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Codename Entertainment Forums > Crusaders of the Lost Idols > General/Strategy Discussion > [Table] DPS needed for bosses - untouched
[Table] DPS needed for bosses - untouched
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4 Posts |
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- Posted August 20th 2015 at 1:40 PM
Lethe_HevnHello there...
I tried to write down the bare minimum DPS needed to kill each boss - without using any cooldowns (well, not the magnify + fire) and without being touched (so it works for the Grenade campaign) Here are my results - they sure aren't optimal to the decimal (had to fidget around with formations - hard not to oneshot everything at lower levels), but the closest I could go to the real value: Lv | DPS 05: 2 k 10: 5 k 15: 55 k 20: 500 k 25: 5 M 30: 45 M 35: 400 M 40: 3 B 45: 35 B 50: 420 B 55: 3.5 t 60: 25,5 t 65: 230 t 70: 2,5 q 75: 19 q 80: 250 q 85: 1,95 Q 90: 20 Q 95: 157 Q 100: 1,6 s 105: 15 s 110: 123,5 s 115: 1,25 S 120: 14 S 125: 92 S 130: 920 S 135: 8,5 o 140: 83.2 o 145: 815 o 150: 10.25 n If I can edit this post, I'll put the 150 values later. Happy hunting :3 |
4 Posts |
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- Posted August 20th 2015 at 4:27 PM
Lethe_Hevn[Continue'd]
Here are the values for 155-205: 155: 68,75 n 160: 518,5 n 165: 5.31 d 170: 49.75 d 175: 435 d 180: 5,27 U 185: 47.25 U 190: 383,35 U 195: 3,6 D 200: 35,4 D 205: 355,2 D The ramp seems pretty linear, but the time it takes is exponential! Don't venture to the 200's without your reserve of chests (advised 30~ ish) and leaps if you want to make it pleasant - or without - it would take you 39 hours with 25 chests used) at 14000% bonus gold. Thanks for the feedback, and enjoy this great game |
5565 Posts |
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- Posted August 20th 2015 at 5:18 PM
Raymondone can't say 'seems' when referring to data without actually providing a visual.
this graph is 'public' to friends of friends of mine so most should be able to see it. and of course the very definition of semilog paper is such that an exponential is displayed as a linear. p.s. your numbers might be up to 10x off since one can use those time released powerups and such to have a higher effect just long enough to pass a boss level. https://www.facebook.com/photo.php?fbid=10206842129759253&l=3d640116dc |
4 Posts |
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- Posted August 20th 2015 at 9:51 PM
Lethe_HevnWell, I said it in the intro, those are the values which, without using magnify/fire (or even phoenix) you need to reach for progressing without getting hit - aka smooth progression.
you can find by yourself that, if you're a bit short - but you don't mind taking a couple of hits (not the grenade campaign) - you can go through with a tad less. Or you can blow a Party dps card buff, just multiply the number your currently have by the card value. The numbers aren't off, at all, in any case - using a powerup doesn't mean the value required changes, it just means that, using consummables, a player could obtain this same number. A couple players (we could say a couple dozen) asked the same thing "I'm at xxxx, can I reach this level?" or "I can't beat xxx level boss, what kind of dps do I need" or "Grenade campaign is hard, how much do I need". It's a general guideline of proven - tested - guaranteed values, the closest I could test - that work! |
26 Posts |
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- Posted August 21st 2015 at 10:19 AM
Becca ZiemsThanks for doing this! Super helpful!
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11 Posts |
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- Posted September 10th 2015 at 12:49 PM
Stephanie Morgan CyrThis is truly helpful for standard formation and diamond formation. Would love to see it for box and x formation!
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27 Posts |
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- Posted September 12th 2015 at 3:00 AM
blaisemThis is really cool! I've been gathering formulas and data for this game. I don't know how you did this but is there any chance you could test regular monster areas out as well? I would only need maybe 3-10 areas and their required DPS, preferably consecutive areas. If it's something you're interested in, that would be a cool help.
For example, I used your information on bosses to come up with a formula that models the scaling of bosses: 100 * 10 ^ (area number / 2). Of course, bosses function differently than regular monsters, so we might find the actual difficulty scaling of this game if we knew the required dps or health of nonon-boss areas. |
5565 Posts |
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- Posted September 12th 2015 at 4:20 AM
Raymondassuming that between boss levels it's just as 'linear' on the semilog scale as it is from boss to boss, then you can calculate what every level needs.
take the ratio of a boss level divided by a prior boss level, then that the 5'th root of that. i.e. y=(boss(x)/boss(x-1))^(0.2) then the level just above boss(x-1) is that bosses level times y, and times y again for the next level above that, and times y again for the next, and again, and then again gets you to boss(x) |
66 Posts |
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- Posted September 12th 2015 at 8:17 AM
Varie105: 14,2s worked, too.
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27 Posts |
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- Posted September 12th 2015 at 12:27 PM
blaisem@Raymond The method used by the OP is the necessary DPS to kill the boss before it reaches you. That's the equivalent of taking on a 4 minion wave + 5 minion wave + boss in the span of a few seconds. You have to be far beyond the requisite dps curve for non-boss areas to be able to do this.
I think data from the actual areas in between would be necessary to model this. I don't know the OP's method for bosses, but I thought having a consistent method between the two goals would make the data more reliable, which is why I asked. |
4 Posts |
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- Posted September 13th 2015 at 2:38 PM
Lethe_Hevn@Blaisem > I used the "fidget around the formation" and bosses on repeat until having the nearest dps needed not to be hit, at all. it took me longer than expected :p
The problem here is the ennemies in the 2 packs before the boss spawn. Even if you have a linear xp curve, sometimes, thoses 2 waves are tougher, so you have to jauge a lot. But, it's fairly linear nonetheless, data was "reliable" because tested toroughly. Had the data for 205-255 but forgot to save it (sad). I could try to ponder a bit on those values and try to have a flat multiplier, or a flat percentage of increase between 5 levels, that shouldn't take a lot of time overall. still, I'll do that tomorrow. Thanks for the feedback. |
Post by blaisem deleted September 14th 2015 at 2:28 AM | |
27 Posts |
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- Posted September 14th 2015 at 1:01 AM
blaisemLast Edited September 14th 2015 at 1:07 AM @Lethe well I don't think you'd need 205-255. It's a really nice line that your data formed.
http://i.imgur.com/3xmE7gV.png?1 I highlighted the columns used in the graph. If you take out the log, the formula comes out almost perfectly to (required dps) = 100 * 10 ^ (area / 5), so I don't think anymore data is needed as far as boss areas go. I wonder what a good experiment for non-boss levels would be: the bare minimum to idle, or the bare minimum to instant kill. For the sake of finding the difficulty curve, it might not matter which as long as we're consistent. |
37 Posts |
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- Posted September 28th 2015 at 10:46 PM
lady_death4uI try to follow your DPS Lethe it seems like it is pretty much accurate so far if you ever get a chance the 205-255 would be great so I can know what I need when I do the higher level objectives. Thanks so much for taking the time to get this information so far.
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1 Posts |
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- Posted September 29th 2015 at 2:51 AM
BlueveinD3Last Edited September 29th 2015 at 3:02 AM Some values :
295 : 67 O 300 : 670 O 305 : 5,7 N 310 : 52,5 N 315 : 563 N 320 : 6,44 v (should be less) |
37 Posts |
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- Posted September 30th 2015 at 11:26 PM
lady_death4uLast Edited September 30th 2015 at 11:29 PM Just got to 205 and using 336 D, so it is enough so you don't have to click to kill the bosses. However, if you go with less I think it is possible with buffs to get through the level.
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