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- CARD PRIORITY
- Primary (preferred, in order):
- Gate Splitter
- VIP Ball Chance
- Ball Spawn Rate
- VIP Ball Multiplier
- Gate Guardian
- Ball Specialization (preferably on ball 4)
- Secondary (in any order):
- Ball Value
- Gate Multipliers
- Quality Control
- Obstacle Rewind (make sure you can upgrade your highest stage obstacle to where it doesn't restrict ball flow)
- Useful but not strictly necessary:
- Gravity Well
- Shrinkage (this can actually cause lag if you can't upgrade Ramps to below horizontal)
- PERK PRIORITY:
- VIP ball spawn chance
- VIP ball value
- All ball spawn rate
- All gate bonuses
- All ball value
- All stage obstacle cost (at least until you can comfortably upgrade everything to the point of smooth ball flow)
- Anything that directly affects ball value
- Now for some explanations...
- Why the focus on VIP balls?
- Oh, so you noticed that, huh? Well, this game has a weird bug where if a VIP ball hits a gate and triggers the Gate
- Splitter card, it spawns a new ball that starts with the base value of the VIP ball that triggered it... and then
- gets the VIP bonus applied *again*. So if your VIP ball is worth the base 10x value of a regular ball, and it triggers
- Gate Splitter, the newly spawned VIP ball is now worth 100x of a regular ball. Add on VIP value bonuses and 9 possible
- gate splits (the 10th gate always destroys balls), and you can easily get balls worth 25 orders of magnitude more than
- their base value at the final gate. This is known as the "VIP split" bug, and as you can guess, it is extremely
- powerful. Hence, the focus of the game is creating as many possible chances for this to occur as possible.
- Why no Multi-Spawn?
- Multi-Spawn is weird, in that while it may *appear* to be spawning a completely new ball, the multi-spawned ball's
- value is actually just copied from the original ball. This can create confusion, because a basic ball and a VIP ball
- can appear to spawn at the same time via multi-spawn, but whichever ball was created as the multi-spawn trigger will
- inherit the value of the first ball, regardless of what it looks like. So you can see a basic ball and a VIP ball
- spawn at the same time, but if you watch the value popups as they both fall through their first gate, they'll be
- identical. In essence, the second ball's visual appearance is a lie. In order for this to actually be useful, you
- would need a VIP ball to spawn, multi-ball to proc, *and* the newly created ball to also spawn as a VIP ball. The
- odds of this are so incredibly low that it's immediately outweighed by the additional processing lag presented by
- simply having an extra ball in play that you most likely don't need. Therefore, my recommendation is to simply never
- use multi-spawn, either the card or the perk.
- Why no promotion ball?
- There are two practical reasons for this one.
- The first is that in order for promo ball to have any effect whatsoever, a ball first needs to spawn as a promo ball
- (a 0.18% chance at best), and then it needs to collide with other balls that will actually gain value from being the
- next tier up, i.e. if a ball 3 collides with a promo ball, then ball 4 must be worth more than ball 3 for it to
- actually be useful. If you're leveling every ball evenly based on cost, then chances are their values will be fairly
- close anyway, so bumping a ball's tier up by one won't make much of a difference.
- The second reason, and one which astute readers might have picked up on, is, what if you've only unlocked up to ball 8,
- and then a ball 8 collides with a promo ball? Well then, your upgraded ball 8 just turned into a completely baseline
- ball 9, and probably *lost* a lot of value in the process. This can be managed by simply deactivating your highest-tier
- ball, so that balls can be promoted *to* that tier but not beyond it... but then you're just wasting potential ball
- spawns that could have triggered the VIP split bug. So what's the point? Best to just not waste the card slot on it.
- So, what's the optimal strategy?
- Well, this is something you need to know from the very start of the game... the moment you unlock a ball, you have
- "unlocked" that ball for badges, which are the main source of long-term progression in this game. Every badge a ball
- has gives it +20% base value, and badges are distributed randomly across every ball you have *ever* unlocked, regardless
- of if you've unlocked it in that particular run. So the "truly optimal" strategy is to only ever unlock balls 1 and 2,
- since you need to unlock the second ball before you can do challenges or tournaments, which will be your main source
- of gems. I personally currently have balls 1-4 unlocked, because they all spawn on the first stage, meaning they all
- pass through every single gate and thus have the most chances at triggering the VIP split bug. At the end of the run,
- that's how you're going to get the most value out of your balls.
- Why did I write all this?
- Because I was tired of repeating it on Discord. I figure, since the majority of players are going to participate in
- tournaments for the substantial additional gem income, it's only fair that everyone is able to understand the true
- rules of the game.
- May your balls bring you good fortune!
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