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i have not the database exact number , but i have observe myself big difference
i have look this for Rarity - Gp number :
1) in White
GP 2 to 47
2) in Legendary
GP 114 to 190
3) in Ancient
GP 193 to 284
( Observation in my own heroes )
Edit :
i had test myself in 3x Ancient Killer with GP 209 - 225 - 261
i have upgrade each one to lv 50 ( cost "nothing" in points )
their statistics were really enormously different ( bigger in high level )
( characters naked - without gear )
Edit: Formatting. Clarity.
As for the stats impact it's pretty significant. I tested on two naked lvl70 tough woman, one being red/ancient 256 rating (577 STR, 1014 VIT (4058 HP), 1647 AGI), the other legend 122 rating (352 STR, 631 VIT (2572 HP), 1048 AGI), so as you can see with 134 rating difference the better rated one had ~60% more stats.
So hard to get high pot. ancient units too
He is rated epic, 116 and higher than other epics, and even legendaries
Screenshot: https://i.imgur.com/amPNzVm.png
edit: looks like ratings can somewhat merge, saw it twice now that one guy of lower rarity had higher rating than one with rarity above. From what I've seen from my own rooster as well as observing ratings on applicants it's approximately like this:
Rarity - Growth Potential/Rating
Common: 0-37
Rare: 39-73
Epic: 74-122
Legendary: 107-191
Ancient: 194-282
Bottom line as depicted by everyone above here, 270+ is more than enough. Anything else is extra and not even huge impact wise.
EG.
BASE stats
Level 81 Cube - potential 203
Int - 642
Vit - 1391
Agi - 1581
Level 81 Cube - potential 281 (~38% increase in potential)
Int - 892 +250 (~39%)
Vit - 1889 +498 (~36%)
Agi - 2153 +572 (~36%)
So no arguement here, 36%+ increases seems pretty significant. However, now we look at final stats (same exact gear and talent distribution).
FINAL stats (geared)
Level 81 Cube - potential 203
Int - 9017
Vit - 9996
Agi - 1959
Level 81 Cube - potential 281
Int - 9267 +250 (~2.7%)
Vit - 10494 +498 (~5.0%)
Agi - 2531 +572 (~29.2%)
Conclusion: You don't have to waste time and energy fretting over not having "perfect" adventurers. The higher level gear you find, the LESS the adventurer potential matters. Note: This is only with level 11 gear.
So just use what you have, put the best gear/gems on them that you can, and have fun. By the time you get a significant increase in potential on a new ancient, you'll probably have more Practice Points (XP) than you know what to do with and can just level your new adventurer at that time.
Side note on Practice Points costs (rounded):
Level ------PP --------------Cumulative PP ------next level PP
1-70 -------1.5 million -----1.5 million ------------340k
70-75 ------3 million -------4.5 million ------------1.1 million
75-80 ------10 million -----14.5 million -----------3.4 million
80-85 ------29 million -----43.5 million -----------10.5 million
85-90 ------87 million -----130 million ------------(max level)
Side note 2 on Practice Points acquisition:
250 ash (from Mystic Dimension) = 10 million Practice Points
Side note 3 on max level
Levels 85-90 give an insignificant increase to stats and no extra talent points. You can decide for yourself if it's worth it to get one adventurer to 90 for the cost of getting 2 adventurers to 85 (which unlocks all talents).
Wanted to add to this.
I just leveled 3 different pairs of Adventurers with the same potentials all to 70. Highest difference was a little over 1%, and they were not comparable across different stats (some could be higher with others lower), so there does seem to be a randomization factor.
And yes, it should be clear that once Practice Points are excessively abundant for you, this cost/benefit analysis is no longer necessary - because you have removed the cost factor. Higher numbers are imperically better.
got many characters with 320+
The "285 is max" post is from May 2018; in February 2019 there was a patch with this change: