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- In UBC you will be constantly doing might runs or slightly longer rbs, as shorter ones will hardly make progress, while longer ones yield diminishing results compared to just spamming might or 2h runs. Realistically you will complete the challenge in 7 or 8 rebirths, and unless you were right on the fence to begin with, you can only push that number down with significant power increase through challenge rewards and such, or significant increase in rebirth length.
- By default you should be doing might runs for the fastest progress through the challenge. Extending to 2h gives you better campaign uptime and lines up with 6h dungeons and tavern quests, but that shouldn't be necessary if you're also getting a big gp influx from an early overnight rb. Extending to 3h is very inefficient for the challenge but good for pets and crystals, and if you're right on the edge of being able to cut a rebirth, incorporating one or two could be worth it.
- These notes are for a roughly 21h completion at 7 rebirths with an early overnight, having done the challenge with the following available:
- - Relevant challenges (full unless stated otherwise): MMC, UPC, PLC, NDC, PBC, CBC, 16 AAC, DMC (10.5k)
- - Marginally helpful challenges: GPC, UUC, 5 CPC, 17 NDMC, GSC, DBC (35), DGPC (620)
- - Challenges progressing alongside the UBC set: 1KC, early TGSC
- - Notably MISSING challenges: NRC, NRDC, PMC, MQC, NTC
- - Pets: d3 Mountain with Clam, d2 Volcano, d3 Water Temple, no Scrapyard, plenty rebirth bacon, GP camp with FSM+Nightmare and some ic pets but not touching gc, B rank tavern with one team while chp overtime upgrades didn't exist yet, capped gear bonuses (50%) (except for hp regen)
- - INAFC, TBSFC, Divinity GP buy upgrade
- - No consumables used besides one or two adp creating speed buys
- The single biggest factor is consistent gp income from pets. A breakdown of typical overnight gp income in my case would be something like:
- 50-200 from d3 mt (volatile in both number of events and value of gp rolls; savescumming the latter can make a big difference)
- 60-70 from gp camp
- 20-40 from d2 volc
- 20-30 from tavern (A rank for consistent 64+bonus would be huge, as would extra teams)
- 10-20 from d3 wt
- If you have more or less power going in, adjust your expectations accordingly. The rb schedule described here goes 2h 10h 2h might might might might. Alternatively you can aim for 2h 10h feed feed might might which is harder and slightly slower overall, but better for pets and crystal power. These are built around reserving at least 10h for the overnight rb and if your real life schedule allows a shorter one while still consistently catching it in the morning, you can easily do better. Starting with might might 9h instead of 2h 10h should still put you comfortably on track for a 7 rb finish, effectively putting you ahead by one rb at the 12h dungeson claim and on track to finish in around 19h.
- Rebirth 1:
- Start 12h dungeons. If you have either <=2h or 12h tavern quests available, start those too. 2h+10h for the first two rebirths lines up with 12h dungeons, but a might run should work just as well if you're strapped for time or want to leave slack for pet training and such. Either way the goal is to kill Hathor, with little else you can do that matters.
- If you chose 2h, send camps out immediately; with no pet multi you have no god stats and thus can't create useful clones for training.
- If you chose might and feel like putting in some extra effort, you can wait until you have accumulated some stats to do pet training and send your gp (and item) camp at 30-35 mins. Getting that training in helps, but you should expect the camps to still fall short of what you'd get in a 2h rb.
- Either way, unleash to kill Hathor. In a might run this could get tight but in 2h should be easy. If you're tending to the game, you can keep feeding clones to monsters and creating them to earn a little over 1k extra towards the softcap.
- Rebirth 2:
- You won't have a lot of clones so start GC and any other camps that don't care about training immediately, so your clones get spread only on the pets whose stats matter. Then start your best tavern quest if you didn't already, train ic and gc pets, and start 10h camps for those. If you earned 25gp on first rb, spend that on clones. There's little else for your clones to do here so spread them on might for the night, which should earn you some total might for a bit of an extra boost for the rest of the challenge. If you managed the clone buy, or felt like getting cute with a few 1000 for 3gp buys (I usually get 5), you can pop an adp creating boost or two to get them created in a reasonable time. Leave your offline creating on the following next ats:
- ---CreationsStart---
- 0:0;1:3000;2:3000;3:250;4:1350;5:450;6:100;7:-1;8:-1;9:-1;10:-1;11:-1;12:-1;13:-1;14:-1;15:-1;16:-1;17:-1;18:-1;19:-1;20:-1;21:-1;22:-1;23:-1;24:-1;25:-1;26:-1;27:-1;28:-1;---CreationsEnd---
- This gives you the creations to build 1 MS and 1 MG with a tiny bit of extra to hit some achievements.
- In the morning, claim everything, buy 10k clones four times, then spam the 3gp buy to suicide clones into UBs until 100k cap (around 40-50k from direct buys is the sweet spot if aiming to hit 100k directly). Note you specifically need at least 100k clones to fight UBv2, so if you're planning to finish the next rebirth before the second round of UBv1 spawns you can't just leave it close enough at 99k or so. For another cute tiny optimisation, with 40-50k clones you can kill Living Sun for a gp drop while you're building up the clone cap. Build the two monuments, unleash to kill Nephtys, then spend most of your remaining gp on build speed, leaving ~30 or so.
- You could build the clones softcap for cheaper by getting only 20-30k directly and rolling out the 3gp buys gradually over multiple rebirths, but this of course leaves you on a lower count in short term and shouldn't be necessary with the overnight gp gains.
- If this is another might run, leaving the overnight rb for the next one, it won't be too different from the first one. If your stats are like mine and all goes well, after might unlock you can kill Diana without unleashing, but Izanagi will be a struggle. Use the next ats and monuments above to secure the unleash Izanagi kill, though just the might statue should be enough if you'd rather work on the clones softcap instead.
- Rebirth 3:
- This is the most variable rebirth in the challenge. First the rundown for a typical post-overnight 2h one:
- Start dungeons for 9h or whatever schedule you're planning for the rest, gc for 2h, and whatever tavern quests you got. Run clone training for item camp and gp camp and send them on 2h camps too. Unless your overnight gp gain was terrible, gp camp will be superfluous at this point and if you were borrowing pets from elsewhere, return them back to their usual tasks.
- You'll likely need do a bit of work to get divgen going. I would typically build 1/1 MS/MG, push to reach reach Salamander in monsters, spend 5 gp for that 3e10 div, build MS/MG up to 4/3 or so, and then be able to kill Cybele and proceed to divgen from there as usual. After finishing divgen here and on every subsequent rebirth I spend 1 gp on divinity right away and buy 5 million mountains to stick into divgen immediately and avoid micromanaging it further. Don't upgrade it, just run it at 0/0/0. Set clones to build MS+MG, kill the first UB spawn, spend 3gp to buy your clones back, and put them on physical module (and if you have full PMC, mystic too), this also same on every rebirth from here on. Unleash for Freya, build 40 of both upgrades to cap rb multis, then kill Poseidon. Finally, spam clones at the second round UB spawns until you reach the clones softcap or close to it. If you're killing the UBs too quickly, keep your health low or feed the clones in smaller batches. While you're staying in a rebirth past might unlock, try to train some might too. 1-2 levels in each should be fast and any additional total might is quite valuable while it's still low.
- Alternatively, if you wish to save time and keep this rb to might run length, you can ignore monument upgrades and simply rb after killing Freya. The rest of the run gets tighter, but you should have enough leeway to still be safe for a 7 rb finish. Even Eros should be enough, which you might see with a might might 9h start. If you want to play it safe on that track, you can stay in the same rb for an extra 30m or so after claiming your overnight gp to build monuments, which should let you reach roughly the same targets as with the rb2 overnight schedule.
- If you manage to kill Freya without spending the unleash, spending it after building monument upgrades should reach Laima, making the rest of the challenge even easier. You could then build GS+u for rb multis too, but you would need to really commit to it and it's unlikely to be really worth it - even though GS is generally better for rb multi, the difference isn't that large when you are barely going beyond the rb caps for the small monuments, and simply spending more time on them instead of splitting your focus should be roughly as good for rb multi if not better.
- You also have an option to extend this to a feed run and aim for a 6-rebirth completion. In this case you can just unleash for Freya immediately and still get another one for the end. In a feed run, you might be able to make building GS+u separately for rb multis profitable, but I would only recommend going for it if you're sure that you'll get Athena even without it, which is a more significant difference. Either way this is more demanding than than the 7-rb track and with two feed runs will take an extra hour still. The benefits of going for it are crystal power and pet progress. Of course, if you're powerful enough to cut an rb without extending the lengths as much, by all means just do that.
- Rebirth 4:
- Now you'll need to buy clones twice to cap them and can focus on GS+u for monuments. You can start running a modest divinity camp for the higher tier monument upgrades (Nightmare+Book matched ToGu div usage close to perfectly for me), or just stick to gp camp and gp buys which is less efficient but gets refunded afterwards. For another small optimisation you can Buy MAX Nations (later Weathers) as auto buy cost is reset to 120% here. You're expecting a Nyx kill and from there should easily manage with might runs for the last three.
- If you're hustling for a 6 rebirth completion, see if you can reach Susanoo without monument upgrades to skip GS and go straight to ToG. A Jupiter kill here would be ideal but Luna can work too.
- Rebirth 5:
- Up to ToG+u now. Otherwise same old. Expecting Odin here, but Jupiter should be enough if you've been struggling.
- Rebirth 6:
- Expecting Chronos, but Coatlicue is fine.
- Rebirth 7:
- Back to MS+MG since you no longer care about rb multis. As you'll come out of the challenge with might unlocked, you have a good opportunity to kill ubv2s afterwards for gp farm. If you go for it, you may as well set your camps to 2h too, and let gc join clone training for pet multi afterwards. If everything went well a pre-might Baal kill is possible, but don't count on it. If everything's looking good and you want to optimise for past the Baal kill, you can make a cheeky creation crystal instead of physical. Divinity camp claim could be saved for later too since you shouldn't need it for mountains and forests.
- If you managed to hit the rb timings, you should now have 2-3 hours before it's time to start another one with the same schedule. Do a multi reset challenge or two, or if you messed up somewhere and spent your time buffer go straight into next.
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