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[Everything] Your Day By Day Guide to PAD - Late Game Edition
02-25-2014, 05:24 PM (This post was last modified: 07-17-2014 02:44 PM by justicegray.)
Post: #1
[Everything] Your Day By Day Guide to PAD - Late Game Edition
Your Day By Day Guide to PAD - the Late Game Edition


Either you’re:
  • finishing up the Tier 5 Normal dungeons (everything from Hyperion Lava Flow through Ocean of Heaven) and all of the technical dungeons up to the “No leader skill” conditional” dungeon), and itching to comfortably tackle both Hera Descended and Heroes Descended the moment you feel okay doing so
  • not remotely at this point yet but curious as to what awaits you
  • way beyond this point and reading this with a raised eyebrow thinking, “Everything this guy is doing is out to lunch, I’m going to go farm some Pengdras immediately then do my daily 5 min run of Legendary Earth”

Whatever group you fit into, WELCOME. If you’re slightly earlier than this or *way* earlier than this, there are guides for you too.

Table of Contents


  1. What to do in the late game
    • Goals in the late game
    • “When should I run a collab?” - the late game version
    • Box size for the late game
    • The evolution of farming evo material in the late game
    • The “pengdra cycle” and why you shouldn’t bother with it
    • Levelling your monsters the real man (or woman) way
  2. The weekly late game schedule
    • Assumptions
    • What “running the appropriate T5” means
    • Monday
    • Tuesday
    • Wednesday
    • Thursday
    • Friday
    • Saturday/Sunday
  3. Levels to watch out for
  4. Late-game teams
    • Farming teams
    • Everyday farming teams
    • King Carnival team
    • Hera Descended team
    • Heroes Descended team

1. What to do in the late game


Goals for the late game


You’ve got 5 big goals for the late-game:

  1. Finish the T5 normal dungeons up to and including Ocean of Heaven
  2. Finish all of the technical dungeons up to and including the first conditional (no leader skills allowed) dungeon
  3. Build an everyday farming team if you haven’t already (see late game teams)
  4. Build out a team for Hera Descended (see “Hera Descended” under late game teams) and get 4 Heras for dedicated use in your teams
  5. Build out a team for Heroes Descended (see “Heroes Descended” under late game teams) and get one of both Berserk and Highlander

Once you’ve done all of this, you’ll have a foundation that serves several purposes:
  • makes it fairly easy to farm specific evolution materials on demand (see "the evolution of farming evo materials" below)
  • takes you into the very late game (super end game dungeons on normal and conditional, escalated difficulty descends),
  • helps grow your stamina at a good clip
  • have a bunch of max levelled monsters to show for it

“Should I run a collab?” - the late game version
The new (short) answer is: whenever you feel like doing it and have a team composition that makes sense for it.

Additionally: now that you are in late game mode your focus in collabs also shifts slightly from simply getting monsters with skills that plug holes to getting monsters that can effectively “skill up” your monsters. e.g. farming Nagas from Scarlet Snake Princess, feeding them to an Echidna for a chance of lowering the number of turns it takes to bust out Echidna’s active skill. This sort of thing really hasn’t mattered in the early game and mid-game (hence why I never mentioned it) but as you get into the late and end-game you will find needing only 5 turns to activate a skill vs. 11 is a very big difference. If you are interested in more details around skilling up, there's an excellent guide already written here.

My personal opinion is to not waste time on skillups that are exceptionally time-consuming or hold little value to your team. Echidna and Siren’s skillups are incredibly valuable not simply because of their constant presence on late or end-game teams but because they are incredibly *easy* to farm. On the flip side, you’re not likely to get much out of Ra being able to bust out his 7777 attack a couple of turns faster *and* you have to evolve every single Bane you farmed in order to do so.

Box size in the late game

Again, this is generally up to you (and also corresponds with how much evo material you save or stockpile) but I generally like to have about 100 spaces of box space free at any time (mostly so that when you are farming, you can race through levels without having to deal with the “your box is full” message). Others like 50 free spaces. Whatever your total box size is, you should have some comfortable "working space".

The evolution of farming evo materials

Those of you who were following the mid-game guide will have noticed that the Wednesday expert level and the Friday expert level have disappeared from the schedule. This is because with the new levels accessible to you, the following materials are *specifically* farmable:
  • Divine Mask - they have a chance of dropping in the corresponding colored T5 normal dungeon (so you’ll likely end up with some just from your weekly runs). Also, the RGB divine masks have a near guaranteed chance of dropping in the appropriate floor of the “No Leader Skills” conditional dungeon on Mondays, as the tech dungeons are on 1.5x drop and the 6th level of each of those dungeons is an attack by 3 of those masks.
  • Mystic Mask - Ocean of Heaven on Saturday and Sunday (1.5x drop)
  • Dragon Fruit - Tower Of the Sky on Saturday and Sunday (1.5x drop)
  • Colored Dub-Mythlits - each one of these shows up as a rare drop in the corresponding color of the T3 technical dungeons (Hypno Forest through to Hill of Iris' Rainbow).
While you may go through more stamina to get one of these, you will also get *WAY* more rank experience and fodder experience running through the technicals to get one of these guys and as a result they are far more efficient for you to run overall.

The only evo materials that still require a Wednesday run are the evo and demon masks. The evo masks do not have a dungeon that is ever on a 1.5x drop rate so your chance of getting one is actually *better* in the Wednesday beginner dungeon. The demon masks have dungeons on 1.5x drop rate (Fire Forest Nerva -> Castle of Satan), but you don't want to be wasting your time there when you can be running the T5. The rank exp you'll get from a Normal dungeon T3 is abysmal. It’s better to simply run the beginner dungeon for 10 stamina and hopefully get the masks you require there, stockpiling the remainder for later.

Likewise, if you need the low-level spirits, it’s more efficient stamina-wise on Fridays to simply run the beginner dungeon to get what you need and stockpile the remainder rather than grind the very first levels on half-stamina days.

“But what if I desperately need [insert advanced mask or spirit material here]?” You shouldn’t; you’re stockpiling! Obviously if you feel like wasting your stamina on it, it’s totally your business but at this point you should have all of the material you need for an evolution on hand.


The “pengdra cycle” and why you shouldn’t bother with it

Many users of the game (and I used to be one of them) run something called the pengdra cycle, which is this:
  • Run the early technical levels on Mondays, when all technicals recieve a 1.5x drop rate
  • Save the pengdras you get from running these levels in your box
  • Run the limited time “X color dragons descended” to get the dragons necessary to evolve them
  • Run the Thursday dungeon to collect dragon plants (the other element in evolving the pengdras)
  • Feed the monsters

Those of you who read through the mid-game guide (or skipped ahead to this one) have noticed I don’t include running the pengdra cycle in these schedules. That is because while the pengdra cycle sounds like a fast way to level your monsters, in reality it is an *incredible* waste of both your box space and your stamina. This is precisely how Gungho would like you to play, because extra box space beyond a certain point costs you stones, and the less stamina you have the more likely you are to use a stone to refill it if there’s a level you want to play.

Suzuteo’s Guide to Physical Teams (which completely changed the way I play and will change the way you play as well) discusses this in more detail, but essentially you have a choice in the game of what to be farming. You can:
1) Farm monsters
2) Farm monster experience
3) Farm stamina/rank, and thus farm *game time*.

This time/stamina actually allows you to run *more* of #1 and #2 when you want to, because you will rank up far faster than you would otherwise. Thus, this guide (and in fact, the two preceding chapters) are geared towards the most efficient growing of your stamina on a daily basis while still giving you the ability to level up your monsters relatively quickly (see “levelling your monsters the real man (or woman) way”, below)

Levelling your monsters the real man (or woman) way

The T5 dungeons on 1.5x drop rates are great. They have a great ratio of +eggs, they regularly drop king metal dragons, and they have some of best rank exp/stamina ratios in the game.

The fodder that drops in these dungeons happens to be ideal for levelling monsters all the way up to about level 60-70. As well, occasionally a King Metal Dragon will also drop which can be used to level your dark monsters once they go beyond the fodder-feeding threshold. This is the method that a famous non-IAP player used to hit rank 466 (!!!) on PAD.

More importantly than the above, however: they are incredibly easy to blow through with a sufficiently levelled everyday farming team. Not only are you wiping these dungeons and gaining a ton of feeding material, but you will not have to spend 5 hours doing it either (which is great for refilling your stamina pool for the following day).

The final levels of Ocean of Heaven and Tower To The Sky have all of the benefits listed above along with one other one: they provide the second and third highest gold/stamina ratio of any normal dungeon in the game next to the highest difficulty Weekend Tricolor Dungeons. Thus they now replace the Tricolor dungeon on the weekend schedule except in certain specific situations.

The key to levelling using this fodder is to ensure your gold pool doesn’t deplete significantly from the feeding. The easiest way to do this is to ensure that the experience gained by feeding a monster is roughly equivalent to the gold spent.

To help make it easy for you to keep track of how to level your monsters, here’s the simplified distillation:
  • If the target monster is level 30 or less, feed them the matching color T5 fodder straight (everything dropping from a T5/OOH is 3000 exp minimum).
  • If the target monster is between level 30 and level 55, feed the T5 fodder monster one other matching color fodder monster and then feed that fodder to the target. (e.g. feed a Marine Goblin to an Ice Ogre and feed the Ice Ogre to the target).
  • If the target monster is between level 55 and level 70, you can either:
    • feed the matching color T5 fodder monster two other matching color fodder monsters and then feed that fodder to the target. (e.g. feed a Samurai Goblin and a Ruby Carbuncle to a Samurai Ogre, feed that Ogre to the target)
    • skip straight to the "level 70 and above" levelling guidance if you find levelling from 60 to 70 this way takes too long/costs too much gold. Totally up to you (as is everything in this guide, but I digress...)


If the target monster is between level 70 and 90, feed it only one of the following to level it further:
  1. a matching color level 10 unevolved pengdra (up to level 90 for this one, after that it's no longer efficient)
  2. a matching or non-matching evolved pengdra (don't bother running the cycle for this, I am referring to drops either from other dungeons or from Pengdra Village)
  3. a matching or non-matching level 10 moltdra (now dropping from the PAL machine with fair regularity)
  4. a matching or non-matching king or super king metal dragon
  5. If the target monster is a light monster *and* you have mystic masks to spare, you can feed it a mystic mask (15K experience). You'll eventually wind up with a boatload of these if you are farming Ocean of Heaven every weekend. Trust me, I regularly score a number of them each week just by playing Ocean of Heaven (see “evolution of farming evo materials” below.

From a T5/OOH fodder priority standpoint, the best monsters to feed to targets are, in order:
  • Ogres
  • Knights
  • Demons
  • Carbuncle
  • Goblin

Other people have done a *whole* lot of math so that people like you and I don't really have to. If you want to nerd out over statistics like this, please go here to have a look at this incredibly detailed work!

2. The weekly late game schedule

Assumptions


The late game guide assumes two things:
  • you have a decently levelled everyday farming team - if you don’t, spend some time building one up through pengdra levelling so that you don't have to do pengdra levelling anymore =)
  • you have the monster levels, rank, and team composition necessary to beat any Super X Dragons Descended (see “Super Dragon Teams” in the midgame guide). If you don’t, ignore #2 on Monday through Sunday until you do.

What “running the appropriate T5” means


Monday through Friday in the schedule below have a listing for “run the appropriate T5 level”. This is shorthand for

1) finding the T5 Normal dungeon that is on a 1.5x drop rate.

They rotate through 2 a day from Monday to Friday, going Fire->Water->Wood->Light->Dark - e.g. Monday morning has Hyperion Lava Flow at 1.5x, while Oceanus Falls is at 1.5x Monday evening. Note that there is a 1 hour overlap where *both* dungeons for the day are listed at 1.5x, so if you are fortunate enough to have that hour free, you can choose which color dungeon you want to run.

2) choosing the appropriate level of the dungeon for your current party strength. Your choices in descending order, should be:
  • The boss level - this provides you with an average of 6-8 monsters per run (there are bosses at level 9 and level 10) and a very high rank exp/stamina ratio. However, your farming team may not be powerful enough to take down the bosses of the Wood, Light and Dark dungeons before they kill you (around 50 or so, they will be) as those bosses are on short timers. Without sufficient spike power you’ll need to substitute a poison or defense-break monster to tackle Ifrit in Hyperion Lava Flow.
  • The first level - this provides you with 5-6 monsters per run as there is only one boss level.

[As usual, all listings in the weekly schedule are ranked by priority]

Monday
  1. Run any collabs or limited time dungeons if desired
  2. If there’s a “Super X Dragons Descended”, run this instead of anything below
  3. Run Pengdra village if it shows up
  4. If you need any dub-mythlit color, run the appropriate T3 technical dungeon boss level until one drops
  5. If you are in need of an RGB divine mask, run the appropriate level of the Forbidden Tower if you’ve enabled it
  6. If you are in need of any other divine mask (or you haven’t enabled the conditional dungeon yet), run the corresponding color T1 technical dungeon level until it drops
  7. If you urgently need a mythlit, run any T1 technical dungeon boss level until it drops (but I’d wait for Friday)
  8. Run as many technical dungeons as you can until you have completed them up to the first 3 levels of the “No Leader Skills” conditional dungeon.
  9. Run the appropriate level for whichever T5 Normal dungeon is marked 1.5x
  10. If there’s no T5 Normal dungeon enabled at 1.5x, run whatever the next available T5 Normal dungeon is in the dungeon list

Tuesday
  1. Run any collabs or limited time dungeons if desired
  2. If there’s a “Super X Dragons Descended”, run this instead of anything below
  3. Run Pengdra village if it shows up
  4. If you need a Keeper of Rainbow and the drop rate is 2x, run the “Keeper of Rainbow” Tuesday dungeon.
  5. If you have a team capable of running the RGB Keeper levels, run these dungeons until you have your “comfortable stockpile” of Keeper material
  6. Run the appropriate level for whichever T5 Normal dungeon is marked 1.5x
  7. If there’s no T5 Normal dungeon enabled at 1.5x, run whatever the next available T5 Normal dungeon is in the dungeon list

Wednesday
  1. Run any collabs or limited time dungeons if desired
  2. If there’s a “Super X Dragons Descended”, run this instead of anything below
  3. Run Pengdra village if it shows up
  4. If you are in need of an evo mask, light demon mask, dark demon mask, or need to stockpile, run the Beginner Wednesday Dungeon level
  5. Run the appropriate level for whichever T5 Normal dungeon is marked 1.5x
  6. If there’s no T5 Normal dungeon enabled at 1.5x, run whatever the next available T5 dungeon is in the dungeon list

Thursday
  1. Run any collabs or limited time dungeons if desired
  2. If there’s a “Super X Dragons Descended”, run this instead of anything below
  3. Run Pengdra village if it shows up
  4. If you are in urgent need of a dragon seed, plant, or flower, run the Thursday Dungeon level if it is on 2x drop
  5. Run the appropriate level for whichever T5 Normal dungeon is marked 1.5x
  6. If there’s no T5 Normal dungeon enabled at 1.5x, run whatever the next available T5 Normal dungeon is in the dungeon list

Friday
  1. Run any collabs or limited time dungeons if desired
  2. If there’s a “Super X Dragons Descended”, run this instead of anything below
  3. Run Pengdra village if it shows up
  4. If you are in urgent need of a low spirit, mythlit, or need to stockpile, run the Beginner Friday Dungeon level
  5. Run the appropriate level for whichever T5 Normal dungeon is marked 1.5x
  6. If there’s no T5 Normal dungeon enabled at 1.5x, run whatever the next available T5 Normal dungeon is in the dungeon list

Saturday/Sunday

  1. Run any collabs or limited time dungeons if desired
  2. If there’s a “Super X Dragons Descended”, run this instead of anything below
  3. Run Pengdra village if it shows up
  4. Finish Tower to the Sky and Ocean of Heaven if they are available and you haven't completed them yet
  5. If you have less than 1,000,000 gold run the Tricolor Weekend Dungeon until you have 2,000,000 gold
  6. If you are in need of Dragon Fruits, run Tower to The Sky - Beautiful Being until you have enough
  7. Run Ocean of Heaven - Sea God of Heaven over and over again.


3. Levels to look out for

Ifrit in Hyperion Lava Flow’s boss level and Neptune in Ocean of Heaven’s boss level will require either:
* a defense break monster that reduces defense by a very significant amount
* poison
* a spike team capable of doing enough damage to offset their armor (which is ultimately what you prefer, but may require some levelling to do so)

Otherwise you’ll be there all day if they simply don’t just kill you before you can kill them.

Every other boss is simply a case of levelling your monsters up and having a good team composition for the dungeon.

4. Late game teams to build

[note: “farming team” and “everyday farming team are copied from the mid-game guide. If you're read this before, skip this section and jump down to the "Hera" and "Heroes" sections as there's nothing new to see.]

“Farming team”

You’ll find many definitions of “farming team” in the forums, but for this guide a “farming team” means a team that can capably *blow through* a dungeon in 5-10 minutes total if not less. if your team takes 30-45 min to beat Keeper of Rainbow for the first time (and many of you will, it’s like a rite of passage) that is not considered a “farming” build for Keeper of Rainbow, for example. =)

The “everyday” farming team

The “everyday” farming team is defined as a team that can farm:
every normal dungeon up to the end of the T5 normals
every technical dungeon up to the beginning of the conditionals

This team - along with the team that can run Super Metal Dragons, - is one of the two most important teams to build in the game as together they will be the teams that you spend about 70-90% of your time using.

The absolute *best* everyday farming team - in my opinion only - is one with an attack multiplier based on the *type* of monster, no HP conditional, ideally enough HP to survive *one* significant hit (about 9-10K) and a rainbow set of monsters such that every color is covered off significantly. This is for several reasons:
  • you can’t lose the attack bonus if you lose or gain HP
  • you are not limited to one color in play, which is great because...
  • at higher levels, matching 5 orbs of any color will blow away everything on every floor except an ogre, and hitting the weakness color of the ogre will blow him away as well
  • there are no conditions on matching several colors of orbs, so zero chance of being “orb trolled” (where one or more colors of orbs don’t show up when you need them to)
  • at higher levels, comboing either:
    • 2 sets of 3 orbs and another set of non-matching (e.g. 2 sets of 3 green orbs + 2 of red)
    • 3 sets of 3 orbs of the same color
    will blow through the defense of almost *anything* it attacks if the monster is weak to that color (e.g. two sets of 3 fire orbs + 1 set of 3 dark orbs will kill a divine mask outright). This includes a couple of monsters that show up in the T5 Normal dungeons, covered below.

That being said, a 12.25x HP conditional attack team (such as say, a Light or Dark Metatron team, Goemon team, Zeus team) is still a great potential everyday farming team, If you have a team like this ready-made or easily made, then go for it. Some things to be aware of:
* The 12.25x will likely kill anything before you can ever take a hit
* If you do take a hit you should have a good way to heal back up or you're likely toast (possibly an awakened autohealer or two)
* Ideally your team has the ability to bust out all of its skills in the final round to one shot the boss (otherwise you run a huge risk on the boss stage of Clayus Prison or Rhemis Temple, as the bosses there are on a 2 timer and a 1 timer, respectively)

You should be working towards building some sort of everyday farming team (and it might even be the one you currently are running) when you first get an opportunity.

It’s possible to race through the game with combo-based gods as well and the attack multipliers they supply (which also gives you a great deal of team flexibility), but they are not quite as braindead simple as the everyday team I have listed above, which is ideal if you have limited time to play and a large stamina pool.

However, depending on your box content, you may not have access to this sort of team at this point (don’t worry - you will...the 9x ADKZ and Valkyrie have special event dungeons that show up on a regular basis, and all of the subs needed to make a rainbow team for them can be farmed or drop from the PAL machine). If not, a 2/4/2 mono team can carry you through (albiet slightly slower). You don’t actually *need* this team for the midgame, but you will for the late game unless you’d prefer to run the pengdra cycle (and you don’t), so it’s best to start preparing it now.

King Carnival team
King Carnival is a variant of the Super Dragons Descended dungeon, with a couple of notable differences:
  • There are only 4 rounds
  • The Dragons will show up as any of the 5 colors - no primary color focus
  • You fight either 2 Kings at once, or a King and a Super together
  • There are no multi-hits
  • However the Kings and Supers hit for a ton of damage
  • given the above, you are looking at taking either 3300 or 7621 damage a round

Strategies to get by this level are thus slightly different than the advice given in the mid-game guide for Super Dragons Descended. Resist dragons no longer work as leads here because the dragons are of multiple colors, and the slow ogre build no longer works at all unless you decide to make a rainbow team of max-evoed ogres (and no sane human being will construct that, I assure you). Likewise, a healer+Odin build will likely get you killed if a Super shows up because you will not be able to heal back from the 2 hits fast enough.

Ideally, you are facing this dungeon down with one of two teams:
  • a highly-levelled spike team with a damage multiplier of 16x or above (which does run the risk of getting orb trolled for one of the levels)
  • the poison/defense break subs approach given for Super Dragons, except instead of the resist+healer leads, using two high-level and awoken healers as the leads, which will ensure that even if facing down a Super Dragon on round 1, you'll survive as long as you match orbs.

The focus for a non-spike team is to simply survive round 1 long enough to store your active skills, then whip through them round by round by round. This is similar to how Super Dragons work as well.


“Hera Descended” team

Hera is one of the most significant monsters in the game for a couple of reasons:
  • she has an active skill that reduces a monster’s HP by 30% regardless of defense. While this skill doesn’t mean much in the early and mid game, it is easily one of the powerful active skills in the late and end game, where boss monsters can start with millions of HP and one shot of gravity can do upwards of 1,000,000 damage.
  • fully levelled up, she has equivalent HP to a Keeper of Rainbow with 3x the RCV, 1.5x the attack, and a tremendously more effective active skill (so she can effectively replace one on your high HP dark team members).

I advise getting between 3-4 Heras for potential team use (read: favorited and not used for skill up) regardless of how long the dungeon takes you to run at this point. In fact, the moment Hera drops you’ll probably want to use one in subsequent go-rounds simply so that you have a gravity power to make the Hera fight go faster.

This guide does not go into the teams you should build to get Hera as we’ll be here all day, but I’ll point you to a couple of threads discussing Hera strategies so you can get a feel for the kind of team you should be assembling. It’s important to note that you will likely need at least one member of your team to be poison-capable or else Neptune (showing up in round 6) will be a very long grind, and many teams require a member with 50% dark resistance.

I'd also point you to the excellent guide on "Non-REM Descend Strategies". If you happen to have monsters from the REM that are better suited, by all means use them and they'll make it even easier; but this shows you entirely farmable teams for Hera *and* the dungeon below...



“Two Heroes” team

The completion of Two Heroes nets you one of two monsters: Berserk or Highlander. Aside from the very useful active skill of changing hearts into blue or green orbs, the ultimate evolutions of either of these monsters can form the basis of a very powerful everyday farming team (potentially more powerful than the ADKZ template discussed in the mid-game guide). They are listed below:

9x attack balanced build: All of the mystic knights except Fenrir (Ice) have a survey dungeon; so Fenrir has to come from the REM or as a drop on a descend. However, you can substitute in the Barons (highest evolution of the normal knights that drop in literally almost every level) for whichever of the mystic knights you're missing and simply stick the mystic knights in place once they show up. Note: It is possible to swap in ult evo'd Fenrir (Ice) as the lead and then ADKZ in Fenrir's spot, but given he's even rarer to find than Cu Chu you're more likely to have scored Cu Chu first.
9x attack Physical build: Your RCV is absolutely terrible but let's be real: when *mid*-level this team has 15K hp and at high level something like 25K +, *without* a modifier, so you likely won't need it. That's without considering that you also have two monsters on the team with the skill of "cut damage in half". Red and green golems are farmable (and drop from the PAL machine), and the light and dark ones have their own survey dungeon. More likely you'll have gotten them as "booby prize" rolls in the REM before you get them through other means. Smile

Get 2 of each so that you have the ability to choose between an unconditional 9x multiplier or a 12.25x depending on the situation (as of this writing, it has been announced that there will be alternate ultimate evolutions for each of these characters that grant a 3.5x ATK multipler if your HP is over 80%.)

A discussion of Physical/Balance teams is out of the scope of this guide, but I’ll point you to a couple of references that have gone into *laborious* detail regarding potential teams that you can construct to beat them:

Suzuteo's Physical Team Appreciation Guide
Balanced Team Appreciation


Team Diversification
One thing I’d advise at this juncture is diversifying your teams so that you have more than one type of team for different situations. e.g. resistance team builds for all colors, potential 2/4/2 teams for all colors, etc. It’s your choice. You may want to spend your time building up one team with a bunch of +eggs, for example.

Next:

Whatever you like. Smile

I haven’t written an end game guide because the very late game doesn’t really need one; your farming patterns, levelling patterns, etc. don’t really change except in minor ways ((it makes more sense to run a Mystic Stone Dragon dungeon in the technicals than it does to run the Keeper Dungeons, and farming Starlight Sanctuary - King of Gods on the weekends is debatably more beneficial than running Sea-god of Heaven). You’re pretty much set if you follow this schedule and simply run Descends, special collabs, etc. etc.

But this - like everything in the game - is totally up to you. This just happened to be what worked best for me after a lot of trial and error, and I hope it helps you out as well!! Feel free to take what works for you and throw out what doesn’t.

Thanks a ton for your time, indulgence, and patience! I sincerely hope that these guides help you out and hopefully make your game more productive the way mine was when I started following this pattern!
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02-25-2014, 05:54 PM
Post: #2
RE: [Everything] Your Day By Day Guide to PAD - Late Game Edition
Good guide! Would have been wayyy more helpful if this was out when I first started playing.. Tongue Already beaten all the techs (even the conditionals) and all the normals :/

"The absolute *best* everyday farming team - in my opinion only - is one with an attack multiplier based on the *type* of monster, no HP conditional, and a rainbow set of monsters such that every color is covered off significantly. This is for several reasons:

you can’t lose the attack bonus if you lose or gain HP
you are not limited to one color in play, which is great because..."

Just a quick note on these two things. I use L. Meta/D. Meta for farming and honestly it is better than Valk/Chu Chu. Faster, dual types so I don't orb exhaust. Much faster bursting (unless your unconditional team is all level maxed, but why have a team just for farming?) My Meta teams are useful for descends as well

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02-26-2014, 01:26 AM
Post: #3
RE: [Everything] Your Day By Day Guide to PAD - Late Game Edition
thanks, good guide Smile

I quit, you can delete me from your friend list. Goodbye and have fun everyone! ~MoetrichPF
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02-26-2014, 02:21 AM
Post: #4
RE: [Everything] Your Day By Day Guide to PAD - Late Game Edition
Very nicely done!
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02-26-2014, 02:23 AM
Post: #5
RE: [Everything] Your Day By Day Guide to PAD - Late Game Edition
I think this is closer to mid game rather than late game. Late game would be descend farming status and farming + eggs when there are no descends. Might sound better to change it to Late-Mid game. Just me nitpicking here.
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02-26-2014, 03:35 AM (This post was last modified: 02-26-2014 03:35 AM by justicegray.)
Post: #6
RE: [Everything] Your Day By Day Guide to PAD - Late Game Edition
Thanks for the feedback all. Will take it into account when I edit.

Banishhed: that's a good point. I'll add something to the effect that if you are running a 12.25x team there's an increased likelihood you are never put in a position to have your HP decrease at this stage of the game. I'd still argue for a rainbow team simply for the brainlessness of it but there's definitely multiple approaches to farming, and a bonus if you can take the same team into a descend.

Vorpal: Probably just my term for "super late-game"/"end-game" being unclear. Your "late game" is my "end game". =) I'll definitely make that clearer in these guides and add a note about "late-mid" game.

Once you're farming descends and farming +eggs it's pretty much a different world entirely, with practically all of the regular game content completed and only the descends and new collabs to be running/farming, hence my rationale for the "end game" terminology.
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02-26-2014, 03:45 AM
Post: #7
RE: [Everything] Your Day By Day Guide to PAD - Late Game Edition
under "Monday" item #7, "If you urgently need a mythlit, run any T1 technical dungeon first level until it drops (but I’d wait for Wednesday)," did you mean Friday??

Great guide, but do people actually run T3 techs for dub-lits? 16 Stamina for 10 Battles just for a chance at a rare appearance seems sketchy when compared to Friday Dungeon where 25 stamina guarantees you an appearance.

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02-26-2014, 05:18 AM
Post: #8
RE: [Everything] Your Day By Day Guide to PAD - Late Game Edition
(02-26-2014 03:45 AM)tonysama Wrote:  under "Monday" item #7, "If you urgently need a mythlit, run any T1 technical dungeon first level until it drops (but I’d wait for Wednesday)," did you mean Friday??

Great guide, but do people actually run T3 techs for dub-lits? 16 Stamina for 10 Battles just for a chance at a rare appearance seems sketchy when compared to Friday Dungeon where 25 stamina guarantees you an appearance.

Depends. If you're in desperate need and it happens to be a Monday where you don't need fire/water dub it can be worth it. I will say, dub appearances aren't as rare as mask appearances in techs.
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02-26-2014, 05:42 AM (This post was last modified: 02-26-2014 05:45 AM by justicegray.)
Post: #9
RE: [Everything] Your Day By Day Guide to PAD - Late Game Edition
(02-26-2014 03:45 AM)tonysama Wrote:  under "Monday" item #7, "If you urgently need a mythlit, run any T1 technical dungeon first level until it drops (but I’d wait for Wednesday)," did you mean Friday??

Great guide, but do people actually run T3 techs for dub-lits? 16 Stamina for 10 Battles just for a chance at a rare appearance seems sketchy when compared to Friday Dungeon where 25 stamina guarantees you an appearance.

Hey Tony,

I did mean Friday Smile I'll correct that.

I definitely run the T3 techs for chances at dublits. Here's the logic I use when doing so:


a) way better rank exp - it's literally almost 40 times as much rank exp/stamina for Goddess in Paradise (392 exp/stamina) as it is for the Friday dungeon (10 exp/stamina)
b) way better gold: Goddess in Paradise is 1533 gold per stamina vs. 16 per stamina
c) the other drops on the Goddess in Paradise level allow me to level the monsters I've got while the other drops in Friday Expert are good for evo material and not much else (after 10 sapphlits I honestly don't need any more in my box Smile )

If I'm desperate I can certainly run the Friday dungeon but in those cases I am reliant on either:
a) a dublit invade
b) a dublit to be the drop on the last level (1/3 chance on a 2x drop event, even less if I'm not running it on that day)

For sure if you get a dublit drop in Expert Friday (or are lucky enough to have an invade *and* a drop on the last level) then it looks somewhat more efficient.

How about the situation though where you've spent 50 stamina and no dublit has dropped at all?

When that happens in Goddess of Paradise on a 1.5x drop, you'll have run it three times, and will have:
* somewhere between 18-24 fodder monsters (potentially including an evolved pengdra)
* 18,816 more rank experience (48*392)
* 73,854 more gold (48*1,533)

When this happens on Wednesday Expert, you'll have run it twice and gotten:
* 6-10 evo materials that you might be able to save, but aren't useful for feeding (this is good though if you want to stockpile)
* no fodder monsters
* 500 more rank exp (10*50)
* 800 more gold (16*50)

It's different in the mid-game, where
a) your big priority is essentially getting a highly evo'd team together so that you can start ranking up all over the place
b) you're debatably not powerful enough to reliably run Goddess of Rainbow
c) you likely don't have as much evo material stockpiled

at that point, sure, running the Friday dungeon to gain evo material and stockpile is great. But in the late game, you'll likely have many copies of a lot of the evo material and thus even if you do get a dublit out of the run, you might not hold onto the other 3-4 spirits (high or low) that you get if you've already got a ton. Even then, you're powerful enough that I think there are better ways to spend your stamina than running the Expert Wed/Fri.
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02-26-2014, 02:00 PM
Post: #10
RE: [Everything] Your Day By Day Guide to PAD - Late Game Edition
Very valid points Justicegray. Now I have to work my way up there. I stopped at "Shrine of Green Water" because I didn't see the point in advancing any further Sad

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