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  #801  
Old 08-30-2018, 04:40 AM
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Is there some sort of penalty that kicks in around zone 480? Enemies get tougher, or trimps damage reduces or something? It just seems to suddenly slow down to snail's pace about there.
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Old 08-30-2018, 02:44 PM
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Well, 480 is the last zone of a poison area, and that is always a sharp downturn in speed if you're close to the edge of areas you can reasonably clear. But nothing unusual happens there.
You may be reacting to the end of coordinations. The magma is an area of rapid progress since growing population and shrinking battle group size means you can buy noticably more coordinations every run. But eventually you have so much population and so small group sizes that you can buy all of the coordinations you get. At that point, progress slows down a lot as you are left with much more slowly increasing sources of damage. And 480 sounds like about where that happens. But that is a between runs sort of slowdown, rather than a within run slowdown, so I may be imagining things.
  #803  
Old 08-30-2018, 08:46 PM
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I've maxed out coordinations quite a while ago.

Last zone of a poison area might be it. I've never been sure when the various nature things kick in. I thought it was random. So, it always changes at fixed zones? What numbers does it change?
  #804  
Old 08-30-2018, 08:48 PM
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Is there some sort of penalty that kicks in around zone 480? Enemies get tougher, or trimps damage reduces or something? It just seems to suddenly slow down to snail's pace about there.
I'm betting you need to re-run your challenge2s. Has it been a while since you leveled them up?
  #805  
Old 08-30-2018, 09:46 PM
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No, I've got them all maxed out. Most of them up to #460, a couple up to #470. 2003% bonus, just enough to get the Challenged achievement bonus. Did that a couple of weeks ago. I couldn't add to it significantly right now.
  #806  
Old 08-30-2018, 09:58 PM
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No, I've got them all maxed out. Most of them up to #460, a couple up to #470. 2003% bonus, just enough to get the Challenged achievement bonus. Did that a couple of weeks ago. I couldn't add to it significantly right now.
Huh. Well, try the bionic trick and see if it helps. When you are almost out of the last poison, grind out as many bionic maps as you can get to, and pick up all the equipment.
I don't know what else to tell ya.
  #807  
Old 08-31-2018, 11:46 AM
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So, it always changes at fixed zones? What numbers does it change?
It's a fixed cycle of 5 poison -> 5 wind -> 5 ice repeating. A zone number with an even multiple of 5 is always the last in its section, and in the zone after that you get tokens for the element you just left. You may also be interested to know that the last zone of every poison section is when the number of healthy enemies ticks up, making that the optimal point to run void maps.
  #808  
Old 09-05-2018, 02:42 AM
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Major update today!

The way you unlock new tiers of mastery has been changed and a new mastery has been added to each tier. (The one that boosts attack and Dark Essence rewards when using Scryer on Corrupted cells seems especially useful.) You also now get a 4x to Dark Essence for every Spire you've beaten, which should make earning Masteries easier.

Looks like there's also some new stuff for Fluffy, which I haven't gotten to yet.
  #809  
Old 09-05-2018, 08:28 AM
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I just unlocked Geneticassist. I know, ancient history for you guys...

What do you recommend for Geneticassist settings?
  #810  
Old 09-06-2018, 02:45 AM
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I rarely use Geneticassist, honestly, unless I'm near the end of a run and I need to keep my breed constant as my nurseries close down.

Generally, your breed timer should be as close to 30 seconds as you can get it, so you can get the maximum attack benefit from Anticipation. The only reasons I can really think of to go lower are to maximize loot gain if you're grinding maps in Wind, or higher to buff your health for a Spire run or a high-level Bionic Wonderland.
  #811  
Old 09-06-2018, 01:32 PM
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I just unlocked Geneticassist. I know, ancient history for you guys...

What do you recommend for Geneticassist settings?
If your trimps can survive for 30 seconds, set it at 30 so that you're always fighting with max Anticipation.

If you're not surviving 30 seconds, then you'll have to decide whether it's better to wait 30 seconds to breed and then fight with full Anticipation, or to be always fighting with reduced health and attack. IMHO, if you're neither surviving 30 seconds, nor quickly killing enemies at a lower breed time, then you're probably about due for a portal.

The Patience mastery changes 30 seconds to 45.

If you need a lot of health for a Spire, then turn off Geneticistassist and buy a couple hundred Geneticists.

With the latest v4.9 update, I had to switch from Limited GA Fire to Geneticistassist Fire. AutoJobs wasn't saving any trimps for Geneticists.

I've had No Gene Send set for as long as I can remember. My trimps are always fighting with full Anticipation. I don't recall how the Gene Send options were supposed to help or what undesired side effects they brought. Maybe play around with those options if your breed timer gets stuck at 1B years when you suddenly get a lot of housing, or if Geneticists are using a non-trivial amount of your food or population.

(ETA: Next time I run a Daily Challenge that kills my army every 5 seconds, I'll experiment with Gene Send to see if there's a way to improve my Anticipation without waiting to breed.)

Last edited by Rhodes; 09-06-2018 at 01:36 PM.
  #812  
Old 09-09-2018, 09:57 PM
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A neat little update today - if you mouse over the Scryer button, the tooltip will show you how many enemies left on your current zone have Dark Essence. I'm not far enough in my current run for Scryer to become profitable, but it looks like this should prove useful as far as knowing when to turn it on or not.
  #813  
Old 10-21-2018, 01:40 AM
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The Pumpkimps have returned! Huzzah!
  #814  
Old 11-12-2018, 01:09 AM
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Finally made it to Spire II, ages after everyone else has apparently forgotten about this game. As before, I know it's gonna take me several more runs before I'm strong enough to beat it. I assume I'm going to need to pretty much save all my Nurseries until I get to the Spire itself, and pump as many of my tokens as I can into improving my Poison ability. Any other good tips for this Spire?

Also - Dimensional Generator. What's the optimal use of Overclocker? It seems like a good way to boost population at the expense of turning off Hybrid and not gaining Magmite. When should I be using it?

ETA: The system that generates daily challenges seems to have gone mad if today's is any indication;

Trimp max damage increased by 125% (additive).
Your Trimps have +90% Crit Chance.
Gain a stack after killing an enemy, reducing breed speed by 0.50% (compounding). Stacks cap at 400, and reset after clearing a Zone.
Enemy attack increased by 280%.
Gain a stack after killing an enemy, increasing all non Helium loot by 0.60%. Stacks cap at 500, and reset after clearing a Zone.
Trimps have 200% more attack on even numbered Zones
Enemies have a 25% chance to crit for 1200% of normal damage.
Enemy health increased by 60%.
Gain 170% more resources from gathering
40% of bad guys in the first 6 rows of the World will be mutated into Mutimps.
Trimps gain a stack of Pressure every 55 seconds. Each stack of pressure reduces Trimp health by 1%. Max of 60 stacks, stacks reset after clearing a Zone.
Enemy health in maps increased by 240%.
Enemy attack in maps increased by 180%.
Enemies gain a stack of Bloodthirst whenever Trimps die. Every 5 stacks, enemies will heal to full and gain an additive 50% attack. Stacks cap at 20 and reset after killing an enemy.
Enemies have a 2% chance to dodge your attacks on even Zones.
All housing can store 10% fewer Trimps
Trimp min damage reduced by 64% (additive).

For all of that, you get a mere 202% bonus.

Last edited by Smapti; 11-12-2018 at 01:11 AM.
  #815  
Old 11-16-2018, 10:56 AM
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I think the way dailies are generated by first picking a few modifiers to start, and then adding more until the helium bonus ends up in an acceptable range. In this case a lot of strong positive modifiers showed up, so it had to keep piling them on until it got a helium modifier above 150% (which I believe is the minimum).

For the dimensional generator, I'd go all fuel when you're going for a deep run and trying to beat new spires, but try to get more magmite during daily runs.

One unintuitive thing about fuel is that as your runs get longer, the fuel you get early gives you more population than the fuel you get later, even though later zones give you more fuel. This is because the 0.3% population increase you get from Tauntimps adds (or rather multiplies) up. Tauntimps will double your population roughly every 80 zones. Since you're working on Spire II that effect will not be huge yet, and most of your population will have been generated directly by the DG, but for later spires it will be more important.
  #816  
Old 11-21-2018, 12:58 AM
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Woohoo! I got Nerfeder! Still can’t quite do Spire V, though.
  #817  
Old 12-08-2018, 02:34 AM
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Managed my first Spire II clear tonight! 51 billion Helium. Didn't even have to respec or anything. Just went with Golden Battle, overkilled my entire way to the spire, farmed BO for Level 62 gear, and finished it with three deaths and 80 coordinations remaining.

Time to learn about Fluffy!
  #818  
Old 12-10-2018, 02:31 AM
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A whole new gameplay mechanic got added today - you get to build your own Spire using a new resource found in Spires, and set traps in it to kill Bad Guys trying to climb it. There's a tutorial involved that I'm going to need to go through, but apparently it persists through Portals and you can eventually use it to earn stat boosts for your Trimps.
  #819  
Old 12-10-2018, 02:00 PM
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Configuring Golden Upgrades just got a lot easier. Used to be I'd get 3 levels of Helium and then 5 levels of Void, then back to Helium, to max out 60% Void. Now you can get 72% Void (levels 1-8), and automatically switch back to Helium with Voidlium.
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Old 07-01-2019, 01:55 PM
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Is anyone still playing Trimps?

Anyone completed Spire VI yet? I'm working on it using the 2019-06-28 Daily Challenge. It took me a couple hours from portal to zone 689 (last odd poison zone before Spire VI). Now I'm working on BW 725. I'll have the dagger from 711 in about 48 hours, then dagger from 721 a couple days later, and things should speed up. From what I've read, even with full 725 equipment the Echo of Druopitee could take a day or more.
  #821  
Old 07-01-2019, 07:09 PM
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I've beaten Spire VI a few times now. The Echo does take a while on its own, though not as long as farming up the prestiges. Do you have the improved empowerments Fluffy ability yet? It makes a big difference for BW farming. I don't think I beat Spire VI before getting it.
  #822  
Old 07-01-2019, 07:19 PM
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Still playing, but I've taken a few breaks and I'm only up to the 470s. I'm trying to boost my helium so I can unlock the last few levels of Capable,l and my population so I can get a second Amalgamator.
  #823  
Old 07-02-2019, 01:32 AM
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I've beaten Spire VI a few times now. The Echo does take a while on its own, though not as long as farming up the prestiges. Do you have the improved empowerments Fluffy ability yet? It makes a big difference for BW farming. I don't think I beat Spire VI before getting it.
I had the improved empowerments, but then I evolved. It would have taken another week or 2 to earn it back at E8L9, and I didnít want to miss the +90% crit on this daily.
  #824  
Old 07-02-2019, 11:48 AM
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Ah, I see. I had a similar situation with the May 19th daily, which is what I used for my first clear. I managed to get to E8L9 by heavily deemphasizing helium for a week and doing a lot of deep runs with ice empowerment.
  #825  
Old 08-06-2019, 02:33 AM
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While the board was down, v. 5.0 dropped!

The new update adds a parallel universe accessible once Fluffy is maxed out, with a new perk system where you earn and spend Radon instead of Helium.

They've also rejiggered Heirlooms so that Nullifium is now a pool you can assign to various heirlooms indefinitely, rather than being a spendable currency.

I'm still not anywhere near 700, which is where the new universe is supposed to become accessible, but that's just another goalpost to aim for.
  #826  
Old 08-06-2019, 12:14 PM
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Originally Posted by Smapti View Post
While the board was down, v. 5.0 dropped!

The new update adds a parallel universe accessible once Fluffy is maxed out, with a new perk system where you earn and spend Radon instead of Helium.

They've also rejiggered Heirlooms so that Nullifium is now a pool you can assign to various heirlooms indefinitely, rather than being a spendable currency.

I'm still not anywhere near 700, which is where the new universe is supposed to become accessible, but that's just another goalpost to aim for.
I don't think reaching 700 is required, just Fluffy E8L10. With the boosted Classy and Curious, I'll probably get there tomorrow.

Is Evolution 8 really "maxed out"? I thought there was more.
  #827  
Old Yesterday, 02:35 PM
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Thanks! I had forgotten about this game.

How much is 500Qa? Is Qa short for quadrillion or quintillion?

Is there a list of abbreviations for large numbers, I can't seem to find one.
Or what is the simplest notation for idiots, like myself.
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  #828  
Old Yesterday, 02:37 PM
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You people are insane.
  #829  
Old Yesterday, 02:43 PM
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Thanks! I had forgotten about this game.

How much is 500Qa? Is Qa short for quadrillion or quintillion?

Is there a list of abbreviations for large numbers, I can't seem to find one.
Or what is the simplest notation for idiots, like myself.
A google search for "trimps notation" yields this. Qa=quadrillion; Qi=quintillion.

There are other notation systems in the Settings. When it gets into the 4 character abbreviations, I like to switch to Alphabetic notation. a=thousand; b=million; c=billion. But few people use it on wikia or reddit or here, so I occasionally have to switch back to communicate.
  #830  
Old Yesterday, 02:45 PM
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Also what does "compound" mean? (Small words please).

For example: Carpentry
Quote:
...10% more Trimps per level than the current amount (compounds)
Thanks
  #831  
Old Yesterday, 02:54 PM
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Also what does "compound" mean? (Small words please).

For example: Carpentry


Thanks
Each level adds 10% to the previous population, so the resulting increase will be *(1.10^n).

Many perks such as Power are "additive", so the resulting increase is * (1 + .05n).
  #832  
Old Yesterday, 02:58 PM
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It means that it increases like compound interest.

If you have a building that houses 1000 trimps, and you boost it 5 times at 10% each time it will increase to 1100, 1210, 1331, 1464, 1610.

There is also additive, which is like simple interest. If you have a base of 1000, and boost it 5 times at 10%, then it will increase 1100, 1200, 1300, 1400, 1500.
  #833  
Old Yesterday, 03:16 PM
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The difference starts out small, but when you have a lot of levels of a perk there's only a small gain to upgrade an additive perk compared to a compounding perk.

Going from 199 to 200 Power increases your attack from *10.95 to *11.00. That's only a 0.5% increase.
Going from 199 to 200 Carpentry increases your population from *173million to *190million. Still a 10% increase.
  #834  
Old Yesterday, 07:23 PM
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Thank you, that helps.
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