Popcorn plus vulnerability can yeet a lot of the shards directly into the stash if you forego acid. It's worth it. Especially with ice and fire in play.
But the puke increases damage by x2 with a talent. Range is never an issue with glitching runners in a timewarp build, so switch your point from popcorn to the other talent.
If you want your pile to grow taller for a compression event, consider turning off your mountaineers! Yes, you'll lose out on some income, but it'll allow your pile to peak and trigger that compression event!
Counting the times with the previous voiceless upload of this video along with this one, this is the 5th time I've tried watching it but end up falling asleep before the end. The combination of your voice, your pick of background music, and the game itself make it a very soothing experience ❤.
Prestige seems to indicate that collection speed and collection speed only impact how fast those points are earned. Zygnorps seem to immediately match or beat half your collection volume entirely on their own, that seems worth investing in for a run aiming at accumulating prestige
One of the better parts of the frostfire is how it makes the Ice inherit the range of the fire... combo it with "popcorn" and make perpetual fire somehow (which you want for the bombers anyway) and you get massive explosions of shards every time the ice breaks, and they fly all the way next to the stash ♥ I personally used the arrows on fire first, then transitioned into the fire breath from the slammers. The rifles on ice, as you did, then a gattlenorp on rocket arrows, and the archers into Zybllium arrows... Throw in some acid, rockets doing the vulnerability, and directors on top of the rock? The shards often flew straight from the rock to the stash, no need for collection at all!!
@@airhater i never mentioned supershatter though? I use ice for the double damage AND the homogenic range, plus the fact that it drops everything so close to the stash, runners can hyperGEET and make massive amoints of rockets (which make more damage and so, its a cycle that feeds itself)
@@Jonjon13Jonjon13 why would i mention supershatter in response to a comment that doesnt mention it in the first place? editing the message doesnt help with that. as for rockets - once you get GEET to ~40%, you can sit on 100% capacity for rocket station, even if your runners go far away to get the shards. yes, its the best damage source (until last tier unlocked), but you can cap it out somewhat early
@@airhater i edited BEFORE your respo se to correct a typo lmao You think i get something out of gaslighting a stranger? I never liked supershatter, I never included it in the comment.
the bow gunners have a higher consistancy which makes them better for fire, and the archers have delay which is better for the down time after a freeze
Accord: Power (shrine upgrade) is probably really good, as I think X/Y rockets aren’t affected by the multiplier, and since rockets end up doing like 30-40% of your damage output having them be multiplied by 13% of your modifier would skyrocket (pun intended) your shard output. Full disclaimer that I’ve only watched your videos on this, so I could be wrong, however pocket rockets are raw damage, so in conjunction with rocket gnorps you’re in the money. Edit: Guns (plus grenades) also deal raw damage, so both rifle and gatle gnorps would be boosted by Accord: Power, which when you were looking at it would boost damage by 3.18x
Minor detail, rifles and gattlenorps have their bullets turned into arrows in this video I think, so afaik that makes them get value from the multiplier. Not sure if you meant itd be worth to go back to regular bullets but I think playing with the ice-fire elements has better results imo. In any case, just for the rockets alone the Accord is pretty good anyway :)
The job of the bombers isn't to damage the rock (that's what missiles are for), it's to speed up the runners. You go all in on runners and timeshift (3 zygnorps basically mandatory), and the collection keeps the rockets going at full tilt. The acceleration boost and fire arrows synergize to speed up your runners even more.
I'm pretty sure directors only take arrows at the end of their life so distance to archery range does not matter. The rock analysis lab on the other hand has travel time for the balloon.
I've seen someone win the game from the point you're at Wander. You can do it! I'm pretty sure the perk that makes the pile be bigger before compression events might be holding you back, if you have it.
Puke the rainbow! After the first few minutes of your first video I knew I had to get the game. Finished it in 9 hours, don't regret anything. Great game.
The King is the mountaineer with crowns over his head. I'm pretty sure the King only "Descends" when the pile has been pretty much flattened to nothing, which is when the "pile is not worthy of climbing".
If you want to make the most of fire damage I recommend having the archers on ice and gunners on fire because once you have 3 or more gunners the rock will always be on fire. Adding the popcorn upgrade makes it so that most shards end up flying directly into the stash, which I don’t recommend if you’re trying to reach higher compression tiers
Ironically, I use the archers for zybellium, the gunners for ice and the slammers for fire. About 20 slammers with full combo chance have full uptime on fire
Nix the mountaineers and up your bomber numbers bro. TRUST. Your bombers don’t do direct damage. They trigger rockets. And you NEED to get the extra time shifts. You can upgrade time shift multiple times. Your collection will also sky rocket as a side effect of the runners being time shifted 300x per second. For some perspective. The reason your collection is so high is you spent about 50 gnorps on mountaineers alone. That dig upgrade CHUNKS gnorp population.
I'm at endgame with 70 runners, no mountaineers, and 3 zygnorps. Zygnorps are absolutely killing it for collection. As for damage, Gnorpcalibur, acid and rockets. Modern warfare is kinda trash.
Easter Egg for anyone who is showing up to this video: It's been reuploaded since the commentary went missing in the original! Also, we gave Wander a hard time about it (in good fun though).
This game soundtrack is so incredible but then all of the sudden hardcore heavy metal. I hope they change that. Maybe add an option to remove certain soundtracks
I mean wanderbots DID say in a earlier episode that he isnt playing the actual soundtrack (copyrighted or something.). Hes using music from a band that he likes or something.
For those who want a link for the no commentary video, I got it, but for respect I will not put it for content creator unless you think it has no repercussion It was really interesting watching the two videos and how commentary impact the experience on the video. Also following the let's play and interesting idle game!
you could play in a virtual box letting you speed up time but i am not sure if its possible, i know a i had a 3ds emulator that could be sped up to 200% speed. might be worth looking into for future idle games
No, after the first compression the rock reclaims an amount of shards that exponentially grows as the pile grows. This can be overcome at some point but you can only trigger 9 or 10 compressions. They are tracked as something like a level number. Then you have entered kinda the final level.
@@junxanflow Not completely but I think it says that it's dependent on the shard flow into your stash. So it's actually somewhat in conflict with deliberately causing a compression event, because when your runners and/or mountaineers rest, the reclamation is at full effect again. At least to my understanding.
Hey he remembered his audio this time. Good on ya Wander
Will admit I enjoyed the atmospheric version though. Was super chill
Popcorn plus vulnerability can yeet a lot of the shards directly into the stash if you forego acid. It's worth it. Especially with ice and fire in play.
But the puke increases damage by x2 with a talent. Range is never an issue with glitching runners in a timewarp build, so switch your point from popcorn to the other talent.
If you want your pile to grow taller for a compression event, consider turning off your mountaineers! Yes, you'll lose out on some income, but it'll allow your pile to peak and trigger that compression event!
Counting the times with the previous voiceless upload of this video along with this one, this is the 5th time I've tried watching it but end up falling asleep before the end. The combination of your voice, your pick of background music, and the game itself make it a very soothing experience ❤.
Prestige seems to indicate that collection speed and collection speed only impact how fast those points are earned. Zygnorps seem to immediately match or beat half your collection volume entirely on their own, that seems worth investing in for a run aiming at accumulating prestige
i'm grateful you re uploaded with commentary but sorry you had to do it on Christmas. i hope it was a good day otherwise
It was pretty easy to do tbh. Spent the day in a food coma, went hiking, and played boardgames. Very mild, but nice.
One of the better parts of the frostfire is how it makes the Ice inherit the range of the fire... combo it with "popcorn" and make perpetual fire somehow (which you want for the bombers anyway) and you get massive explosions of shards every time the ice breaks, and they fly all the way next to the stash ♥
I personally used the arrows on fire first, then transitioned into the fire breath from the slammers. The rifles on ice, as you did, then a gattlenorp on rocket arrows, and the archers into Zybllium arrows...
Throw in some acid, rockets doing the vulnerability, and directors on top of the rock? The shards often flew straight from the rock to the stash, no need for collection at all!!
Collection in this game is not ever a problem, it’s all about damage. And using Supershatter hurts your damage too much
@@airhater i never mentioned supershatter though? I use ice for the double damage AND the homogenic range, plus the fact that it drops everything so close to the stash, runners can hyperGEET and make massive amoints of rockets (which make more damage and so, its a cycle that feeds itself)
@@Jonjon13Jonjon13 why would i mention supershatter in response to a comment that doesnt mention it in the first place? editing the message doesnt help with that. as for rockets - once you get GEET to ~40%, you can sit on 100% capacity for rocket station, even if your runners go far away to get the shards. yes, its the best damage source (until last tier unlocked), but you can cap it out somewhat early
@@airhater i edited BEFORE your respo se to correct a typo lmao
You think i get something out of gaslighting a stranger? I never liked supershatter, I never included it in the comment.
I watched like 20-30 minutes of it before just for the vibes, excited to see it again with commentary!
All you had to do was to compress and get another ghosty guy for the second prestige point
Now we have the director's cut version, nice! :D
the bow gunners have a higher consistancy which makes them better for fire, and the archers have delay which is better for the down time after a freeze
also the zygnorp bonus on runners is really good with timeshift delivery, they dont lose time and movement for jumping
Accord: Power (shrine upgrade) is probably really good, as I think X/Y rockets aren’t affected by the multiplier, and since rockets end up doing like 30-40% of your damage output having them be multiplied by 13% of your modifier would skyrocket (pun intended) your shard output. Full disclaimer that I’ve only watched your videos on this, so I could be wrong, however pocket rockets are raw damage, so in conjunction with rocket gnorps you’re in the money.
Edit: Guns (plus grenades) also deal raw damage, so both rifle and gatle gnorps would be boosted by Accord: Power, which when you were looking at it would boost damage by 3.18x
Minor detail, rifles and gattlenorps have their bullets turned into arrows in this video I think, so afaik that makes them get value from the multiplier.
Not sure if you meant itd be worth to go back to regular bullets but I think playing with the ice-fire elements has better results imo.
In any case, just for the rockets alone the Accord is pretty good anyway :)
The job of the bombers isn't to damage the rock (that's what missiles are for), it's to speed up the runners. You go all in on runners and timeshift (3 zygnorps basically mandatory), and the collection keeps the rockets going at full tilt. The acceleration boost and fire arrows synergize to speed up your runners even more.
This was a nice Christmas present thanks! Hope you're taking the time to enjoy yourself too!
I'm pretty sure directors only take arrows at the end of their life so distance to archery range does not matter. The rock analysis lab on the other hand has travel time for the balloon.
I've seen someone win the game from the point you're at Wander. You can do it!
I'm pretty sure the perk that makes the pile be bigger before compression events might be holding you back, if you have it.
Puke the rainbow!
After the first few minutes of your first video I knew I had to get the game. Finished it in 9 hours, don't regret anything. Great game.
The King is the mountaineer with crowns over his head. I'm pretty sure the King only "Descends" when the pile has been pretty much flattened to nothing, which is when the "pile is not worthy of climbing".
Ah, yes. Commentary this time.
I thought I watched this. And than i heard the audio lol
If you want to make the most of fire damage I recommend having the archers on ice and gunners on fire because once you have 3 or more gunners the rock will always be on fire. Adding the popcorn upgrade makes it so that most shards end up flying directly into the stash, which I don’t recommend if you’re trying to reach higher compression tiers
Ironically, I use the archers for zybellium, the gunners for ice and the slammers for fire. About 20 slammers with full combo chance have full uptime on fire
Nix the mountaineers and up your bomber numbers bro. TRUST. Your bombers don’t do direct damage. They trigger rockets. And you NEED to get the extra time shifts. You can upgrade time shift multiple times. Your collection will also sky rocket as a side effect of the runners being time shifted 300x per second.
For some perspective. The reason your collection is so high is you spent about 50 gnorps on mountaineers alone. That dig upgrade CHUNKS gnorp population.
I'm at endgame with 70 runners, no mountaineers, and 3 zygnorps. Zygnorps are absolutely killing it for collection. As for damage, Gnorpcalibur, acid and rockets. Modern warfare is kinda trash.
Wait, there's commentary on my gnorps? inconcievable! gnorps require no commentary! :p
Easter Egg for anyone who is showing up to this video: It's been reuploaded since the commentary went missing in the original!
Also, we gave Wander a hard time about it (in good fun though).
Trolling at its finest.
"When she tells you she thinks of you as a brother and will not lay in your bed, you should go for her mother instead"
-Master Oogway
Merry Gnorpmas
This game soundtrack is so incredible but then all of the sudden hardcore heavy metal. I hope they change that. Maybe add an option to remove certain soundtracks
I mean wanderbots DID say in a earlier episode that he isnt playing the actual soundtrack (copyrighted or something.). Hes using music from a band that he likes or something.
I get the same way at my parents house,try not to stay there that long lmao
Woah that one zignorp went HARD at the end there hahaha
Reclamation "Nullification" should reduce by 100%, not by half. In that light that talent point is probably wasted if you can just get the upgrade.
I tried the nullification without the talent and it didnt work at 100% capacity, Wander had some combo ofnother things that made it reach 100%
Aww man, a version without words would have been cool too.
From @47:51-47:53 when wander said 50 is he refering to gnorps or something else?
For those who want a link for the no commentary video, I got it, but for respect I will not put it for content creator unless you think it has no repercussion
It was really interesting watching the two videos and how commentary impact the experience on the video.
Also following the let's play and interesting idle game!
you could play in a virtual box letting you speed up time but i am not sure if its possible, i know a i had a 3ds emulator that could be sped up to 200% speed. might be worth looking into for future idle games
Happy to hear you, My dear ytber! Loving to watch this videos!
Can't you trigger as many compressions as you want by pausing the mountaineers and runners?
No, after the first compression the rock reclaims an amount of shards that exponentially grows as the pile grows. This can be overcome at some point but you can only trigger 9 or 10 compressions. They are tracked as something like a level number. Then you have entered kinda the final level.
@@TheYear2525Ah thanks for the correction. I thought the counter reclamation talents were enough to offset that completely.
@@junxanflow Not completely but I think it says that it's dependent on the shard flow into your stash. So it's actually somewhat in conflict with deliberately causing a compression event, because when your runners and/or mountaineers rest, the reclamation is at full effect again. At least to my understanding.
Yo will there be a reupload fore the other gnorp ?
This was the reupload. Unless I messed up another video.
Fun game, but pretty short. Took me 12 hours to finish it.
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