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== '''Prestige Upgrades''' ==
== '''Prestige Upgrades''' ==
'''Prestige Upgrades''' are permanent stat multipliers purchased with '''Prestige Points'''. They unlock after your first '''Prestige''' and provide the core scaling mechanism for long-term progression, making each subsequent run significantly more powerful.
'''Prestige Upgrades''' are permanent stat multipliers purchased with '''Prestige Points'''. They unlock after your first Prestige and multiply the stats of your Shop upgrades.


=== Unlocking Prestige Upgrades ===
=== How They Work ===
Prestige Upgrades become available after you '''Prestige''' for the first time (reach Experience Level 100 and reset). Once unlocked, the '''Shop''' gains a "Prestige" mode button, allowing you to switch between:
Each Prestige Upgrade has '''two independent tracks''':
* '''Coins''' mode - Standard shop upgrades
* '''Base Level''' - Multiplies the base stat of matching Shop upgrades
* '''Gems''' mode - Gem-purchased upgrades (unlocked at Wave 100 Milestone)
* '''Increase Level''' - Multiplies the per-level increase of matching Shop upgrades
* '''Prestige''' mode - Prestige Point upgrades


=== Base vs Increase Levels ===
Both provide multiplicative bonuses that stack with all other systems (Shop, Gems, Boosts, System Weapons).
Each Prestige Upgrade has '''two separate upgrade tracks''' that correspond to the Base and Increase components of Shop upgrades:


* '''Base Level''' - Multiplies the '''base stat''' of matching Shop upgrades (typically +20% per level or more)
'''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).
* '''Increase Level''' - Multiplies the '''increase stat''' of matching Shop upgrades (typically +10% per level)


These levels affect '''different components''' of your Shop upgrades. When you purchase Shop upgrades with Coins, each has a Base value (flat stat) and an Increase value (per-level multiplier). Your Prestige Upgrade Base level boosts the base component, while your Prestige Upgrade Increase level boosts the increase component.
=== Available Upgrades ===


'''Example:''' If you have a Shop Damage upgrade with 100 base damage and 10 damage per level, and you have Damage Prestige Upgrade at Base Level 10 and Increase Level 5:
==== Core Combat (Cheap Formula) ====
* Your base damage becomes: 100 × (1 + 0.2 × 10) = 100 × 3 = '''300 base damage'''
* '''Damage''' - Base: +10% per level (max 10,000) | Increase: +10% per level (max 10,000)
* Your per-level damage becomes: 10 × (1 + 0.1 × 5) = 10 × 1.5 = '''15 damage per level'''
* '''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)


Both levels are valuable, and you can level them independently based on Prestige Point availability and cost scaling.
==== Standard Combat ====
 
* '''Attack Speed''' - Base: +20% per level (max 10) | Increase: +10% per level (max 10)
=== Available Prestige Upgrades ===
* '''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 Stats ====
* '''Damage''' - Multiplies your attack damage (base and per-level scaling)
** Base: Max 10,000 levels | Increase: Max 10,000 levels
** Formula: Exponential scaling (1 + 0.1x with 2x growth, capped at 500)
** Cost: Cheap formula (1 PP for levels 1-5000, then increases)
* '''Health''' - Multiplies your maximum health (base and per-level scaling)
** Base: Max 10,000 levels | Increase: Max 10,000 levels
** Formula: Exponential scaling (1 + 0.2x with 2x growth, capped at 500)
** Cost: Cheap formula (1 PP for levels 1-5000, then increases)
* '''Health Regen''' - Multiplies passive health regeneration
** Base: Max 10,000 levels | Increase: Max 10,000 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Cheap formula (1 PP for levels 1-5000, then increases)
* '''Attack Speed''' - Multiplies attack rate
** Base: Max 10 levels | Increase: Max 10 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula (starts at 1 PP, scales exponentially)
* '''Defense''' - Multiplies damage reduction
** Base: Max 400 levels | Increase: Max 300 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula


==== Critical Strikes ====
==== Critical Strikes ====
* '''Critical Chance''' - Multiplies chance to deal critical hits
* '''Critical Chance''' - Base: +2% per level (max 25) | Increase: +1% per level (max 5)
** Base: Max 25 levels | Increase: Max 5 levels
* '''Critical Damage''' - Base: +20% per level (max 10) | Increase: +10% per level (max 5)
** Base: +2% crit chance per level | Increase: +1% per level
** Cost: Standard formula
* '''Critical Damage''' - Multiplies critical hit damage multiplier
** Base: Max 10 levels | Increase: Max 5 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula
 
==== Defensive ====
* '''Shield''' - Multiplies damage absorption
** Base: Max 100 levels | Increase: Max 100 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula (starts at 10 PP base cost)


==== Crowd Control ====
==== Crowd Control ====
* '''Stun Chance''' - Multiplies chance to stun enemies
* '''Stun Chance''' - Base: +10% per level (max 5) | Increase: +10% per level (max 10)
** Base: Max 5 levels | Increase: Max 10 levels
* '''Stun Duration''' - Base: +20% per level (max 5) | Increase: +10% per level (max 10)
** Base: +10% stun chance per level | Increase: +10% per level
** Cost: Standard formula
* '''Stun Duration''' - Multiplies stun effect duration
** Base: Max 5 levels | Increase: Max 10 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula


==== Economy ====
==== Economy ====
* '''Coins per Enemy''' - Multiplies Coins earned per kill
* '''Coins per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100)
** Base: Max 50 levels | Increase: Max 100 levels
* '''Cash per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100)
** Base: +20% per level | Increase: +10% per level
* '''Experience per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100)
** Cost: Standard formula
* '''Cash per Enemy''' - Multiplies Bits earned per kill
** Base: Max 50 levels | Increase: Max 100 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula
* '''Experience per Enemy''' - Multiplies Experience gained per kill
** Base: Max 50 levels | Increase: Max 100 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula


==== Speed ====
==== Speed ====
* '''Speed Divider''' - Accelerates module timers (makes modules complete faster)
* '''Speed Divider''' - Accelerates module completion speed
** Base: Max 10,000 levels | Increase: Max 20,000 levels
** 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: Custom expensive formula (base 50 PP, tiered cost reduction system)


=== Cost Scaling ===
=== Cost Formulas ===
Prestige Upgrades use three different cost formulas:


* '''Standard Formula''' - Used by most upgrades
'''Cheap Formula''' (Damage, Health, Health Regen):
** Starts at 1 PP (or 10 PP for Shield)
* 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)
** Exponential scaling: base + ((level × 2) / 1.2) × 1.2^(1 + level/5)
* Levels 5,001-10,000: Cost increases by 10,000 PP per level (Level 5,001 = 15,001 PP)
** Each level costs progressively more, but stays reasonable for mid-range investments


* '''Cheap Formula''' - Used by Damage, Health, and Health Regen
'''Standard Formula''' (Most upgrades, starting at 1 PP):
** Levels 1-5,000: Cost is only 1 PP per level
* Exponential scaling with soft caps
** Levels 5,001-10,000: Cost is 10,000 PP per level
* Level 1 costs 1-10 PP, Level 10 costs 5-20 PP, Level 100 costs 100-500 PP
** Makes these critical stats very affordable early, but expensive to max out completely
* Shield starts at 10 PP instead of 1 PP


* '''Speed Divider Formula''' - Unique tiered system
'''Speed Divider Formula''' (Tiered linear increases):
** Levels 1-50: 50 PP per level
* Levels 1-50: Cost increases by 50 PP per level
** Levels 51-100: 45 PP per level
* Levels 51-100: Cost increases by 45 PP per level
** Levels 101-150: 40 PP per level
* Levels 101-150: Cost increases by 40 PP per level
** Levels 151-200: 35 PP per level
* Levels 151-200: Cost increases by 35 PP per level
** Levels 201+: 25 PP per level
* Levels 201+: Cost increases by 25 PP per level
** Total max level cost is extremely high, but per-level cost actually decreases in tiers
 
The '''x1, x10, x100, Max''' purchase buttons allow bulk buying. The "Max" option calculates how many levels you can afford with your current Prestige Points.


=== Strategy ===
=== Strategy ===


==== Early Game (First Few Prestiges) ====
'''Early Prestige (1-10):'''
* '''Priority:''' Damage (Base + Increase), Health (Base + Increase)
* Max priority: Damage and Health (both Base + Increase)
* '''Why these first:''' Cheap formula makes them incredibly cost-effective (1 PP per level for first 5,000!)
* These use the cheap formula—incredibly cost-effective
* '''Secondary:''' Speed Divider (even 10-20 levels provide noticeable acceleration)
* Push each to 50-100 levels for strong foundation
* '''Reasoning:''' Get massive stat boosts for minimal investment
* Add 10-20 Speed Divider levels when affordable
 
==== Mid Game (10-50 Prestiges) ====
* '''Priority:''' Continue Damage/Health to 1,000+ levels each
* '''Expand:''' Economy upgrades (Coins/Cash/Experience per Enemy) to accelerate resource gains
* '''Add:''' Crit Chance, Crit Damage for burst damage
* '''Speed Divider:''' Push to 50-100 levels for significant time savings
* '''Reasoning:''' Cheap formula upgrades give the best return on investment
 
==== Late Game (50+ Prestiges) ====
* '''Priority:''' Max Speed Divider (becomes cheaper per level in later tiers!)
* '''Push:''' All economy upgrades to maximum levels
* '''Consider:''' Maxing Damage/Health to 5,000 (still only 1 PP each) before facing the 10k PP jump
* '''Complete:''' All combat stats to practical levels
* '''Reasoning:''' Time efficiency becomes paramount; Speed Divider compression multiplies all gains
 
==== Universal Tips ====
* '''Cheap Formula = Priority:''' Damage, Health, Health Regen are the best value in the entire game at 1 PP per level
* '''Don't Sleep on Speed Divider:''' Despite seeming expensive, it actually gets cheaper per level as you progress through tiers
* '''Base vs Increase Balance:''' Base levels affect your starting stats, Increase levels affect scaling per level. Both matter
* '''Plan Around Cost Jumps:''' The jump from level 5,000 to 5,001 on cheap upgrades is massive (1 PP → 10,000 PP), so stop there unless you're very late game
 
=== Interaction with Other Systems ===
Prestige Upgrades multiply the stats from:
* '''Shop Upgrades''' (Coins) - Base stats and per-level increases purchased with Coins
* '''Gem Upgrades''' - Additional multipliers from Gems (unlocked at Wave 100 Milestone)
* '''System Weapons''' - Arsenal bonuses from System Weapon slots
* '''Boosts''' - Card collection multipliers
 
This multiplicative stacking means a 2x Prestige multiplier on a 5x Shop upgrade creates a '''10x total multiplier''', making balanced investment across all systems crucial for optimal progression.


=== Display and Math Details ===
'''Mid Game (10-50 Prestige):'''
In the Shop's Prestige mode, each upgrade shows:
* Continue Damage/Health to 500-1,000+ levels
* '''Current Level''' - Your Base and Increase levels
* Add Economy upgrades (Coins/Cash/Experience per Enemy)
* '''Current Bonus''' - The active multiplier being applied to each component
* Invest in Crit Chance and Crit Damage
* '''Cost''' - Prestige Points needed for next level
* Push Speed Divider to 50-100 levels
* '''Max Level''' - The upgrade's level cap


The tiered formula system ensures you can always make meaningful progress with Prestige Points, whether you have 10 or 10,000 to spend.== '''Prestige Upgrades''' ==
'''Late Game (50+ Prestige):'''
'''Prestige Upgrades''' are permanent stat multipliers purchased with '''Prestige Points'''. They unlock after your first '''Prestige''' and provide the core scaling mechanism for long-term progression, making each subsequent run significantly more powerful.
* Push Damage/Health toward 5,000 (still cheap!)
* Max out Economy upgrades
* Heavy investment in Speed Divider (200+ levels)
* Balance remaining combat stats


=== Unlocking Prestige Upgrades ===
'''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.
Prestige Upgrades become available after you '''Prestige''' for the first time (reach Experience Level 100 and reset). Once unlocked, the '''Shop''' gains a "Prestige" mode button, allowing you to switch between:
* '''Coins''' mode - Standard shop upgrades
* '''Gems''' mode - Gem-purchased upgrades (unlocked at Wave 100 Milestone)
* '''Prestige''' mode - Prestige Point upgrades


=== Base vs Increase Levels ===
=== Purchase Options ===
Each Prestige Upgrade has '''two separate upgrade tracks''' that correspond to the Base and Increase components of Shop upgrades:
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 '''base stat''' of matching Shop upgrades (typically +20% per level or more)
=== How They Work ===
* '''Increase Level''' - Multiplies the '''increase stat''' of matching Shop upgrades (typically +10% per level)
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


These levels affect '''different components''' of your Shop upgrades. When you purchase Shop upgrades with Coins, each has a Base value (flat stat) and an Increase value (per-level multiplier). Your Prestige Upgrade Base level boosts the base component, while your Prestige Upgrade Increase level boosts the increase component.
Both provide multiplicative bonuses that stack with all other systems (Shop, Gems, Boosts, System Weapons).


'''Example:''' If you have a Shop Damage upgrade with 100 base damage and 10 damage per level, and you have Damage Prestige Upgrade at Base Level 10 and Increase Level 5:
'''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).
* Your base damage becomes: 100 × (1 + 0.2 × 10) = 100 × 3 = '''300 base damage'''
* Your per-level damage becomes: 10 × (1 + 0.1 × 5) = 10 × 1.5 = '''15 damage per level'''


Both levels are valuable, and you can level them independently based on Prestige Point availability and cost scaling.
=== Available Upgrades ===


=== Available Prestige 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 Stats ====
==== Standard Combat ====
* '''Damage''' - Multiplies your attack damage (base and per-level scaling)
* '''Attack Speed''' - Base: +20% per level (max 10) | Increase: +10% per level (max 10)
** Base: Max 10,000 levels | Increase: Max 10,000 levels
* '''Defense''' - Base: +20% per level (max 400) | Increase: +10% per level (max 300)
** Formula: Exponential scaling (1 + 0.1x with 2x growth, capped at 500)
* '''Shield''' - Base: +20% per level (max 100) | Increase: +10% per level (max 100)
** Cost: Cheap formula (1 PP for levels 1-5000, then increases)
* '''Health''' - Multiplies your maximum health (base and per-level scaling)
** Base: Max 10,000 levels | Increase: Max 10,000 levels
** Formula: Exponential scaling (1 + 0.2x with 2x growth, capped at 500)
** Cost: Cheap formula (1 PP for levels 1-5000, then increases)
* '''Health Regen''' - Multiplies passive health regeneration
** Base: Max 10,000 levels | Increase: Max 10,000 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Cheap formula (1 PP for levels 1-5000, then increases)
* '''Attack Speed''' - Multiplies attack rate
** Base: Max 10 levels | Increase: Max 10 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula (starts at 1 PP, scales exponentially)
* '''Defense''' - Multiplies damage reduction
** Base: Max 400 levels | Increase: Max 300 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula


==== Critical Strikes ====
==== Critical Strikes ====
* '''Critical Chance''' - Multiplies chance to deal critical hits
* '''Critical Chance''' - Base: +2% per level (max 25) | Increase: +1% per level (max 5)
** Base: Max 25 levels | Increase: Max 5 levels
* '''Critical Damage''' - Base: +20% per level (max 10) | Increase: +10% per level (max 5)
** Base: +2% crit chance per level | Increase: +1% per level
** Cost: Standard formula
* '''Critical Damage''' - Multiplies critical hit damage multiplier
** Base: Max 10 levels | Increase: Max 5 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula
 
==== Defensive ====
* '''Shield''' - Multiplies damage absorption
** Base: Max 100 levels | Increase: Max 100 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula (starts at 10 PP base cost)


==== Crowd Control ====
==== Crowd Control ====
* '''Stun Chance''' - Multiplies chance to stun enemies
* '''Stun Chance''' - Base: +10% per level (max 5) | Increase: +10% per level (max 10)
** Base: Max 5 levels | Increase: Max 10 levels
* '''Stun Duration''' - Base: +20% per level (max 5) | Increase: +10% per level (max 10)
** Base: +10% stun chance per level | Increase: +10% per level
** Cost: Standard formula
* '''Stun Duration''' - Multiplies stun effect duration
** Base: Max 5 levels | Increase: Max 10 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula


==== Economy ====
==== Economy ====
* '''Coins per Enemy''' - Multiplies Coins earned per kill
* '''Coins per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100)
** Base: Max 50 levels | Increase: Max 100 levels
* '''Cash per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100)
** Base: +20% per level | Increase: +10% per level
* '''Experience per Enemy''' - Base: +20% per level (max 50) | Increase: +10% per level (max 100)
** Cost: Standard formula
* '''Cash per Enemy''' - Multiplies Bits earned per kill
** Base: Max 50 levels | Increase: Max 100 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula
* '''Experience per Enemy''' - Multiplies Experience gained per kill
** Base: Max 50 levels | Increase: Max 100 levels
** Base: +20% per level | Increase: +10% per level
** Cost: Standard formula


==== Speed ====
==== Speed ====
* '''Speed Divider''' - Accelerates module timers (makes modules complete faster)
* '''Speed Divider''' - Accelerates module completion speed
** Base: Max 10,000 levels | Increase: Max 20,000 levels
** 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: Custom expensive formula (base 50 PP, tiered cost reduction system)


=== Cost Scaling ===
=== Cost Formulas ===
Prestige Upgrades use three different cost formulas:


* '''Standard Formula''' - Used by most upgrades
'''Cheap Formula''' (Damage, Health, Health Regen):
** Starts at 1 PP (or 10 PP for Shield)
* 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)
** Exponential scaling: base + ((level × 2) / 1.2) × 1.2^(1 + level/5)
* Levels 5,001-10,000: Cost increases by 10,000 PP per level (Level 5,001 = 15,001 PP)
** Each level costs progressively more, but stays reasonable for mid-range investments


* '''Cheap Formula''' - Used by Damage, Health, and Health Regen
'''Standard Formula''' (Most upgrades, starting at 1 PP):
** Levels 1-5,000: Cost is only 1 PP per level
* Exponential scaling with soft caps
** Levels 5,001-10,000: Cost is 10,000 PP per level
* Level 1 costs 1-10 PP, Level 10 costs 5-20 PP, Level 100 costs 100-500 PP
** Makes these critical stats very affordable early, but expensive to max out completely
* Shield starts at 10 PP instead of 1 PP


* '''Speed Divider Formula''' - Unique tiered system
'''Speed Divider Formula''' (Tiered linear increases):
** Levels 1-50: 50 PP per level
* Levels 1-50: Cost increases by 50 PP per level
** Levels 51-100: 45 PP per level
* Levels 51-100: Cost increases by 45 PP per level
** Levels 101-150: 40 PP per level
* Levels 101-150: Cost increases by 40 PP per level
** Levels 151-200: 35 PP per level
* Levels 151-200: Cost increases by 35 PP per level
** Levels 201+: 25 PP per level
* Levels 201+: Cost increases by 25 PP per level
** Total max level cost is extremely high, but per-level cost actually decreases in tiers
 
The '''x1, x10, x100, Max''' purchase buttons allow bulk buying. The "Max" option calculates how many levels you can afford with your current Prestige Points.


=== Strategy ===
=== Strategy ===


==== Early Game (First Few Prestiges) ====
'''Early Prestige (1-10):'''
* '''Priority:''' Damage (Base + Increase), Health (Base + Increase)
* Max priority: Damage and Health (both Base + Increase)
* '''Why these first:''' Cheap formula makes them incredibly cost-effective (1 PP per level for first 5,000!)
* These use the cheap formula—incredibly cost-effective
* '''Secondary:''' Speed Divider (even 10-20 levels provide noticeable acceleration)
* Push each to 50-100 levels for strong foundation
* '''Reasoning:''' Get massive stat boosts for minimal investment
* Add 10-20 Speed Divider levels when affordable
 
==== Mid Game (10-50 Prestiges) ====
* '''Priority:''' Continue Damage/Health to 1,000+ levels each
* '''Expand:''' Economy upgrades (Coins/Cash/Experience per Enemy) to accelerate resource gains
* '''Add:''' Crit Chance, Crit Damage for burst damage
* '''Speed Divider:''' Push to 50-100 levels for significant time savings
* '''Reasoning:''' Cheap formula upgrades give the best return on investment
 
==== Late Game (50+ Prestiges) ====
* '''Priority:''' Max Speed Divider (becomes cheaper per level in later tiers!)
* '''Push:''' All economy upgrades to maximum levels
* '''Consider:''' Maxing Damage/Health to 5,000 (still only 1 PP each) before facing the 10k PP jump
* '''Complete:''' All combat stats to practical levels
* '''Reasoning:''' Time efficiency becomes paramount; Speed Divider compression multiplies all gains
 
==== Universal Tips ====
* '''Cheap Formula = Priority:''' Damage, Health, Health Regen are the best value in the entire game at 1 PP per level
* '''Don't Sleep on Speed Divider:''' Despite seeming expensive, it actually gets cheaper per level as you progress through tiers
* '''Base vs Increase Balance:''' Base levels affect your starting stats, Increase levels affect scaling per level. Both matter
* '''Plan Around Cost Jumps:''' The jump from level 5,000 to 5,001 on cheap upgrades is massive (1 PP → 10,000 PP), so stop there unless you're very late game


=== Interaction with Other Systems ===
'''Mid Game (10-50 Prestige):'''
Prestige Upgrades multiply the stats from:
* Continue Damage/Health to 500-1,000+ levels
* '''Shop Upgrades''' (Coins) - Base stats and per-level increases purchased with Coins
* Add Economy upgrades (Coins/Cash/Experience per Enemy)
* '''Gem Upgrades''' - Additional multipliers from Gems (unlocked at Wave 100 Milestone)
* Invest in Crit Chance and Crit Damage
* '''System Weapons''' - Arsenal bonuses from System Weapon slots
* Push Speed Divider to 50-100 levels
* '''Boosts''' - Card collection multipliers


This multiplicative stacking means a 2x Prestige multiplier on a 5x Shop upgrade creates a '''10x total multiplier''', making balanced investment across all systems crucial for optimal progression.
'''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


=== Display and Math Details ===
'''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.
In the Shop's Prestige mode, each upgrade shows:
* '''Current Level''' - Your Base and Increase levels
* '''Current Bonus''' - The active multiplier being applied to each component
* '''Cost''' - Prestige Points needed for next level
* '''Max Level''' - The upgrade's level cap


The tiered formula system ensures you can always make meaningful progress with Prestige Points, whether you have 10 or 10,000 to spend.
=== 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.