![]() Their combined multiplier is (HS 0.5 ) 3 = HS 1.5. We have 3 gold ancients (Pluto, Mimzee and Mammon) all at linear cost. Hero damage (with ancients) = 72 * D * (G/C) R * HS 2.9. Global hero DPS upgrades roughly give an additional 72x. Their combined effect is (HS 0.5 ) 3 * HS 0.4 * HS = HS 2.9. ![]() On damage ancients, we have 3 at linear cost (Argaiv, Baal, and Frag), 1 at 1.5th power cost (Jugg) and 1 at constant cost (Morg). Let R be this scaling number (equals 0.8892 for 1.0e10 heroes, and 1.3895 for 1.0e11 heroes). Through the same calculation, one can show that the scaling for 1.0e11 is 1.3895. Now, we're going to express L and G as the rest of the variables (as well as HS). And finally, equating damage and HP gives us what we want. I'm going to express L, G, and total damage as a function of other variables as well as HS. R: Log gold to DPS conversion ratio (which we will compute).Z: Zone of ascension (again, assume to be >= 200K). ![]() G: Gold obtainable by the time of ascension.L: Level of hero reachable at ascension.C: Cost of gilded hero at level 1, aided by Dogcog. ![]() This sounds like a mouthful and maybe a bit circular but believe me it makes everything a lot easier to think this way. D: Damage of gilded hero at level 1, unaided by ancients, but with all hero upgrades that are purchasable at ascension already applied.Ignore Chor (this actually cancels out with the HS allocation assumption quite nicely)Īll logarithms are in base 10, and denoted by lg.Your HS allocation to ancients is equal for the ancients you care about (damage and gold) and furthermore, ignore constants to the point where linear ancients can be leveled to HS 0.5 and 1.5th power ancients can be leveled to HS 0.4.Ignore AC's for a moment (will come back to analyze their effect once we have the full equation).So variation in this multiplier as you ascend higher can safely be ignored. Even at 1M zone, it's still less than 1000, leading to only a 10x HP scale difference. 100% treasure chest chance (in practice this will be 1% for the most part, as you'll see the difference this makes is small, plus you can always farm for a chest).You're gilded on Xavira or higher, so hero damage is 4.5x / 1000x every 25 levels.I'm going to make the following simplifying assumptions: I'm only going to tackle this for zone 200K+, as that's where most serious players spend their time. Question: Given you have a certain amount of HS, what zone will you reach? And the game's hard cap would just fall out of it as a corollary. I'm going to derive some pretty cool math here to show you how progression beyond zone 200K looks like. Recently there's been some speculation on the game's soft cap zone. Please use our recruitment subreddit for all recruitment or searches. Clicker Heroes 1 clan recruitment and "looking for clan" posts should not be made here. Shitposts are welcome, but the ones with really low quality/effort will be removed. Posting cheated progress and trying to pass it off as legitimate will result in a ban.Ħ. This includes mercenary listers, scripts for automating the game, save sharing and save editors. Do not post, discuss, or show off hacks, cheats, or scripts. This includes low quality "Read the FAQ" posts.ĥ. All posts must be related to Clicker Heroes or other Playsaurus games.Ĥ. If you have a question, please read the FAQ and search through the subreddit to look for an answer before you make a post.Ģ. Welcome to the Clicker Heroes subreddit! Discuss anything about the game here.
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