OP Mode. Is it Worth Starting at Wave 11 - Run Complete

Discussion in 'Time Clickers' started by TheUrb, Oct 14, 2015.

  1. TheUrb

    TheUrb Spec Ops

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    With all this talk about the Overpowered Mode I decided to test it out. Normally I would start on wave 441 and gain time just like everyone else maxing to what you saw above. I just started this OP run from wave 11 with starting gold at 78/200, it took about 9 min to get to wave 656, which is when I lost OP. During that time I banked 31:30 min of ability time. This is 11 min more than I earned last night playing from 441 - 1876 which took a few hours in just a few min.

    Will this payout in the long run, I will keep you posted.
     
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  2. Proton

    Proton Administrator
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    Interesting I thought it would be worth it to start at 91, but banking the time is a very cool strategy.
     
  3. stevie123

    stevie123 Specialist

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    It will be interesting to compare the "cube per time" ratios from this max banking run against the ratio from a "normal" run before the patch.
    Starting at such a low wave, especially with 0 cubedrops before wave 100, the cube per time ratio drops by a good amount and you need to kill more bosses faster with the banked time to get it as high or higher than the usual cube per time ratio prepatch.

    I can't wait for your results :)

    For me personally I don't think I will change my playstyle, but it's always nice to know such things in theory ^^
     
  4. TheUrb

    TheUrb Spec Ops

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    Well I just happen to have to have a 1.2 timed data run on SinRopa's spreadsheet to compare to. But I did not do the "every 10 min" recording of data for this run.
     
  5. TheUrb

    TheUrb Spec Ops

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    So I topped out at 44:00 of banked time, more than twice what I had last night. I topped out at the same place I did last night and at about an hour of game play.
     
  6. TheUrb

    TheUrb Spec Ops

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    I would normally run out of banked time around wave 2150-2200 depending on how actively I had been playing/how many distractions I had. With this OP run I just passed 2150 with 35:00 left, so the beat goes on.:p
     
  7. RessurrectedDoom

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    It's just a guess, since I'm one of those starting on wave 91, but starting perhaps on wave 1 but with more than enough DPS to engage Overpowered mode for a good 500+ waves would likely keep the abilities going for a VERY long time. Possibly allowing some to push quite a bit further than they used to. Yes, this does mean going through all the pre-100 waves with no cube gain, but would it pay off in the long run? That, I do not know.

    If anything, it DOES live up to it's name, that it does. And I know some people have been taking advantage of what Overpowered mode brings for them.
     
  8. TheUrb

    TheUrb Spec Ops

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    So as I hit weapon lv 4500 and wave 2585 I have 20:20 of banked time left. I have a feeling this will end soon as I enter Training 5.0.
     
  9. TheUrb

    TheUrb Spec Ops

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    It finally ended on wave 2814. I was able to get to weapon lv 4800 on all weapons but not the x800 advancement on PB.

    Comparing this OP run with more starting gold vs starting on 441:
    • Topped out at 44 min of banked time vs 24.
    • Wave 2814 vs 2500
    • Weapon lv 4800 vs 3900
    • 220k :timecube: and 133k :weaponcube: vs 117k :timecube: and 74k :weaponcube:
    • 3 hours vs 2 hours.

    OP run :timecube:/min - 1,222 Reg run :timecube:/min - 975
    OP run :weaponcube:/min - 739 Reg run - 617

    I believe the numbers speak for themselves.
     
  10. Gamefreak

    Gamefreak Elite

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    Tried this tactic. Banked time allowed me to reach wave 2780. Pretty cool, but judging by :timecube: graph going past wave 2600 is not worth it - :timecube:/min is dropping significantly.
    Still this tactic is much better than old one because now I can go AFK for couple minutes and don't lose maximum damage. Starting from my usual wave 491 I could reach wave 2600 with nonstop max damage only if I played through full timeline without distractions.
    Also got 400k :timecube: refund from starting wave artifact:D
     
  11. TheUrb

    TheUrb Spec Ops

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    Judging by who's graph? Everyone is going to have to warp at different points, just because you have time left on the counter may not mean you should continue forward.
     
  12. Gamefreak

    Gamefreak Elite

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    By graph in my profile. I just tried to go as far as I can with maximum damage. Turns out that it is hard to spend all banked time - last bosses were so slow, on the edge of failing to kill them in the idle mode.
    Guess I will stick to wave 2600 for now.
     
  13. ErraticSnake

    ErraticSnake Rookie

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    What would be the best artifacts for the OP Mode runs? (Besides the obvious time extending artifacts.)
     
  14. Dimps

    Dimps Elite

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    What TheUrb wrote is not relevant. You can't compare :timecube:/min with different conditions AND different run times both at once.
    Change just one variable, keep rest the same.

    For now I'll still stick to "get max starting wave" tactic.
    Will try to make new account to test OP mode more, properly. Hope I won't lose my progress ^^
     
  15. TheUrb

    TheUrb Spec Ops

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    I changed one variable, I just noted all the differences.

    This is not a "scientific" experiment done in a bubble. There is little chance that another player will exactly replicate what I did. I was looking to see if starting at wave 11 was worth with the new OP feature. I stand on the results from that run vs previous runs.
     
  16. MACHIEN

    MACHIEN Rookie

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    I might try this in the weekend or If you have more results ;)
     
  17. ErraticSnake

    ErraticSnake Rookie

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    Already trying mine. At most, I'm getting like 13 minutes worth of banked Max Damage time. (of course, not counting the times where said banked time gets replenished.) It really would help if I know what artifacts (besides the extra time) to upgrade for maximizing the run time.
     
    #17 ErraticSnake, Oct 15, 2015
    Last edited: Oct 15, 2015
  18. RessurrectedDoom

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    Besides upgrading ability time, the only other artifacts you'd want to upgrade is damage, and gold (starting gold as well), so you have more damage to stay in Overpowered mode for longer, enough gold to fuel it for a long time, and get enough gold along the way to try to keep it going as long as possible.
    It also helps to have Gold Rush give 4x gold, but I donno if having Teamwork do up to 6x damage affects Overpowered mode or not.
    Keeping at high fire rate always helps too.
     
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  19. ErraticSnake

    ErraticSnake Rookie

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    @ResurrectedDoom - Thanks. Speaking of damage, which of the damage artifacts have the most effect in damage? And speaking of starting gold, it's among one of my biggest priorities.
     
  20. RessurrectedDoom

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    Well, if it assumes your team's DPS VS. enemy's health, theoretically, the particle ball would give the most extra damage, but in the long run, it's not so worth it. I would try to evenly upgrade each individual weapon's DPS, but still focus a little more on pistol and flak for deeper run, and don't forget to upgrade the Team DPS artifact as well.
    If anything, both the Particle Ball and Rocket launcher, due to their slow firing speed, are more left behind in my DPS upgrades, while the Spread Rifle, Pulse Pistol, and Flak Cannon get a good number of upgrades.