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intermediate_guide [2022/01/04 06:58] – [What now?] determinorintermediate_guide [2023/06/07 09:00] (current) – [Trading for power] determinor
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 ====== Intermediate Guide ====== ====== Intermediate Guide ======
  
-This guide assumes that you have read the previous [[new_player_guide|New Player Guide]] and [[beginner_guide|Beginner Guide]], have arrived at level 80, finished the //Taming the Abyss// questline and have several pieces of T5 gear. This guide will cover the progress through level 80 (T5) to level 115 (T7) and will be mostly freeform without set goals, as anything beyond this point doesn't matter as much as before.+This guide assumes that you have read the previous New Player Guide and Beginner Guide, are at level 100, have a T6 set with 1 T6 augment at E9. In other words, you're able to max kill Unseen Horrors. This is the first breakpoint of the game where you decide if you want to stay farming a certain monster even after getting its R3 compendium. 
  
 This guide will be followed by [[advanced_guide|Advanced Guide]] and then by the [[end_game_guide|End-game Guide]]. This guide will be followed by [[advanced_guide|Advanced Guide]] and then by the [[end_game_guide|End-game Guide]].
  
-===== The calm before the frenzy =====+===== The plat monsters =====
  
-The first order of business is to get every gear to T5, slowly. An important note is to get your T5 mainhand weapon with at least puncture 3 **(use it before reinforcing!)**, as there is no T6 mainhand weapon and thus you will be keeping it for a long time. If you find yourself with a need to empower a T5 gear, the mainhand weapon is the one to do it. Otherwise, I recommend waiting until combat level 115 and make a push for T7 gear, completely skipping the T6 gear similar to how T4 gear was skipped. There isn't really any point to upgrade to T6 gear as there aren't many gains to be made. The 3rd dungeon definitely requires T7 gear with empowerments. The only noticeable gain to be made is from clearing the //daily quest Purge the Scourge from Abyssal Riches daily questline// since the reward of 300 condensed vapor is worth around 500k gold in the market. However, that requires sacrificing many actions for it since you are sacrificing many max kills.+These monsters are all the trigger points for the guide, and are as follows: 
 +  - Unseen Horror (requires T6) 
 +  - Filchers (requires decently empowered T8/T9) 
 +  - Dreadghouls (requires max empowered T9) 
 +  - Nassul Reaper (requires max empowered T10, only better due to t10 antiquing rewards, won't be able to max kill)
  
-To get the T6 augments, which are a major part of this guide, we need to complete the //Abyssal Pressures// questline, which involves several abyss monsters. Getting the T5 gear allows us to kill the requirement monsters for the quest easier, and also allow us to max kill the early abyss monsters. This questline, while critical for progression, is not so yet, as the results won't matter until we hit level 100. Any mainline quests after this point are simply not worth it before getting the T7 gear.+All of these are marked with a diamond sign, and are collectively called the Plat monsters, even though the first one is just a normal monster with very good drop rates. The latter monsters are different because their drops aren't used in empowering; every other drop in the game is used in empowering certain tiers in certain empower levels.  
 +Their difference from all other monsters is their plat points gain per action being way higher than normal and those drops are only used for Rbot and nothing else (unseen horrors are the exception to this). Therefore, when you're thinking about income, they are the best in their respective brackets. They have great drop rates and great point values, therefore everyone trades their drops to convert to plat points.
  
-===== Slow Advance Through Questline =====+When people are choosing which monster to fight, they're choosing with 4 factors in mind: 
 +  * Total gold+drop gain 
 +  * Total exp gain 
 +  * Do I inject? 
 +  * Compendium
  
-As we're nearing combat level 100, you should start to finally complete the //Abyssal Pressures// questline to acquire the T6 augments. These augments, as of writing this guide, is the latest tier item of their slots, meaning you want to go all out for these ones. As they aren't craftable and only given from quest rewards, we will need to improve, energize and empower on our own. With the release of T9 augments, they are sold at the market as high level players transition to the T9 augments and sell their highly empowered T6 augments. However, each item will cost an additional 5 credits due to needing 1 redeeming coin to transfer the items, keep that in mind.+Since compendium is temporary as it's completed after 1M kills, late/end game players really only look the first 3 factors. However, we are not there yet, so compendium will be in our calculations.
  
-While doing the questline, we'll likely not be able to achieve max kills, but keep at it while injecting lvl 2 brutality and lvl 1 juggernaut injections to help kill more. However, with full T5 gear, we won't struggle that hard to finish the questline. There really isn't much to talk about that questline: just kill some monsters, buy some monster drops and proceed. If needed, you can craft higher level injections and use them, but since this is temporary, you can just use what you have in your hand.+The question from the previous guide comes after you've gotten the 1M compendium from UH: what do you want to do now? Now, let's analyze the different options. These options cover different fields of the game, but in effect mean only what you'll buy with your gold, where you'll spend your gold/ore/etc and what monsters you'll fight. After getting to max filchers, this question will repeat again but with the added caveat of how much you want to empower. 
 +Before we start on the details, you should know that people generally don't market trade UH drop 'Black ink' as most people have moved on from it; you won't be able to sell your drops for profit in the market unlike the other plat monsters. The income from UH solely comes from converting the black ink drops to points efficiently.
  
-===== The great T6 Augment Preparation Phase =====+==== Why to stay on UH ====
  
-As T6 augments will stay as your equipped gear for a very long time. An estimate places going from level 100 to level 145 to be 2.5 months. you should invest as much as possible for these. All your gold should be invested in these gear, with the minimum goal of max reinforce, appropriate energizements and 9* empower. Buying a highly empowered (E13+) for a good price if you can afford it also works. However, to understand the process of empowering, this guide will follow empowering your T6 augments route.+The reasoning on staying on UH after 1M kills is simple: it's the most direct income you'll get from combat. You won't be able to max kill filchers without greatly empowered T8 (1 month later) or decently empowered T9 (2 months later). There is a world of difference in power requirements and therefore the investment into gear. Investment that could be spend otherwise.
  
-==== Reinforce % Energize ====+Since you can snowball just a bit better if you invest earlier and more in any field, staying on UH gives the best income returns until T8, where we'll ask the same question with Filchers (but this time 50% of players will stay there).
  
-First, your gold should go for buying the quality reinforcements and energizing shards to upgrade these. While reinforcing, go for 10%. While energizing, try to get some pierce, as T5 gear doesn't have pierce energizements on them; pierce only starts appearing on T6 gear. Also, the exo-arm should have the 13% damage energizements on it.+Finally, it's more relaxing to not worry too much about combat and trying to sell/buy drops from market.
  
-If you are planning on getting a VIP (next part), wait until then to reinforce as VIP also adds a flat 5% success chance to reinforce, bringing you from 10% to 15% success chance.+==== Why to switch from UH ====
  
-==== The Empowering struggle ====+The reasoning on switch from UH after 1M kills is even simpler: eventual income and power.
  
-Second, after finishing the reinforcement and energizement, we come to another core part of the game which defines the late game that we have skipped over until now: [[empowerment|Empowerment]]. Up to E9, every empower gives base stats that are then multiplied from the energizements. The most important ones are, as always, the hardest ones to achieve: the 7th, 8th and 9th empowerments. These give 10 pierce, armor and speed. As there are multiple reinforcements that give armor and pierce but none for speed, the 9* one is the most valuable one and the critical goal of empowering. The later ones give 1% stats, but early on these don't matter that much, as we don't have the base stats from all of our gear's energizements yet. However, with the new empower changes, T9 is a checkpoint for failing empowerments, which means that we will always drop to E9 if we fail after it, up to E11, so our goal is to get to E10 empower for all out T6 augments. The downgrade chance is really bad above E10. I recommend stopping at 10* empower until we have all our T7 gear and then push for the 1% stat empowers.+=== Eventual income === 
 +Even though there is a significant increase of income by staying on UH, when compared to other drops, it's not much. Gape gives only 15% less points in drops than UH while Burrowbone is 26% less. However, UH pales in comparison to the first true plat monster:Filchers. Filchers gives 158% more points in drops than UH. This is why many people go after staying on Filchers indefinitely during the game: good income, greatest exp, relatively easy to achieve. 
 +Basically, there are many abyss monsters, mostly on the lower end of Abyss (the higher end of Abyss monsters have really low drop rates) that have 3/4 to 2/3 of the income potential of the UH. When you finish 1M kills on UH, you can move onto other abyss monsters and not suffer a huge setback in income.
  
-The following sub-sections are about how to prepare, how much to buy/hoard, when to buy and VIP timing.+=== Power ===
  
-== VIP timing ==+By switching away from UH to other monsters; be it Abyss or Wastelands, we gain Compendium. The way of the Compendium and where to switch is very nuanced. There are basically 3 ways to progress after UH and vary in terms of how much you invest in equipment.
  
-Empowerment success chance starts from 100%, decreases until you hit E9 empowerment, where it drops to 30%. There is also a downgrade chance that also goes up as you progress. [[credits|VIP]] adds a flat 5% success chance, and is quite helpful at the highest levels on empowerments. Things can do wrong easily and we may suffer greatly. Adding a 5% chance to not suffer is quite a good deal.+  - You don't invest in equipment at all, and choose to do all the lower compendium. Basically the entire Wastelands. Slowly. Even with the absolute lowest exp and drop gains in the game, you'll arrive at lvl 130 (T8) before you finish the Wastelands compendium and be in a great position to breeze through Abyss compendium. 
 +  - You invest in getting all t6 augments to E9 and get full t7 equipment and empower some of them to E9. You'll switch monsters as you gradually become more powerful due to companions leveling and giving you raw stats. 
 +  - You invest even more in equipment, get most T6 equipment to E9, go for the highest exp monster (that you can max kill), invest into T7 equipment similarly to force your way through the main questline until you finish "Pit of Greed" and get your final non-craftable sidearm (T7). You'll arrive at T8 and beyond the fastest while having best exp and good drop gains.
  
-There is only 1 time to buy the VIP, and that's after you've completed your hoarding, reached level 100 and are finally ready to put on the T6 augment gear on yourself. My suggestion is to just buy the starter pack directly and support the game developer. It's the price of a coffee after all. The starter package will give you 20 credits (that may be sold to bankroll this investment!) and 3 days of VIP. Otherwise, you can buy 10 credits from the market (approximately 50M gold cost) and activate VIP for a week when you're ready to empower.+A thing of note is that completing a questline grants 100 permanent actions (10 minutes of combat), so if you progress through questlines more, you'll have an easier time to be at positive actions.
  
-== Ores & Us ==+As you see, progressing through Compendium isn't as simple as it is. Even while doing abyss Compendium immediately, it may be better to get 1 rank (200k kills) in all monsters before going for the rank 3 (1M kills) for them. We need to delve into the topic of Compendium more.
  
-Every single empower costs some gold, some monster parts, and definitely not cheap 12800 ores. The type of ore rotates, starting from Orthoclase and going to Anorthite and so on, every 2 empower levels. Since there is a chance to fail and there is a chance to downgrade, it's better to stock up on the higher ores more. Try to match the ratios stated below when hoarding ores. My __pessimistic__ estimate of the ore cost for getting a T6 augment from 0* to 9* is: +===== Compendium ===== 
-  * 2x 12.8k Orthoclase (1-2 empower) +Compendium is simple: you kill a certain amount of any monster and get their listed bonuses. There are 3 bonuses that are granted at 200k, 500k and 1M kills. The 500k bonus replaces the 200k bonus and so on. At 1M kills, you get another bonus: multikill bonus. This is explained more in the Multikill page. A summary of it is that it reduces the speed monsters become more powerful, so for killing a lot of monsters, it's quite useful, especially towards endgame where we'll be killing 50+ monsters. This is why people go back and grind wastelands compendium: the multikill bonus. 
-  * 2x 12.8k Anorthite    (3-4 empower) +Additionally, for every 10 Compendium ranks you gain 3% damage bonus (base 2%, multiplied by 1.5 from Corp skill).
-  * 4x 12.8k Ferrisium    (5-6 empower) +
-  * 7x 12.8k Rhenium     (7-8 empower) +
-  * 8x 12.8k jaspil            (9-10 empower)+
  
-The reason for these ratios are the success rates and downgrade rates. The first 3x empowers are 100% chance and then it drops by 10% each level until 30% chance to get E10 and above. We will stop at E10, which is 2 levels of the first 5 ores. We are guaranteed on Orthoclase, near guaranteed at Anorthite so those are only 2x ore amount. Ferrisium empowers will mostly pass and rarely downgrade. Rhenium now starts at the E6 breakpoint; it won't downgrade further from E6 after we reach there. The success chance is 50-60%, however, we have a 40% downgrade chance when attempting the E9 speed empower with Jaspil, which adds up a lot of Rhenium usage. The most used ore is Jaspil, with the low 30% chance to pass for both E9 and E10. After reaching E9, the E10 empower is the easiest click, but 30% chance is seriously low, so expect a lot of attempts.+After Wastelands, the 200k reward gives a great amount of stat while the 500k and 1M rewards barely increase the total amount of Compendium stat gained. Coupled with the 10 TR = 3% damage bonus, going for rank 1 for all Abyss compendium bonuses are optimal in terms of gaining combat stats fast.
  
-There is also the gold and monster drop cost. The monster drop cost is medicore, around 100k gold. The raw gold cost however, is significant: at 400k. With our estimate of 23 empower attempts: this totals out to 11.5M gold for a single T6 equipment.+My personal preference on the stats to focus on are speed > armor > pierce. Therefore, my recommendation to focus on which monsters are, in order: 
 +  - Excavator - 4 speed at 1M kills (hardest one, you can switch this to when you can max kill and do others first) 
 +  -     Karth Drake - 3 speed at 1M kills 
 +  -     Warped Tormenter - 7 armor at 1M kills (you probably farmed this at your lvl 80 grind) 
 +  -     Shadow Giant - 7 armor at 1M kills 
 +  -     Flamebreather - 7 pierce at 1M kills 
  
-By our 23 empower attempts for E10 estimate, empowering a T6 item to E10 empower requires 294.4k ores. Ore costs are constantly on the change, but an estimate of 50 gold per ore should be good. With that calculation: the ore cost is around 14.7M gold, which we can round up to 15M as we won't easily find that average price of 50. Combine gold and ore cost and we get an estimated **26.5M gold cost for a single T6 equipment to empower to 10***.+At 15 base kills, it takes 4,6 days to get 1M compendium for a monster from 0. However, this can be fastened up with Slayer mastery: a must when entering middle game and will be discussed a bit below.
  
-Since we have 4 T6 augments, we need to 4x it all too. That means a hefty 106M gold. If you also want to add in the new shoulder equipment slot that opens at T6, add in that too while you have the VIP. That means, **for 5 T6 pieces to E10, you need to spend 132M gold**. Give or take a few million depending on chance.+Keep in mind that if you want to progress a lot faster and want to support the game, buy a VIP pack and you'll get 10 more max kills from VIP alone. Since currently credit prices are insanely high, I don't recommend buying VIP until you at least reach lvl 130 combat and unlock T8. You'll definitely need VIP when you arrive at t9 and start getting your t9 augments.
  
-VIP decreases these costs and would give you an ease of mind, so it's very much worth it.+==== The Slayer Mastery ====
  
-== How do we get that much ore??? ==+Slayer mastery is the ultimate max kill increase method, designed to increase your max kill over time as you progress through the game. Just about every player above 3 months of playtime is rushing this mastery. However, since we have been playing for close to 2 months of playtime, our total kill count should be around 7-8M kills. This complicates things: 
 +  * With no negative actions and no slayer/frenzy, we can kill 15*14460=216,900 monsters a day —> 1M kills in 4.62 days. 
 +  * The slayer mastery has terrible starting max kill bonus: +1 max kill 9M/8M/7M kills at rank 1/2/3. 
 +  * We wouldn't profit from the mastery at all until we get to rank 4, where it would give us +1 max kill. Our total kill count wouldn't be enough for getting +2 max kill from this rank when we hit rank 4. It may give us +2 max kill somewhere close to the end of getting rank 5 of Slayer. 
 +  * We would only start to profit decently from the mastery at rank 5, where it would give us at least +3 max kill.
  
-Check the market. Generally after corporation donation event runs out, the prices drop by quite a lot. 2-3 days after the event end is the best time to buy the ores. Make buy orders for it and be patient. However, you have until level 100 to hoard all your ores. After all, we want to switch to better abyss monsters and be able to actually contribute on corporation incursions (level 4 is the best for now). Remember that this investment will stay until the game gets updated and T8 or higher augments are in place. For now, it's a permanent upgrade that will stay there forever: think about that when you are shaking your head at the colossal amount of gold you have spent. It **will** be worth it!+When should you go for Slayer V? My recommendation is when you get 12M kills. Getting +2 kills isn't that significant, +3 kills is barely worth speeding up the snowballing of max kill limit while +4 kills is worth it enough to go for it. 
 +You can see how many monsters you've killed on the Compendium page, under "Total kills".
  
-===== The long wait for T7 =====+==== The Wastelands Dilemma ====
  
-Now we have reached level 100 and presumably upgraded all our new T6 equipment up to 9* with the VIP boost. We are now powerful enough to easily contribute to lvl 4 incursions in Corporation, which, at the max 20 reward tiers, gives us 700k gold. That's the long term income we were after. We can now kill a few of the early abyss monsters with max kills, which was another goal of ours. Then, what now?+If you want to go all the way towards the endgame and be a top player, you'll need to eventually do all Wastelands Compendium. The only question is when? You can immediately start working on Wastelands compendium after UH compendium, or at any time really. Due to it's simplicity, you can mix and match with Wastelands compendium at any moment, insert it into your grand plans whenever there's a roadblock.
  
-Now, we wait. For a loooooong time. Until we hit level 115 and can equip T7 gear. That's a lot of exp. It will take weeks to arrive there. You must be patient to wait for T7 gear; temper yourself to not fall for instant uprade with T6 equipment.+The tradeoff for switching into Wastelands is getting the worst exp, drops and compendium stat gain. This is why I recommend getting income investments first (Rbot ranks, mining lasers, Cache ability) and then starting the grind when you have much more multikill (so it'll be shorter).
  
-What do we do until we reach combat level 115? We grind [[compendium|Compendium]], and most importantly, [[multikill|Multikill]]. Just check the multikill page to understand why it's so important to farm the 1M kills per monster. My personal preference on the stats to focus on are speed > armor > pierce. Therefore, my recommendation to focus on which monsters are, in order: +If you're immediately switching into the Wastelands compendium after UH, since you don't need to invest in equipment, you'll be very weak against Spire and incursions. However, Spire really isn't that great until you can get more than 60k points (at the end of the month) and get the 10 bonus actions. Incursions can be compensated by joining a team where a member can easily wipe the incursion and you're just an extra on the side. You can get some degreee of power by simply getting your T6 augments by slowly cruising through the questline and empowering them to E9 when needed.
-  - Excavator - 4 speed at 1M kills (hardest one, you can switch this to when you can max kill and do others first) +
-  - Karth Drake - 3 speed at 1M kills +
-  - Warped Tormenter - 7 armor at 1M kills (you probably farmed this at [[beginner_guide|your lvl 80 grind]]) +
-  - Shadow Giant - 7 armor at 1M kills +
-  - Flamebreather - 7 pierce at 1M kills+
  
-At the end of this list, we should likely hit level 115. If not, continue in the same trend, looking to get the multikill where you already have many kills in. I recommend buying a lot of lvl 1 exp injections from the market since they are cheap and use them wholesale. Occasionally, use the lvl 3 exp injections that incursions bring for your dungeon runs. At this point, you can stop running the 1st dungeon and only do the 2nd dungeon, as the 1st one no longer should give you more exp than what you can normally do with max kills.+Assuming we max Slayer mastery sometime during the Wastelands grind, we'll average 1M kills in 4 days, it will take 17 monsters * 4 days = 68 days. So, around 2 months of grind time. Abyss has 21 monsters, so it'll take a similar amount of time, especially if done after Wastelands and you have more max kills.
  
-There is no shortcut to combat level 115 here. The only factor that mildly speeds up the leveling progress is the Drone companion's Frenzy ability. This is the most useful ability, so it really should be leveled up as much as possible (after making sure the companions themselves have good level cap and are leveling), if we are after getting more kills per action. +If you wait until you have all of the Wastelands compendium done, it'll take long enough that you'll be combat level 145, enough to get t9. This'll be covered in the advanced guide. For comparison, doing at most 5 R3 compendium for abyss monsters and getting most of them to R1 compendium will be enough to get to level 145.
  
-The next questlines requires killing the hardest abyss enemies in vast quantities to reach the 2M combat exp per quest rewards that are way later than they should be. It's not feasible to rush for them, as killing even 2 steamdrake or deathwhisper will be a challenge. It's a waste of actions: don't do it.+===== Trading for power =====
  
-===== The T7 gear acquirement =====+As t10 is the highest current tier, buying equipment from other players for t8 and below (2 tiers below max and below) needs only 1 redeeming coin. Therefore, buying a max empowered t8 equipment from other players is currently quite economical. And to buy equipment from others, you need to complete the quest that opens trading: Reclamation. Just inject some brutality and juggernaut injections and clear quests until you complete that one. There isn't anything critical in the missions themselves like the previous sidearms, so the main questline isn't as important as before.
  
-T7 gear is the gateholder equipment for the end-game gear. They are much more abundant than any gear in the game as they are the most commonly used gear, even by the late game players. The reason is simple: T8 equipment is, comparatively to T7, hideously expensive. A single T8 piece requires around 500-600 Mechanoid Reinforcement to fully reinforce, and the empower items are also expensive. The lowest T8 piece can cost around 200M gold to fully upgrade. Some pieces, such as mainhand weapons, require 8.5 reactor cores which are just ridiculous to craft, costing over 600M gold to craft it. However, this opens up a neat opportunity for us that wasn't very profitable to do before: trading gear via redeeming coins. The T8 helm and T8 boots require the lowest reactor cores of 8.1, which means people will substitute that gear the quickest, meaning they will get rid of their T7 ones and try to make a profit off of them by selling them.+Even though it's early to ask the question of "Do I stay on Filchers?" again, it's important to determine if you need just the combat power and compendium progress to max kill Filchers. You can do it several ways, but the most used and recommended way is Abyss 200k compendiums, waiting for t9 and buying several pieces of max empowered t9 from other players.
  
-Here are the T8 gear requirement rankings, entirely determined by their reactor core models, from most valuable to least valuable: +===== Max killing Filchers =====
-  - Rifle (8.5 core) (most valuable) +
-  - Sidearm (8.5 core) +
-  - Chestpiece (8.4 core) +
-  - Leggings (8.4 core) +
-  - Boots (8.3 core) +
-  - Earring (8.3 core) +
-  - Shoulder (8.2 core) +
-  - Gloves (8.2 core) +
-  - Belt (8.1 core) +
-  - Helm (8.1 core) (least valuable)+
  
-Therefore, when you are looking at the trade channel for T7 gear, you should look at that order, as we will be crafting the T8 by ourselves. Since T9 came out, everyone is quickly swapping out their T8 equipment, so buying T8 from the market in the future is a very profitable endeavor. I would recommend crafting T7 and buying T8 items from other players at this moment, as they are in high supply at the moment, making their prices low.+After level 100, it takes roughly 20 days to reach level 130 (t8). After t8, it takes roughly 25 days to reach level 145 (t9). These numbers are for killing early-mid abyss monsters without rushing equipment and will change depending on which way you chose (wasteland, early abyss or late abyss). In that time, pick one of the plans outlined above in Compendium and level up your companions up to max uncapped level instead of focusing on any combat abilities (Cache Finder is the only exception).
  
-When looking for gear, prioritize these things, in order: +The easy metric to calculate how close you are to max killing Filchers is the fastest Attack Speed possible: 10 AS. When you have enough empowers, allstat, compendium and companions to get 10 AS, you're most likely powerful enough to kill 20 Filchers or more.
-  * The rifle must have puncture 4. +
-  * The T7 item should be at least E13. The coin cost, now that credit prices are rising, is high. Therefore, you should always look for E13 and above when buying an item to be worth it. +
-  * If you are buying leggings or boots, they must all have 15% speed energizement. You might spend a couple million on rerolling the energizements otherwise. +
-  * The chestpiece should have +4 armor per 10 levels in all cases, even if you're not doing a full armor build. +
-  * The sidearm and rifle should have either IDR or damage% energizements. +
-  * The speed stat of the item should be average or above average.  +
-  * If your IDR is below 60%, bolster it with IDR energizements on glove until it's above 60%. +
-===== What now? =====+
  
-Keep at acquiring the T7 gear as much as you can (preferably 11* or above for the future), focus on acquiring the T7 sidearm and get it to E9 empower, and keep at it.+===== The 10 AS milestone =====
  
-The general goal is to have decent T7 gear (with speed being average or above average on the equipment, the most important) all around, with maybe the exception of a T6 shoulder if you invested to 10* it.+10 Attack Speed is the highest Attack Speed (denoted AS) a player can achieve without injections (lightning injection lets you get down to 9 AS). As you get lower AS, you will hit enemies way more often progressively more. If an enemy has 20 AS while you have 10 AS and you can 2-shot that enemy, you won't take any damage in that round. Similarly, if you can hit an enemy twice before they hit you once, you can proc incapacitate Drake ability much more likely and get more free damage in. It's generally very useful and a must at late game. 
 + 
 +To get a good idea of how to get to 10 AS (1419 speed), we need to do some math. I'll make some assumptions below for this: 
 +  * We leveled our drone up so that we have more than 200 levels in it. Let's assume 240 levels. 
 +  * We have some speed compendium, assumed 18 total. 
 +  * We have T6 E9 exo gear. 
 +  * We have T7 gear as base and we build up from this. 
 +  * When we buy gear, we buy it as E25. 
 +  * We either buy T8 or T9 gear. 
 +  * When we craft T9+ gear, we get it to E10. 
 +  * We have all speed energizements in boots and leggings. 
 +  
 +Now here are the numbers: 
 +  * T7 gear generally has an average of 5 speed. 
 +  * T8 gear generally has an average of 10 speed, 17% speed energizements 
 +  * T9 gear generally has an average of 18 speed, 19% speed energizements 
 +  * E10 always adds 10 speed. 
 +  * E25 gives 16% allstat. 
 +  * 2 levels of Drone gives 1 speed. 
 + 
 +Now let's add all of this and craft several plans. There will be 2 main plans: T7/T8 and T9 
 + 
 +==== Passives ==== 
 + 
 +As per our assumptions, in all scenarios, we will passively have: 
 +  * Level 240 Drone gives 120 speed. 
 +  * Compendium gives 18 speed. 
 +  * Our T6 E9 augments give 29+28+10+10 = 77 speed. 
 +  * **Passive Sub total: 215 speed** 
 + 
 +====T7/T8 plan ==== 
 +  
 +If we're using 2x T8 with T7: 
 +  *We really need the boots and leggings at T8 to get the best speed energizements. These give 39 total speed at E25, 102% speed and 32% allstat. 
 +  *If all of the rest were T7 E9, we get 8x(5+10) = 120 speed. 
 +  ***Item Sub total: 159 speed, 102% speed and 32% allstat** 
 +  
 +2x T8 piece total: (215+159) * 2.02 * 1.32 = __997. Not enough.__ 
 +  
 +If we're using 5x T8 with T7: 
 +  * 4x T8 pieces would give (10+10) * 5 = 100 speed, 102% speed and 80% allstat. 
 +  * The rest of the 5x T7 pieces would give (5+10) * 5 = 75 speed. 
 +  * Item Sub total: **175 speed, 102% speed and 80% allstat** 
 +  
 +5x T8 piece total: (215+175) * 2.02 * 1.80 = __1418 speed. Barely enough.__ 
 +  
 +So, with using E9 T7 and E25 T8, **we need to buy 5x max empowered T8 gear to barely get to 10 AS**. 
 + 
 +====T9 plan ==== 
 + 
 +If we're using T9 gear, we don't have to E9 every single T7 gear we have and just cheaply craft T9 gear instead. Since there's more than 10 speed difference between E9 T7 and base T9, it's better to just craft a T9 instead of using E9 T7. 
 +If we have 10x T9 all at E9: 
 +  * 10x E9 T9 pieces would give (18+10) * 10 = 280 speed, 114% speed. 
 +  * **Item Sub total: 280 speed, 114% speed** 
 + 
 +10x E9 T9 piece total: (215+280) * 2.14 = __1059 speed. Not enough__, we need some allstat. 1418/1059 = 1.338, therefore we need 34% allstat. That's 2 pieces of E25 and 2% more allstat. Therefore, __we need to purchase 2x max empowered T9 gear to get to 10 AS__. 
 + 
 +===== What now? =====
  
-The next guide covers the road to the ultimate T8 gear combat level of 130, and the one after that covers the push for daily 4th dungeon unlock: [[advanced_guide|Advanced Guide]] and [[end_game_guide|End-game Guide]].+Now that we have 10 AS, we should easily be able to max kill Filchers. The next [[advanced_guide|Advanced Guide]] will feature what to do after reaching that point, including getting all T9 augments. The true question that will be asked in the next chapter is: "Do I stay at Filchers forever?" 
 +When we can max kill Dreadghouls, we will enter the [[end_game_guide|End Game Guide]]
  
 Thank you for reading my guides, Thank you for reading my guides,
  
 Determinor Determinor