end game, but it may just be that a new strat is stronger now :D
For stats showcase => 1:11:51 timestamp
how do you get that much gold?
At higher floors the enemies drop more and leather gives free items to sell, between the two you can get a pretty good amount of gold (especially if you get divine Excalibur's from leather). That being said, eventually leather is how you get gear instead of rerolls anyway :D