So, the sensitivity on the orbital cannon controls goes from 0 to 1000 for no discernible reason at all. Just, randomly it's halfway moved halfway across the screen just in time for me to not be locked on and launch.
Game is amusing, but it NEEDS faster re-spawning, more tool-tips to explain things that aren't explained at all, more controls for move mode (picking up items, etc), and things like Quick-Equip and Quick-Use for items. Having to unequip a 1-slot item to equip a 2-slot item is cumbersome. Having to click a couple times in the menu over and over again to use them is cumbersome and boring. Being able to click the arrows on the side to change the "Act" to "use" or "drop" would be great. Also, to know what using an item does. So far, it seems to do nothing.
Something to explain the specialties of the classes would be nice. IE, a tooltip that explains that monk is "unarmed specialist that benefits the most from X stat." Also, a "base stat" tooltip, or a "stats upgraded X amount of times" one.
So there's literally no point in invading another's reality when I run into the same two people every time with some Q or Qi estimated DPS and I have only a couple B in DPS. Like, helloooooo never gonna get past you!
Weird. I have an item whose stats won't load. Considering they loaded fine just yesterday, I got no idea what could be wrong here. If I try to hover over it, it freezes the game for a bit, then shows another items picture, and no stats.
Food is not used much. I have 10 workers on food, and have had them for a at least 3 or 4 hours now. I've never run out of food. Haven't gone below half of my storage capacity except when I suddenly upgrade the Barn five times to make room for more. Food needs more uses. Wood is used perhaps a bit too much, while metal is used almost perfectly in line with the production I've needed. I have 10 farmers, 140 lumberjacks, and 90 Miners. I also have 10 scientists, and 110 Trainers (which I'm probably going to fire).
We also need more efficiency upgrades, since our own working helps nothing except building, traps, and maybe science.
Gyms need more than just the, from what I've been able to get by world 9, one upgrade to their base ability to block. That or Trainers need more than just the one 2x upgrade. I'm at 7.6 m blk, and they are doing about 1B damage. BLK is essentially useless at that point, and I should just fire all my trainers and hire more miners and lumberjacks. It helped out early game in the first 5 worlds, but quickly become redundant by world 7.
Modules no longer appear in the cargo if you unequip them, but they can be sold. So, essentially, if you unequip a module you can't re-equip it, but you can sell it to buy another one.
Critical hits don't seem to influence the DPS statistic, so are they not functioning or did you just not include that in the formula? I'd prefer if they did influence it, because I don't know how effective my Plasma gun with 28% crit is vs a rocket lchr, or scatter gun.
Also, I have no DMG Ignore percent in the stats page, despite having an achievement that would grant 1% dmg ignore.
XP bonus seems to be bugged. I've got two of the +10% bonuses, and five of the +2% bonuses. That should be 30% xp, but somehow in the "more stats" area is says +18%. I'm not sure if it's a flat bonus, or if it's one of those "the more you get the less of a bonus it is" math equation, but it seems weird either way. In addition, after equipping an artifact I found with +3% xp, the 18% didn't change at all.
Question: At 304k block, does that mean I have 304% damage reduction? If so, wouldn't that mean I wouldn't be taking any damage? Alternatively, is it set so that instead of 1% per 1000, I can 1% of whatever I didn't have? ie, if I have 50% damage reduction already, gaining another 1k block would effectively give me half a percent of damage reduction? I don't quite know how to describe it, but that would make a lot more sense then the way it's worded now.
The increment for health regen, energy regen, magic find, block, and crit don't seem to increase with cost. At least, they don't visibly show it. Crit and block seem to increase a bit (going by the .01k increase instead of two) but don't show it in the parenthesis. Health and energy regen, on the other hand, don't seem to increase enough to be worth it to upgrade at all when one has even a single veteran item, since that seems to increase those two in 10 levels more than even a hundred upgrades through gold would.
The increments start to rise as the cost hits certain points. Also, the numbers by crit / block in the parenthesis are the % cap values for each. However, if you continue to gain skill in crit / block, you gain the additional benefits mentioned (damage reduction & crit damage bonus). :)
Yeah, block penetration might as well not be there at levels above 1000, even at 100%, since it doesn't do as the name would suggest. Considering block penetration is usually the only really effective way to deal damage to elite and legendary monsters that have at least a 75% block chance, well, it's a pain in the buttocks to do anything, and the only class that has a chance at survival against them at higher levels would be the Cleric. The other classes would have to rely on life steal in the combat skill tree, and I'm not sure if life steal does less healing when most of the damage is blocked...and I'm not sure I want to even test such a thing.
40% of 60k is not 3k. I have block penetration of 40%, and my damage (crit and backstab) is about 60k, yet I get somewhere around 3k "block penetration damage" when I should be doing about 24k.
I need to add cc in formula :) Seems like damage ignore stat is bugged in gui, will fix it