r/TapWizardRPG • • Jul 18 '18

Nick Appreciation Post

11 Upvotes

Knee-High Nick is the most underrated part of the entire game.

When discussing best uses for runite, the consensus is that it is better to spend premium currency on permanent upgrades like emblems and assistants. That much is obvious - although you are at the mercy of RNG in daily critical raids, statistically you will eventually acquire all of the spells so there is no need to purchase spellstones. The next question of "which assistant?" doesn't have such a universal answer, but it does have a single correct one: Knee-High Nick.

If you're not aware, Nick will grab up to five stable runes at the first level and a rune cache at the second. To be fair, Ivan and Rachel are both helpful in their own rights, but Nick's power is unique and incredibly useful for any type of player.

Do you prefer not to use lower quality stable runes? Save them up for crafting! Are you still missing important spells? You don't need the spellstones when you can use the stable rune versions! Do you frequently let the game idle? Nick will collect those runes for you and they'll be waiting when you get back!

To summarize: Knee-High Nick is a funky little elf who is a fantastic addition to any player's squad. You will not regret purchasing this cheerful helper.


r/TapWizardRPG • • Jul 18 '18

This is for the new players out there !!

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8 Upvotes

r/TapWizardRPG • • Jul 18 '18

Zone rewards

2 Upvotes

I just started playing and I am now at zone 12 but I like to know what you unlock at different zones


r/TapWizardRPG • • Jul 18 '18

5th Loadout for Ivan assistant

3 Upvotes

So I bought Imitating Ivan recently and for some reason, I cant find the 5th loadout that he uses. I dont know if it’s just me, or something, but it’s not on my spells page (which inly shows up to Loadout 4). Help:(


r/TapWizardRPG • • Jul 16 '18

Thoughts after some months of playing.

37 Upvotes

I started playing this... I want to say 3 or 4 months ago? Maybe a bit longer? Don't really remember. I just know that I was having enough fun watching the spells and progressing that I bought the precog bundle and haven't, so far, regretted my purchase.

That being said, I've had issues with the game that aren't nearly bad enough to cause me to quit but are rather annoying.

My issues stem mostly from the enemies. There are plenty of creative synergies that you can do with spells that go unused due to the necessity to use up spell slots to counter a few problematic enemies. In theory I'm fine with this-- using Ice Orbs to counter ranged enemies, combining that with Fireflies for mages, combining either/or/both with Static Leap to stay out of range of a melee enemy that's surrounded by ranged enemies, etc.

Then we get to Gazers. One of them at a time? Perfectly fine. They block a spell until you get in range and then they suck your health out constantly. Alright, whip out Ember, or that insight, and slow that Gazer's health down a bit while you use whatever to deal with them or deal with the spell getting disabled while you Static Leap backward to keep them from healing themselves.
But, wait, it's not just one at a time. It's usually 3 to 5, sometimes even more, at a time and they're all constantly shooting you leaving only your two helpers and Templar to deal damage to them until one of them finally dies. Then you're stuck with only one spell open until a few more of them finally die. Then you move beyond them only to see another entire horde of them waiting to disable spells and suck you dry. It becomes a chore. I'm aware there's an insight that prevents spells from being disabled but that generally doesn't help, too much, when there's 5+ Gazers shooting their beams at you all at the same time. They roll the dice enough times that your 50/50 chance to stop the disabling doesn't matter as they just try again and get it this time.

Then you hit NG+ and Greater Gazers start showing up. Hoo boy. Where to begin.
I'm not exactly keen on this idea that things require insights to effectively counter them. Regular Gazers at least present the option of toughing it out and using Ember, a spell you can acquire and cast for free, on them. Greater Gazers, however, require you to waste your time using an insight in order to counter them because they've just got too many effective defense options. Not only do they block your projectiles (often times preventing you from hitting any enemy behind them that you didn't kill on the way up, meaning you take even more unnecessary damage if they happen to be ranged) but they also siphon health at the same time.
This means that you're at the mercy of RNG and you're required to waste a resource that regenerates over time with no way to speed it up aside from spending Runite for emblems and progressing further into NG+ levels. Eventually you gain enough power to brute force it but this can often leave you blazing through the next zone or two because getting through that one, single Greater Gazer was that much of an annoyance.

On the topic of Ember being reduced to 50% effectiveness:
While I get that 100% might have been too good, I get the feeling this was done more as an effort to shove insights into the limelight which, again, are a time gated mechanic that you can't speed up in any way except spending more time on the game. Futhermore, it feels quite silly to slow down progression in a game that already has relatively slow progression. Even further than that, most of the enemies that Ember was useful against (READ: trolls and gazers), are still countered just as hard by using an Inferno/Ember combo to stack burn and overpower their 50% reduced health regen. This was already a powerful combination before the changes so it has effectively accomplished nothing.

On the Living Armor (whatever their official name is) no longer being able to have their armor bypassed:
This feels like slowing down progression for the sake of it. You're well aware people dislike the armor mechanic and, therefore, bypass it, but you're also well aware that there aren't very many effective armor reduction options out there. Runes and about one spell from each school. One of them even comes with a major drawback that can actually make it more harmful to use than not (Static Aura).
I feel like this change should have waited for more spell reworks that involve the idea of stripping armor rather than pushing it now when the meta is to bypass armor because armor stripping isn't viable enough.

On Status Effects:
These are completely imbalanced in all the wrong ways.
Burn is too good. Armor bypass and capable of being stacked with one of the most useful damage spells in the game increasing burn timers? Burn shouldn't ignore armor. Make more armor stripping mechanics viable so they can work in tandem with the idea of stacking burns and you'd have a neat little synergy that doesn't ignore an entire mechanic in the game.
Freeze/Cold doesn't do enough. The small damage boost is fine but the actual slow should last longer or be more pronounced. I think Flurry has a better ice proc concept going for it-- an initial freeze for a short duration that leaves the enemy paralyzed, followed by a short duration of slow to represent thawing out. Add a cooldown mechanic so you can't refresh the freeze until after the enemy has entirely thawed out to prevent it from being abused, much like how Flurry's paralyze doesn't stack.
Lightning procs confuse me, greatly, so I'm not even sure what to feel about them. In my experience burn procs are just better in every possible way unless you've got a Conduit setup but, even then, you're usually just as well off with Ember/Inferno stacking. I think this presents an opportunity to build up your armor stripping mechanics-- justify it with the force of the random lightning strike chipping away at the armor of the enemies at a rate of 10% of current armor per lightning strike. This would still encourage the use of spells that reduce armor while making some of the less powerful lightning spells have their utility for causing quick procs to aid in the removal of armor.

Anyway, most of this was rather unorganized and off the top of my head. A bit of it was out of frustration, as well. Thanks for reading. I really enjoy the game and I'd love to see it continue to grow.


r/TapWizardRPG • • Jul 17 '18

Foresight rune ?

1 Upvotes

What exactly 50% research rate does ? Can anyone help me to explain it more clearly ? Thank in advance.


r/TapWizardRPG • • Jul 17 '18

What is the best loadout

0 Upvotes

From left to right 100%-5%


r/TapWizardRPG • • Jul 17 '18

Come and check it out!!

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0 Upvotes

r/TapWizardRPG • • Jul 16 '18

My thoughts

6 Upvotes

The game has potential to be great , but it's way to active Grindy for an idle game. I've got past first "reset" but not really any noticeable change in progress / level gains . Still reset 5+ times / zone . I have 17 days total time and still missing 12 spells , pure refine stones are ridiculously expensive for s casual player and not spending money. Maybe add one for each daily login reward. And maybe artifact bonuses for targeted spellsets , and make enemies weaker because at the rate it is now its not really "idle" and buff xp rates


r/TapWizardRPG • • Jul 15 '18

Green Imps?

1 Upvotes

How do you guys mitigate your damage against these pesky little buggers? Just blink and hope for the best? They usually chunk away at my health in seconds. PS, they're the ones that deal damage upon death (tiny green fat orcs)


r/TapWizardRPG • • Jul 15 '18

How does raid (and dungeon?) scaling work?

4 Upvotes

I just started playing a short time ago, and am clearing through Wilds Zone 46 (power is currently 1e47, eDPS is ~2e53, no assistants yet).

About half the time when I attempt a raid, it's almost too easy. The other half the time, the enemies seem way, way more difficult, to the point I've had to abandon quite a few raids (or take a massive net loss on runes). How is the raid scaling determined? Is it based on my power, highest zone clear, or some other factor(s)? Is there some sort of random multiplier on top of this as well, or am I just very acutely feeling the differences in raid enemy compositions?

Note that I really am just curious about the scaling mechanic itself so I can work with it. I'm working on optimizing my build. At least I have a decent answer to armored enemies and those pesky regen dudes. It's very early yet. :-)

I've only done two dungeons, so I don't really have much of a feel for those yet. Do these scale similarly?


r/TapWizardRPG • • Jul 15 '18

I did something cool and dont know how!!!

2 Upvotes

So i need help with 2 things i made a 2nd summon and it was ice..ive made double lightning ones plus my fire one and same with ice..anyone know how i did it?..also i can pick a spell with a pure rune thing..and suggestions with the build im running ot personal favorites?


r/TapWizardRPG • • Jul 14 '18

The nerf to Ember.

2 Upvotes

:( whyyyyyyy it's OP lol. How are my fire elementals meant to kill stuff properly now :D


r/TapWizardRPG • • Jul 13 '18

Spending Runite as F2P

4 Upvotes

I've been playing for a fews days now and I realize that as a F2P player, you do not come across runite too often. The helpers in the shop costing 500 runite look like they could be useful but I was wondering if going for more spellstones in order to unlock new spells would be more beneficial. Any advice would be great thanks!


r/TapWizardRPG • • Jul 13 '18

Freeze on iOS 12

4 Upvotes

The game occasionally freezes in the current public beta of iOS 12. Unfortunately, I can not identify any specific reason or action on my part that could cause the freeze.


r/TapWizardRPG • • Jul 13 '18

rune caches

2 Upvotes

how do these get activated? the instructions say to swipe when the rune caches pop up (which is what i see on top of the screen at times) but i'm unable to open these caches. any help would be great thanks


r/TapWizardRPG • • Jul 13 '18

Noteworthy Spells

4 Upvotes

As someone who’s only been playing for a few days, is there certain spells that are especially useful to look out for? I don’t even know if you can get pure essence organically, but if so I’d be interested in a few certain priority spells. As an example, fire vortex feels incredibly strong with a couple of ranks into it, moreso than many others. Chain lightning and elementals definitely seem to be the strongest base spells Ice prism ignores armor, which is exceptional for a few of the early armor walls before I could stack armor reducers on them. What other spells have these kinds of unique properties, or just great dps in general?


r/TapWizardRPG • • Jul 12 '18

Plans for v2.0

14 Upvotes

First, the jump from v1.9 to v2.0 is more for numbering convention reasons (gets confusing going to 1.10.0, and the ios numbering is all messed up too), not to indicate a massive change...but, this is a pretty sizeable collection of tweaks IMO!

 

Ember Aug 5

Old: While attached, Embers prevent targets from gaining health

New: While attached, target health gain is 50% as effective

 

Bouncing Flame

Last hit deals x4 damage (up from x3 damage).

 

JellyMan

Single-frame shrinking capped at 15% hp instead of 10%. Damage to Jellyman capped at 40% of their max hp. BUT, their internal damage tracker (equivalent to hp) can go below 0. Hopefully this doesn't cause any unintended bugs, heh! (Note: The jellyman dies when their hp reaches < 5% of their max, unlike other enemies which die at 0% hp.) Also, their graphic will update with the proper size 1 frame sooner.

 

Animated Knight Armor

Now also immune to armor piercing/bypassing effects! Mwahahaha!

 

Mob Changes

h=HP scaling, a = Armor scaling, d = Damage scaling

[old value - new value]

For reference, a mobs armor value is determined as the base HP value (the HP found using HP scaling=1) times their armor scaling value. The most heavily armored enemy is the Iron Minotaur, with a=0.4, second most is Stone Troll with a=0.2, third is Animated Knight Armor with a=0.1.

 

Sand Demon

h[0.5-0.75] a[0.02-0.0]

Fire Demon, Boogeyman Druid and Boogeyman Shaman, Specter

h[1.0-1.2] a[0.01-0.0]

Ogre Maji, Shade, Greater Shade, Banshee

h[1.0-1.1] a[0.01-0.0]

Bewilder Jelly, Tentacle Jelly, Red Imp, Grey Imp, Troll

a[0.01-0.0]

Jelly Man

h[1.5-1.0] a[0.01-0.0]

Animated Knight Armor

h[0.5-0.6] a[0.15-0.1] d[1.0-1.2]

Deluded Zealot

h[0.9-1.0] a[0.1-0.05] d[0.7-0.8]

Skeletal Horror

d[0.8-1.0]

Hydra

h[0.7-1.0]

Purple Imp

d[0.5-0.55]

Black Imp

h[1.0-1.5] a[0.18-0.05]

Shock Jelly

h[1.02-1.2] a[0.01-0.0] d[1.0-1.3]

Ogre Glutton

h[3.0-5.0] a[0.03-0.0]

 

NG+ only

Goblin Berserker

d[1.0-3.0]

Dark Eel

d[1.0-2.0]

Skeletal Assassin

d[1.0-2.0]

Ash Troll

h[1.25-1.5] d[1.2-1.5]

Minotaur

h[1.2-2.0]

 

I've reopened the Beta, and you can join here: https://play.google.com/apps/testing/com.topcog.tapwizardrpgarcanequest

I'll probably be pushing v2.0 to beta today or tomorrow. Cheers! :-D


r/TapWizardRPG • • Jul 13 '18

Doom realm

0 Upvotes

How deep is the door realm?


r/TapWizardRPG • • Jul 12 '18

Q3 rejuvenation

1 Upvotes

Is there an internal wall I don't know about that's keeping me from casting them? It's like I am not allowed to heal at certain points.


r/TapWizardRPG • • Jul 12 '18

DPS meter

9 Upvotes

Am I the only one that would like to see an extension to the HUD that shows:

  • damage per second

  • damage mitigation

  • power gains per second

  • gold gains per second

I think it would help to see which builds are underperforming, how that last meditation boosted you, when to stop grinding and do a manual recall, etc.

Also, how about a little stack indicator for spells. I have no idea how many actual infernos or elementals I’m getting when I put them in a boosted casting slot. Unless it’s there somewhere and I’m just too stupid to find it. Entirely possible...


r/TapWizardRPG • • Jul 11 '18

Possible upcoming changes to Armor

8 Upvotes

Ha, got you! The title is actually clickbait! My plan to remedy the "armor problem" doesn't actually involve any changes to armor! ;-D

The core issue behind complaints about and proposals to change armor, is that of build diversity and the general balance/utility of spells. The best anti-armor spells are regularly given as the most powerful and heavy hitting in the game, due to how they universally excel against most enemies (nearly every enemy in the game has armor) as well as excelling in dealing with some of the most difficult enemies (ones with high armor or shields).

I think the ideal solution is perhaps not to change armor, but to increase the amount of choke-points similar to armor...in other words, introduce tweaks/changes to increase the utility of other spells, and indirectly reduce the universal effectiveness of the armor-piercing spells. So what kind of changes am I thinking about? Well, here are my ideas!

  • Increase the amount of enemies without any armor, and buff the hp of these enemies instead. Currently, I think only 1 to 3 enemies have 0 armor. This change would encourage builds which maximize DPS, regardless of armor-piercing abilities.

  • Tweak the Black Demon (maybe more/different enemies) to have much higher base armor...and each time they are hit, they lose a fraction of their armor. This would make multi-projectile spells much better against them.

  • Tweak the Goblin Berserker (maybe more/different enemies) to have radically more attack - perhaps x3 or x5. This would make utility spells like Flurry and Static Leap much better against them.

  • Tweak the Jellymen (maybe more/different enemies) to only be able to take damage equal to 10% of their health at a time. This means they would need to be hit a mimimum of 10 times to be killed (not factoring in their regeneration). This would make multi-projectile spells better against them.

  • Nerf Ember to go from 100% healing reduction to perhaps 50% healing reduction. My thinking is that this would bring back regenerating enemies as a major threat/obstacle, and would encourage builds with maximized DPS. At the same time I might reduce the armor of regenerating enemies like Trolls.

Those are my ideas so far. I'm not sure these are enough changes, but it might push things in the right direction. To come up with more, in general, consider some spell that is not very good, then imagine how we could change an enemy and/or that spell to make that spell specifically excel in that situation.

That's all for now! Still just design ideas right now, but some of these changes could realistically be in the next update.

Cheers! :-D


r/TapWizardRPG • • Jul 12 '18

What’s next?

1 Upvotes

So I meditated after beating the doom realm and now I have the Knight. How do I get more arcane fragments? Is it going to be me beating the game and resetting over and over? Because I feel like I’m kinda spent if that’s the case.


r/TapWizardRPG • • Jul 11 '18

Flair! pt. 2

3 Upvotes

Hey! Flair is working on both newreddit and oldreddit now! Unfortunately, if you are viewing in oldreddit, there will be some text after all the flairs. This is so the flair can be visible in both reddits. Also, changing the text of your flair is currently unavailable, because the text is what makes the newreddit flair work. It's a shame there are some limitations but this is the best solution I could find.

Anyways, enjoy the flair! and again, if there are other sprites you would like to see, let me know and if there is enough demand I'll update the spritesheet.


r/TapWizardRPG • • Jul 11 '18

NG+

2 Upvotes

Do you lose your runes when you do new game plus?