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I've tried runs where I intentionally slow my turrets down and use damage over time bonuses, but that's just not super intuitive for me (and I feel like I only ever see damage over time bonuses later in my runs). It's more intuitive for me to try to increase my speed as much as possible and pick up stun or injury gadgets. Thus I hate dogs.
The only epic I've picked up so far is an induction with a painful penalty. But I didn't pick it up to win, just to have more fun while I gather up salvage.
Otherwise I think you probably just need to keep playing to find and salvage some good epic doodads to make it really far which means you probably want to try and keep 50 salvage available on any runs you can just in case you come across one. hard to find and then you need a good penalty on it. so best to be able to get it when you can i reckon
My fav penalty is the trigger freq and most of my salvaged doodads show that. As such, I try never to pick the dodge and shield options. The shields can stack too which makes it worse.
life regen is probably the next i try not to pick then move speed and/or chance of big move speed bonus
healers and scientists are also no nos but there are builds that i reckon you want them just to expand wave sizes.
Out of the 3 normal adds. I prefer to take wolves. birds will screw you over in most normal runs and brutes are just sponges.
You can't counter their speed as the only anti speed doodad is the injury with chance of -30% speed or the stun but its easier to avoid taking speed boosts then it is health boosts imo and the size of their strengths-weaknesses are smaller.
Then try to keep tower hit damage and speed above 0 and resistance below it.
Chance to nova is one of the best picks i find if you can afford it depending on its chance and the penalties.
In majority of situations, and it's like 90%+, you have a choise between something like +Chance for Birds (instant lose next wave), +enemy regen (same story, but not as instant) or -6%speed -5% resist.
Min maxing is a thing in any game with numbers, but i personally have not reached late game to talk about it (max wave is 114 or something).
Summary: The Doodad calcs have been simplified too much
For the Intense Doodad
we need +100% damage to double damage while only 50% resist is required to halve our damage.
It also takes -100% resistance for them to take double damage. (The 50% = half / -100% = double resistance values are stated in one of the loading tips)
With the potent doodad -5% resistance is just 1.05 * damage following the above information, but -6% attack speed also works at an exponential rate does it not?
So its value is higher then the negative resist and is much worse a trade.
You also arent triggering chance affects as often. If youve been lucky with positive bonuses moreso than negative then you arent stunning, causing novas, instant killing, or slowing as often so you lose a lot of value in other picks too
The +# Tower hit damage deserves a mention too as it is important to raise it with the number of towers you have, often more so