Guide to farming 1.0.8

Good day to all!

For those who do not want to read it (because it is too long) we summary: although there are numerous topics about farming, doing specific times to farm souls or gold does NOT worth, make one team to farm both. Valkyrie and alchemist will provide all you need. This is because the maximum souls and can collect money in their difficulties (unarmored) are

  • Normal 40 souls 110 gold
  • Hard 50 souls 121 gold
  • Warlord I 60 souls 138 gold
  • Warlord ii 70 souls 165 gold
  • Warlord iii 80 souls 193 gold
  • Warlord iv 90 souls 220 gold

From now only continue those who want to read a lot, like math and want to help. I’ve been seeing and there are several threads talking to farm gold or souls, however playing I realized one thing that motivated me to study the game mechanics behind the farm: coincidentally much matches I received 70 souls (I usually play on warlord difficulty ii) and I found quite a coincidence that that this value often. So did tests: my traditional team that was “serpent” (17) “alchemist” (17), “Valkyrie” (17) and “banshee” (17), yellow and red banner, all with two traits, and I turned it into a less aggressive team and more funding source: changed to “banshee” for “soothsayer” (16 and 1 trait) and the banner for black and red. To do the test also changed several times and difficulty with that came the following conclusion: the maximum souls battle is really 70 (warlord ii) then wondered if the money had limits, and had: 165 (warlord ii). With that came a few things on my mind: 1 would have a base value on which the percentages would be accumulating or percentage upon percentage? 2- How would run the merchant and necromancy traits?

To address the first question, I played games in the normal and hard difficulties and ascertained the maximum gold and soul (respectively 110/40 and 121/50), then doing proportion extrapolated the other values in the table above. It gave me the maximum base, but still did not give me the percentages were combined and applied to the base or were applied separately to both did some testing under certain parameters. I will reproduce some of them. Before playing is interesting to talk as it did tests: played in different difficulties, earning 10 gold or 10 souls (and I did not kill any opponent):

  • In normal difficulty collected 10 souls and when I lost the battle I won 10 souls. Necromancy only works if the card with this trait stays alive at end of battle.
  • In difficult warlord ii collected 10 souls and when I lost the battle I got 18 souls - 10 * 1.75 = 17.5 = 18.
  • In difficult warlord iv collected 10 gold and when I lost the battle I got 26 gold - (10 * 1.25) * 2 = 12.5 * 2 = 13 * 2 = 26
  • In difficult warlord ii collected 10 gold and when I lost the battle I got 20 gold - (10 * 1.25) * 1.5 = 12.5 * 1.5 = 13 * 1.5 = 19.5 = 20

From these test I realized that necromancy only works if the card with this trait stays alive at end of battle and the merchant trait works, but does not increase the much gold that it is possible worn in each game, and it is first applied in gold and rounded before the multiplier difficulty.

About the priorites and maths with the armor, I bring the contribution from Rasper:

"For souls follow this order:

Earn 1 soul per kill plus gains from abilities (like +8 from a mythic level Valkyrie)
If any troops with Necromany are alive at end of battle, multiply this by 1.5 for each troop.
If this value is above 40, reduce it to 40
Now apply your multiplier based on VIP, armor, and difficulty level

Example:
I have Glade Warden, Green Slime, Valkyrie (necro), Keeper of Souls (necro). I play on Hard (+25%) using Dragon Armor (+50%)
I kill 4 troops and use Valk once, this gives me 8 + 4 = 12.
Valk is alive, so 12 * 1.5 = 18.
Keeper is alive, so 18 * 1.5 = 27.
Not over 40, so no cap applied.
Apply modifier 27 * (1 + 0.25 + 0.50) = 27 * 1.75 = 47.25, so I get 47 souls.

Same situation, but use Valk twice:

I kill 4 troops and use Valk twice, this gives me 4 + 8 + 8 = 20
Valk is alive, so 20 * 1.5 = 30.
Keeper is alive, so 30 * 1.5 = 45.
Cap is 40, so 45 reduced to 40.
Apply modifier 40 * (1 + 0.25 + 0.50) = 40 * 1.75 = 70, so I get 70 souls."

And for those who have read this far and are farming a tip: count the souls and gold that are collecting: to achieve 40 souls and 110 gold (counting the bonus merchant, or 88 with a character with the merchant trait) you can finish the match because she has nothing else to offer and only one team is needed to achieve these values.

Sincerely,

Rikus

EDIT: Thanks Esoxnepa for the information about necromancy.
EDIT 2: Thanks Rasper for the machanics with armor.

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The troop with necromancy must be alive at the end of the battle. If you lost, the troop was not alive, and so the necromancy benefit is not applied.

My with my Valkyrie deck, if I don’t use her ability, I get 15 souls, vs 9 souls with no necromancy trait.

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Thanks! But merchant works even if alchemist was destroyed. Strange mechanics.

For souls follow this order:

Earn 1 soul per kill plus gains from abilities (like +8 from a mythic level Valkyrie)
If any troops with Necromany are alive at end of battle, multiply this by 1.5 for each troop.
If this value is above 40, reduce it to 40
Now apply your multiplier based on VIP, armor, and difficulty level

Example:
I have Glade Warden, Green Slime, Valkyrie (necro), Keeper of Souls (necro). I play on Hard (+25%) using Dragon Armor (+50%)
I kill 4 troops and use Valk once, this gives me 8 + 4 = 12.
Valk is alive, so 12 * 1.5 = 18.
Keeper is alive, so 18 * 1.5 = 27.
Not over 40, so no cap applied.
Apply modifier 27 * (1 + 0.25 + 0.50) = 27 * 1.75 = 47.25, so I get 47 souls.

Same situation, but use Valk twice:

I kill 4 troops and use Valk twice, this gives me 4 + 8 + 8 = 20
Valk is alive, so 20 * 1.5 = 30.
Keeper is alive, so 30 * 1.5 = 45.
Cap is 40, so 45 reduced to 40.
Apply modifier 40 * (1 + 0.25 + 0.50) = 40 * 1.75 = 70, so I get 70 souls.

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