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UPDATE 1.1 (Boss Levels, Changing Advisors)

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UPDATE 1.1.1
[p][/p][p]The main goal of this update is to improve mid-game, by adding more mid-goals between Boss X and Boss Y. Added a way to change your advisors (but it's not easy to get). Reworked weather damage calculations. A few additional nodes in the Skill Tree, a general balance shake-up, and more![/p][p][/p][h3]Each Boss now has 4 levels. Higher-level bosses:[/h3][p]- Have more HP[/p][p]- Possess higher resistances and often better abilities[/p][p]- Drop more gold[/p][p]- Have a higher chance of dropping items[/p][p]- Level 4 Bosses drop 2 chests[/p][p]- Count as more kills each (eg, Lv 3 => 3 kills)[/p][p]- Can drop unique items (eg, the new item used to change advisors)[/p][p]- Adds an additional way to get more Divine Gems (Baldog+)[/p][p]- Look slightly different[/p][p][/p][h3]All changes:[/h3][p]- Each Boss now has 4 levels[/p][p]- New material used to replace Advisors[/p][p]- Reworked math behind weather damage - now weather modifies the damage, and boss resistances are applied afterward[/p][p]- Show a checkmark in the loot panel for items that can drop only once[/p][p]- Allow to dynamically fill the Boss ability info (used for the counter in the final boss fight)[/p][p]- Chest helpers open chests much faster [/p][p]- Add a new upgrade for Observatory to unlock Boss Levels[/p][p]- Show damage per second in the Burn tooltip instead of total damage for the entire cycle[/p][p]- Add a tooltip for shift+click and hold lmb options[/p][p]- Show elemental damage in tooltips multiplied by the general elemental bonus[/p][p]- Add every elemental icon to the Crystal Ring's Great effect description[/p][p][/p][p]Reworked weather system damage calculations[/p][p]Once reaching a certain point in the game, the Boss's resistances didn't matter at all because of the weather, while also allowing it to reach 100% and suddenly, no damage was dealt to them. It should now keep them more useful. On top of that, the general elemental bonus \[Crystal Ring] is now multiplying the damage instead of being part of the sum (which made it do barely anything in some cases).[/p][p][/p][p]If you are interested in the math behind it now and how it was before, let's take Poison Detonate Damage, for example:[/p][p][/p][p]New hit calculations:[/p][p]S (source) = (Base poison damage + flat damage bonuses \[eg, Great Tooth Amulet]) * (sum of all poison % and mult bonuses) * elemental bonus \[new, previously it was part of the sum of % + mults][/p][p]W (weather) = S * Weather bonus[/p][p]Final (internal boss) = W * 'Damage taken from all sources' \[Flail] * Boss resistances/weaknesses \[including Baldog's crit reduction][/p][p][/p][p]Previous hit calculations:[/p][p]S = (Base poison damage + flat damage bonuses) * (sum of all poison % and mult bonuses and elemental bonus)[/p][p]Final = S * 'Damage taken from all sources' * (Boss resistances/weaknesess +- Weather bonus)[/p][p][/p][p]**Loot and structures**[/p][p]- Add general elemental damage mult stat and use it for Crystal Ring - adjusted values are smaller, but the final damage is higher[/p][p]- Phoenix: rebirth duration doesn't increase with each rebirth[/p][p]- Phoenix: Base burn stacks per tick 10->6, burn stacks per level 2->3, additional exp required per level 2->1[/p][p]- Zephyr Fan legendary effect: 30s->90s[/p][p]- Meteor Hammer damage bonus base 2K->1.5K, damage bonus per level 500->1K, Momentum effect damage base 50K->100K, damage per level 50K->100K[/p][p]- Change both Recruiter skill tree nodes to 50% instead of 40% and 100%[/p][p]- Clawed Knuckles min cooldown 1s->0.5s, cooldown reduction per level: 0->0.25s[/p][p]- Ballista's damage upgrade value grows slightly faster[/p][p]- Altering Clock now has a 1 second cooldown, its effect base cooldown reduction 0.5s->0.6s, but reduction per level 0.1s->0.05s [/p][p]- Sacred Bolt damage now scales based on Ballista's damage, and its gold spawn effect is based on the damage dealt[/p][p]- Crystal Boulder scaling with Freeze 90x->50x, with Poison 1x->0.5x[/p][p]- Wormhole Worm Pet can now actually drop a chest [/p][p][/p][p]**Skill Tree**[/p][p]- 3 New skill tree nodes: Phoenix rebirth duration reduction; Another crit from all sources; New effect for Birds to disable Boss' ability[/p][p]- Cap Poison Overflow at 100x damage[/p][p]- Path to 'Freeze x Troll' is slightly longer[/p][p]- CritCritCrit mult 0.2x->0.25x[/p][p]- 'Special Toads' node gives 15 levels instead of 10[/p][p]- 'Iridium Peaks' bonus 100x->50x[/p][p][/p][p]**Other**[/p][p]- Fix Special Toad chance being multiplied twice by items[/p][p]- Fix Ungodly Flail duration not increasing on Great quality[/p][p]- Fix 'NaN' appearing on the Special Toad chance upgrade for the first level[/p][p]- Prevent Bosses' healing if resistance is higher than 100%[/p][p]- Adjust Crystal Boulder, Crystal Ring and Ice Whip descriptions[/p][p]- Fix item enhancement not saving properly if the game was quit or hard prestiged shortly after enhancing[/p][p][/p][p]Plans for the future: the Stone Tablet Boss, a new burn item(s).[/p][p][/p][p]Enjoy![/p][p]Mike & Ada[/p][p][/p]