Prestige Upgrades: Difference between revisions
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== '''Prestige Upgrades''' == | == '''Prestige Upgrades''' == | ||
'''Prestige Upgrades''' are permanent stat multipliers purchased with '''Prestige Points'''. They unlock after your first | '''Prestige Upgrades''' are permanent stat multipliers purchased with '''Prestige Points'''. They unlock after your first Prestige and multiply the stats of your Shop upgrades. | ||
=== | === How They Work === | ||
Prestige | Each Prestige Upgrade has '''two independent tracks''': | ||
* ''' | * '''Base Level''' - Multiplies the base stat of matching Shop upgrades | ||
* ''' | * '''Increase Level''' - Multiplies the per-level increase of matching Shop upgrades | ||
Both provide multiplicative bonuses that stack with all other systems (Shop, Gems, Boosts, System Weapons). | |||
'''Example:''' Damage Prestige Base Level 10 gives 3x base damage (1 + 0.2 × 10). Damage Prestige Increase Level 5 gives 1.5x per-level damage (1 + 0.1 × 5). | |||
=== Available Upgrades === | |||
''' | ==== Core Combat (Cheap Formula) ==== | ||
* '''Damage''' - Base: +10% per level (max 10,000) | Increase: +10% per level (max 10,000) | |||
* '''Health''' - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000) | |||
* '''Health Regen''' - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000) | |||
==== Standard Combat ==== | |||
* '''Attack Speed''' - Base: +20% per level (max 10) | Increase: +10% per level (max 10) | |||
* '''Defense''' - Base: +20% per level (max 400) | Increase: +10% per level (max 300) | |||
* '''Shield''' - Base: +20% per level (max 100) | Increase: +10% per level (max 100) | |||
==== Combat | |||
* ''' | |||
* ''' | |||
* ''' | |||
==== Critical Strikes ==== | ==== Critical Strikes ==== | ||
* '''Critical Chance''' - | * '''Critical Chance''' - Base: +2% per level (max 25) | Increase: +1% per level (max 5) | ||
* '''Critical Damage''' - Base: +20% per level (max 10) | Increase: +10% per level (max 5) | |||
* '''Critical Damage''' - | |||
==== Crowd Control ==== | ==== Crowd Control ==== | ||
* '''Stun Chance''' - | * '''Stun Chance''' - Base: +10% per level (max 5) | Increase: +10% per level (max 10) | ||
* '''Stun Duration''' - Base: +20% per level (max 5) | Increase: +10% per level (max 10) | |||
* '''Stun Duration''' - | |||
==== Economy ==== | ==== Economy ==== | ||
* '''Coins per Enemy''' - | * '''Coins per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100) | ||
* '''Cash per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100) | |||
* '''Experience per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100) | |||
* '''Cash per Enemy''' - | |||
* '''Experience per Enemy''' - | |||
==== Speed ==== | ==== Speed ==== | ||
* '''Speed Divider''' - Accelerates module | * '''Speed Divider''' - Accelerates module completion speed | ||
** Base: +20% per level (max 10,000) | Increase: +10% per level (max 20,000) | |||
** Base: +20% per level | Increase: +10% per level | ** Most expensive upgrade, but critical for late-game efficiency | ||
** | |||
=== Cost | === Cost Formulas === | ||
'''Cheap Formula''' (Damage, Health, Health Regen): | |||
* Levels 1-5,000: Cost increases by 1 PP per level (Level 1 = 1 PP, Level 100 = 100 PP, Level 5,000 = 5,000 PP) | |||
* | * Levels 5,001-10,000: Cost increases by 10,000 PP per level (Level 5,001 = 15,001 PP) | ||
'''Standard Formula''' (Most upgrades, starting at 1 PP): | |||
** | * Exponential scaling with soft caps | ||
* Level 1 costs 1-10 PP, Level 10 costs 5-20 PP, Level 100 costs 100-500 PP | |||
* | * Shield starts at 10 PP instead of 1 PP | ||
'''Speed Divider Formula''' (Tiered linear increases): | |||
* Levels 1-50: Cost increases by 50 PP per level | |||
* Levels 51-100: Cost increases by 45 PP per level | |||
* Levels 101-150: Cost increases by 40 PP per level | |||
* Levels 151-200: Cost increases by 35 PP per level | |||
* Levels 201+: Cost increases by 25 PP per level | |||
=== Strategy === | === Strategy === | ||
'''Early Prestige (1-10):''' | |||
* Max priority: Damage and Health (both Base + Increase) | |||
* These use the cheap formula—incredibly cost-effective | |||
* Push each to 50-100 levels for strong foundation | |||
* Add 10-20 Speed Divider levels when affordable | |||
* | |||
* | |||
* | |||
* | |||
'''Mid Game (10-50 Prestige):''' | |||
* Continue Damage/Health to 500-1,000+ levels | |||
* Add Economy upgrades (Coins/Cash/Experience per Enemy) | |||
* | * Invest in Crit Chance and Crit Damage | ||
* | * Push Speed Divider to 50-100 levels | ||
* | |||
'''Late Game (50+ Prestige):''' | |||
* Push Damage/Health toward 5,000 (still cheap!) | |||
* Max out Economy upgrades | |||
* Heavy investment in Speed Divider (200+ levels) | |||
* Balance remaining combat stats | |||
'''Key Insight:''' Damage, Health, and Health Regen are the best value in the game. At level 5,000 they still only cost 5,000 PP per level, while providing massive stat multipliers. | |||
=== | === Purchase Options === | ||
Use the '''x1, x10, x100, Max''' buttons to buy multiple levels at once. The "Max" button calculates affordable levels based on your current Prestige Points.== '''Prestige Upgrades''' == | |||
'''Prestige Upgrades''' are permanent stat multipliers purchased with '''Prestige Points'''. They unlock after your first Prestige and multiply the stats of your Shop upgrades. | |||
* '''Base Level''' - Multiplies the | === How They Work === | ||
* '''Increase Level''' - Multiplies the | Each Prestige Upgrade has '''two independent tracks''': | ||
* '''Base Level''' - Multiplies the base stat of matching Shop upgrades | |||
* '''Increase Level''' - Multiplies the per-level increase of matching Shop upgrades | |||
Both provide multiplicative bonuses that stack with all other systems (Shop, Gems, Boosts, System Weapons). | |||
'''Example:''' | '''Example:''' Damage Prestige Base Level 10 gives 3x base damage (1 + 0.2 × 10). Damage Prestige Increase Level 5 gives 1.5x per-level damage (1 + 0.1 × 5). | ||
=== Available Upgrades === | |||
=== | ==== Core Combat (Cheap Formula) ==== | ||
* '''Damage''' - Base: +10% per level (max 10,000) | Increase: +10% per level (max 10,000) | |||
* '''Health''' - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000) | |||
* '''Health Regen''' - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000) | |||
==== Combat | ==== Standard Combat ==== | ||
* ''' | * '''Attack Speed''' - Base: +20% per level (max 10) | Increase: +10% per level (max 10) | ||
* '''Defense''' - Base: +20% per level (max 400) | Increase: +10% per level (max 300) | |||
* '''Shield''' - Base: +20% per level (max 100) | Increase: +10% per level (max 100) | |||
* ''' | |||
* ''' | |||
==== Critical Strikes ==== | ==== Critical Strikes ==== | ||
* '''Critical Chance''' - | * '''Critical Chance''' - Base: +2% per level (max 25) | Increase: +1% per level (max 5) | ||
* '''Critical Damage''' - Base: +20% per level (max 10) | Increase: +10% per level (max 5) | |||
* '''Critical Damage''' - | |||
==== Crowd Control ==== | ==== Crowd Control ==== | ||
* '''Stun Chance''' - | * '''Stun Chance''' - Base: +10% per level (max 5) | Increase: +10% per level (max 10) | ||
* '''Stun Duration''' - Base: +20% per level (max 5) | Increase: +10% per level (max 10) | |||
* '''Stun Duration''' - | |||
==== Economy ==== | ==== Economy ==== | ||
* '''Coins per Enemy''' - | * '''Coins per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100) | ||
* '''Cash per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100) | |||
* '''Experience per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100) | |||
* '''Cash per Enemy''' - | |||
* '''Experience per Enemy''' - | |||
==== Speed ==== | ==== Speed ==== | ||
* '''Speed Divider''' - Accelerates module | * '''Speed Divider''' - Accelerates module completion speed | ||
** Base: +20% per level (max 10,000) | Increase: +10% per level (max 20,000) | |||
** Base: +20% per level | Increase: +10% per level | ** Most expensive upgrade, but critical for late-game efficiency | ||
** | |||
=== Cost | === Cost Formulas === | ||
'''Cheap Formula''' (Damage, Health, Health Regen): | |||
* Levels 1-5,000: Cost increases by 1 PP per level (Level 1 = 1 PP, Level 100 = 100 PP, Level 5,000 = 5,000 PP) | |||
* | * Levels 5,001-10,000: Cost increases by 10,000 PP per level (Level 5,001 = 15,001 PP) | ||
'''Standard Formula''' (Most upgrades, starting at 1 PP): | |||
** | * Exponential scaling with soft caps | ||
* Level 1 costs 1-10 PP, Level 10 costs 5-20 PP, Level 100 costs 100-500 PP | |||
* | * Shield starts at 10 PP instead of 1 PP | ||
'''Speed Divider Formula''' (Tiered linear increases): | |||
* Levels 1-50: Cost increases by 50 PP per level | |||
* Levels 51-100: Cost increases by 45 PP per level | |||
* Levels 101-150: Cost increases by 40 PP per level | |||
* Levels 151-200: Cost increases by 35 PP per level | |||
* Levels 201+: Cost increases by 25 PP per level | |||
=== Strategy === | === Strategy === | ||
'''Early Prestige (1-10):''' | |||
* Max priority: Damage and Health (both Base + Increase) | |||
* These use the cheap formula—incredibly cost-effective | |||
* Push each to 50-100 levels for strong foundation | |||
* Add 10-20 Speed Divider levels when affordable | |||
* | |||
* | |||
* | |||
* | |||
'''Mid Game (10-50 Prestige):''' | |||
* Continue Damage/Health to 500-1,000+ levels | |||
* Add Economy upgrades (Coins/Cash/Experience per Enemy) | |||
* | * Invest in Crit Chance and Crit Damage | ||
* | * Push Speed Divider to 50-100 levels | ||
* | |||
'''Late Game (50+ Prestige):''' | |||
* Push Damage/Health toward 5,000 (still cheap!) | |||
* Max out Economy upgrades | |||
* Heavy investment in Speed Divider (200+ levels) | |||
* Balance remaining combat stats | |||
'''Key Insight:''' Damage, Health, and Health Regen are the best value in the game. At level 5,000 they still only cost 5,000 PP per level, while providing massive stat multipliers. | |||
The | === Purchase Options === | ||
Use the '''x1, x10, x100, Max''' buttons to buy multiple levels at once. The "Max" button calculates affordable levels based on your current Prestige Points. | |||
Latest revision as of 09:09, 8 March 2026
Prestige Upgrades[edit]
Prestige Upgrades are permanent stat multipliers purchased with Prestige Points. They unlock after your first Prestige and multiply the stats of your Shop upgrades.
How They Work[edit]
Each Prestige Upgrade has two independent tracks:
- Base Level - Multiplies the base stat of matching Shop upgrades
- Increase Level - Multiplies the per-level increase of matching Shop upgrades
Both provide multiplicative bonuses that stack with all other systems (Shop, Gems, Boosts, System Weapons).
Example: Damage Prestige Base Level 10 gives 3x base damage (1 + 0.2 × 10). Damage Prestige Increase Level 5 gives 1.5x per-level damage (1 + 0.1 × 5).
Available Upgrades[edit]
Core Combat (Cheap Formula)[edit]
- Damage - Base: +10% per level (max 10,000) | Increase: +10% per level (max 10,000)
- Health - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000)
- Health Regen - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000)
Standard Combat[edit]
- Attack Speed - Base: +20% per level (max 10) | Increase: +10% per level (max 10)
- Defense - Base: +20% per level (max 400) | Increase: +10% per level (max 300)
- Shield - Base: +20% per level (max 100) | Increase: +10% per level (max 100)
Critical Strikes[edit]
- Critical Chance - Base: +2% per level (max 25) | Increase: +1% per level (max 5)
- Critical Damage - Base: +20% per level (max 10) | Increase: +10% per level (max 5)
Crowd Control[edit]
- Stun Chance - Base: +10% per level (max 5) | Increase: +10% per level (max 10)
- Stun Duration - Base: +20% per level (max 5) | Increase: +10% per level (max 10)
Economy[edit]
- Coins per Enemy - Base: +20% per level (max 50) | Increase: +10% per level (max 100)
- Cash per Enemy - Base: +20% per level (max 50) | Increase: +10% per level (max 100)
- Experience per Enemy - Base: +20% per level (max 50) | Increase: +10% per level (max 100)
Speed[edit]
- Speed Divider - Accelerates module completion speed
- Base: +20% per level (max 10,000) | Increase: +10% per level (max 20,000)
- Most expensive upgrade, but critical for late-game efficiency
Cost Formulas[edit]
Cheap Formula (Damage, Health, Health Regen):
- Levels 1-5,000: Cost increases by 1 PP per level (Level 1 = 1 PP, Level 100 = 100 PP, Level 5,000 = 5,000 PP)
- Levels 5,001-10,000: Cost increases by 10,000 PP per level (Level 5,001 = 15,001 PP)
Standard Formula (Most upgrades, starting at 1 PP):
- Exponential scaling with soft caps
- Level 1 costs 1-10 PP, Level 10 costs 5-20 PP, Level 100 costs 100-500 PP
- Shield starts at 10 PP instead of 1 PP
Speed Divider Formula (Tiered linear increases):
- Levels 1-50: Cost increases by 50 PP per level
- Levels 51-100: Cost increases by 45 PP per level
- Levels 101-150: Cost increases by 40 PP per level
- Levels 151-200: Cost increases by 35 PP per level
- Levels 201+: Cost increases by 25 PP per level
Strategy[edit]
Early Prestige (1-10):
- Max priority: Damage and Health (both Base + Increase)
- These use the cheap formula—incredibly cost-effective
- Push each to 50-100 levels for strong foundation
- Add 10-20 Speed Divider levels when affordable
Mid Game (10-50 Prestige):
- Continue Damage/Health to 500-1,000+ levels
- Add Economy upgrades (Coins/Cash/Experience per Enemy)
- Invest in Crit Chance and Crit Damage
- Push Speed Divider to 50-100 levels
Late Game (50+ Prestige):
- Push Damage/Health toward 5,000 (still cheap!)
- Max out Economy upgrades
- Heavy investment in Speed Divider (200+ levels)
- Balance remaining combat stats
Key Insight: Damage, Health, and Health Regen are the best value in the game. At level 5,000 they still only cost 5,000 PP per level, while providing massive stat multipliers.
Purchase Options[edit]
Use the x1, x10, x100, Max buttons to buy multiple levels at once. The "Max" button calculates affordable levels based on your current Prestige Points.== Prestige Upgrades == Prestige Upgrades are permanent stat multipliers purchased with Prestige Points. They unlock after your first Prestige and multiply the stats of your Shop upgrades.
How They Work[edit]
Each Prestige Upgrade has two independent tracks:
- Base Level - Multiplies the base stat of matching Shop upgrades
- Increase Level - Multiplies the per-level increase of matching Shop upgrades
Both provide multiplicative bonuses that stack with all other systems (Shop, Gems, Boosts, System Weapons).
Example: Damage Prestige Base Level 10 gives 3x base damage (1 + 0.2 × 10). Damage Prestige Increase Level 5 gives 1.5x per-level damage (1 + 0.1 × 5).
Available Upgrades[edit]
Core Combat (Cheap Formula)[edit]
- Damage - Base: +10% per level (max 10,000) | Increase: +10% per level (max 10,000)
- Health - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000)
- Health Regen - Base: +20% per level (max 10,000) | Increase: +10% per level (max 10,000)
Standard Combat[edit]
- Attack Speed - Base: +20% per level (max 10) | Increase: +10% per level (max 10)
- Defense - Base: +20% per level (max 400) | Increase: +10% per level (max 300)
- Shield - Base: +20% per level (max 100) | Increase: +10% per level (max 100)
Critical Strikes[edit]
- Critical Chance - Base: +2% per level (max 25) | Increase: +1% per level (max 5)
- Critical Damage - Base: +20% per level (max 10) | Increase: +10% per level (max 5)
Crowd Control[edit]
- Stun Chance - Base: +10% per level (max 5) | Increase: +10% per level (max 10)
- Stun Duration - Base: +20% per level (max 5) | Increase: +10% per level (max 10)
Economy[edit]
- Coins per Enemy - Base: +20% per level (max 50) | Increase: +10% per level (max 100)
- Cash per Enemy - Base: +20% per level (max 50) | Increase: +10% per level (max 100)
- Experience per Enemy - Base: +20% per level (max 50) | Increase: +10% per level (max 100)
Speed[edit]
- Speed Divider - Accelerates module completion speed
- Base: +20% per level (max 10,000) | Increase: +10% per level (max 20,000)
- Most expensive upgrade, but critical for late-game efficiency
Cost Formulas[edit]
Cheap Formula (Damage, Health, Health Regen):
- Levels 1-5,000: Cost increases by 1 PP per level (Level 1 = 1 PP, Level 100 = 100 PP, Level 5,000 = 5,000 PP)
- Levels 5,001-10,000: Cost increases by 10,000 PP per level (Level 5,001 = 15,001 PP)
Standard Formula (Most upgrades, starting at 1 PP):
- Exponential scaling with soft caps
- Level 1 costs 1-10 PP, Level 10 costs 5-20 PP, Level 100 costs 100-500 PP
- Shield starts at 10 PP instead of 1 PP
Speed Divider Formula (Tiered linear increases):
- Levels 1-50: Cost increases by 50 PP per level
- Levels 51-100: Cost increases by 45 PP per level
- Levels 101-150: Cost increases by 40 PP per level
- Levels 151-200: Cost increases by 35 PP per level
- Levels 201+: Cost increases by 25 PP per level
Strategy[edit]
Early Prestige (1-10):
- Max priority: Damage and Health (both Base + Increase)
- These use the cheap formula—incredibly cost-effective
- Push each to 50-100 levels for strong foundation
- Add 10-20 Speed Divider levels when affordable
Mid Game (10-50 Prestige):
- Continue Damage/Health to 500-1,000+ levels
- Add Economy upgrades (Coins/Cash/Experience per Enemy)
- Invest in Crit Chance and Crit Damage
- Push Speed Divider to 50-100 levels
Late Game (50+ Prestige):
- Push Damage/Health toward 5,000 (still cheap!)
- Max out Economy upgrades
- Heavy investment in Speed Divider (200+ levels)
- Balance remaining combat stats
Key Insight: Damage, Health, and Health Regen are the best value in the game. At level 5,000 they still only cost 5,000 PP per level, while providing massive stat multipliers.
Purchase Options[edit]
Use the x1, x10, x100, Max buttons to buy multiple levels at once. The "Max" button calculates affordable levels based on your current Prestige Points.
