Jake65
Sage
That's a real double whammyYes
yes. That’s the RNG within the RNG
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That's a real double whammyYes
yes. That’s the RNG within the RNG
I had a go at "improving the effects", because I had resources to spend and it didn't seem to be too expensive at first glance. But the costs rise exponentially, so that the 70 mil marble I had is now down to 37 mil, mostly because I (stupidly) didn't notice that when looking at something else in the game and then going back to the cauldron, the preferred/selected resource to donate switches back to marble. So at a careless moment, I unknowingly increased the cost to 900K marble PER CLICK. I am scared to click anything else now, because before you know it, you can unknowingly (or carelessly) deplete your entire stack of one resource type.- The cost increase for witch points beyond a certain point is very high. In the order of 800k+ for 2000 witch points
- Level 50 in a recipe costs 10k+ witch points. Combine that with the above? Ridiculous Inno, what are you smoking!?
I had a go at "improving the effects", because I had resources to spend and it didn't seem to be too expensive at first glance. But the costs rise exponentially, so that the 70 mil marble I had is now down to 37 mil, mostly because I (stupidly) didn't notice that when looking at something else in the game and then going back to the cauldron, the preferred/selected resource to donate switches back to marble. So at a careless moment, I unknowingly increased the cost to 900K marble PER CLICK. I am scared to click anything else now, because before you know it, you can unknowingly (or carelessly) deplete your entire stack of one resource type.
The amount of witch points you need to increase an effect to another level also rises exponentially. The costs get rather high when you get above level 50, as Killiak above here describes. I have one effect at level 80 now and to get it to level 81 requires 186K witch points. Imagine that if I were to continue spending marble, the next click would cost 900K marble and 'only' gives 2000 witch points. It doesn't require a genius to calculate that this is a ridiculous demand.
This is true. A 29,8% bonus effect from a potion on basic ascended goods production gives a whopping 746 extra on a total of 22K production (9h). Same for a 38,3% bonus effect on refined standard goods production gives the 'much needed' extra amount of... drumroll... 919 on a total of 24K production (9h). To use a Dutch saying: dat slaat nog geen deuk in een pakje boter (the bonus is so weak, it doesn't leave a dent in a pack of butter). The costs however almost require you to sell a kidney...can only assume the percentage gains are on the base level as usual and not on the current production level.
If they plan to reset them weekly, they should have announced that prior to a whole lot of players already having spent an enormous amount of resources. I’ll be very unhappy and will definitely demand my resources back if this is true.Unless these costs reset weekly, making it mainly a time investment, I don't see how the Cauldron is worth the resources.
Unless these costs reset weekly, making it mainly a time investment, I don't see how the Cauldron is worth the resources.
Funny you mention that - the wholesaler is now actually by far my main source of standard goods. I have 9 marble, 5 crystal and 3 elixir manufactories, and I still get more from the wholesaler than from all those combined. This is the power of a level 31 Blooming Trader Guild. This makes me wonder if there maybe will be some AW that boosts Cauldron effects?Seems Inno just made another place to dump "excess" with little return, wholesaler, the Spire (not so bad if a good fellowship can get all the free diamonds) and now the Cauldron.
I was one of those.I found that protal profit instants are by far the most potent source of spell fragments when disenchanted, and people always whine when they get those from the Spire
Am I understanding that the level upgrades after brewing stay for the future? If so, perhaps the strategy is to brew a minimal potion and use witch point mainly for future power?
Good result! But what annoys me is the random chance that the next time you do the same thing you might get a better/worse effect/duration (or a different effect - or a duplicate effect (or several!) - or none at all (and 'no effect' can also be duplicated). Also, Spell Fragments aren't sustainable without Disenchanting, even for me in Ch.13 Amuni, with merely average Crafting activity, and with 2 x Moonstone Sets. A useful SF sink for long-termers who have overstocks, but for most, a lesser & more random return on investment than the known rewards which Crafting offers.2nd week of brewing and got a 60% standard goods boost for over 4 hours. 50% plus 10% from 2000 spell fragments.
I do object to this. Almost all in-game calculations both imply and employ the Relic-Boosted Goods production rate - but without any explanation that this will be the case, some features, such as this, use the non-Boosted production rate instead. The Mountain Halls is another example.Even though it's on the basic production [...]
Ever since The Cauldron appeared on Beta, after MUCH build-up and even a Beta-and-then-FB player contest to name its ingredients, in the [for me] very disappointingly gambling-based and Resource-sinking form it presently enjoys (as I've said, I'd hoped for an actually strategic and frequently useful feature...), I've thought more along the lines of how [new] early-game players might (a) regard, and (b) use the Cauldron - bearing in mind how very heavily it's being promoted, and how frankly very boring and slow the early game now is - and considering, furthermore, that they have NO stocks of anything much? They're in enough trouble with the early Tech Tree changes depriving them of Coins & Supplies (and the removal/replacement of repeatable Chapter Quests is incoming, too), and of course there's also Events, FAs, etc. to encourage newer players to spend the Resources they do manage to save up, in return for either near-useless (in early Chapters) and/or paltry rewards.I think there's the risk (for the slightly impatient) of it being a massive black hole for resources but letting it slowly grow over time could make it quite valuable. RNG permitting [...]
See above, though. If this feature is not only a Resource sink for late-gamers, who at least have large stocks of many Resources and (one hopes) the knowledge that Elvenar rewards long-term patience, but is also what amounts to a snare for early players with few or any Spire Diamonds to spend, but with increasing numbers of in-game features to spend them on, then I'll start being even less impressed with the motivation of Inno's management (not their coders, artists, or community-facing staff, just to be clear!) than I have been ever since I started playing the game.Although the initial benefits can be underwhelming, I think we need to keep in mind that it has a footprint of zero (the MA is already there) and a cost of zero if you're prepared to wait.