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  1. #1
    At some point, you'll decide that it's simply too expensive to level up buildings further until you're forced to. For a lab, you want at least level 30 or so (I don't recall the exact number) to unlock all of the skills, and then just need to stay ahead of your skills. For barracks and dojo, it's a judgment call; I stopped at 50.

    Leveling up your blacksmith allows you to forge your gear to higher levels. At endgame, that's the driving force behind making you level your castle higher, even. I've got a bunch of level 59 gear that can't go any higher until I level my blacksmith above 59, which would require leveling my castle above 59. Moving the castle and blacksmith from 58 to 59 cost me 7.8 million copper each. That was paid for by the current event, of course, but that's still a lot, and it's only going up from there.

    I do recommend leveling the residence to keep pace with the castle, though, as it's much cheaper to level and pays for itself with time.
    Last edited by Semaphore; 08-22-2017 at 06:48 AM.

  2. #2
    To give a little more detail on how high you want to level buildings:

    Castle: however high you have to in order to let you level other buildings. There's little point in getting a castle significantly ahead of your next highest building, however.

    Residence: keep pace with your castle level. Residence is much cheaper to level than most other buildings.

    Port: additional trade options stop at level 50, so you want to get there, but there's no point in going over this. Like the residence, the port is much cheaper to level than other buildings.

    Lab: At least level 30 quickly, and then whatever you need to keep ahead of your highest level lab skill. Lab skills take as long to level as leveling the lab building itself, so there's no need to leave a buffer as with blacksmith.

    Temple/Church: At least level 40 quickly for the two main artifacts (convoy carriage and thunder crystal), then level 50 eventually, and above that only if necessary to allow skills to go higher.

    Blacksmith: Stay ahead of your highest forged piece of gear. Remember that you can forge gear to have a single piece gain several levels quickly, while gaining several blacksmith levels takes a while. I'd get it at least to 50 before you lay off for a while, but you will need to go higher than 50 if you want to be competitive at endgame.

    Barracks: A judgment call on when you want to stop. Once you're getting enough troops that you never have to buy more with copper, a higher level barracks doesn't benefit you at all. Some events do let you gain by burning a ton of accumulated troops, however, such as the current War Prime one.

    Dojo: Also a judgment call on when you want to stop. Higher levels are more valuable if you spend koban to unlock extra slots, but remember that regardless, experience comes mostly from special events, not from the dojo. Also, at some point, you end up leveling generals that you have no real intention of ever using because you've already maxed the levels of the generals you want.

  3. #3
    Machcio Guest
    Thanks for the help on buildings, I have diffrent question now.

    Will Original Jintai Drum chance on 150% damage stack with Tiger of Kai usual 350% dmg bonus?
    In my deck she is glass cannon anyway, so if I have a chance to further boost her dmg I'll go for it but I'd rather ask before I waste money on leveling up the item in the forge.

  4. #4
    Quote Originally Posted by Machcio View Post
    Thanks for the help on buildings, I have diffrent question now.

    Will Original Jintai Drum chance on 150% damage stack with Tiger of Kai usual 350% dmg bonus?
    In my deck she is glass cannon anyway, so if I have a chance to further boost her dmg I'll go for it but I'd rather ask before I waste money on leveling up the item in the forge.
    Yes, it will stack. And furthermore, it will stack multiplicatively, so when it procs, you can get 3.5 * 1.5 = 5.25 times the normal damage.

    Original Jintai Drum is a fine accessory for helping you through the mid levels of the game--and the sort of thing you have to forge up a ways just to get to the endgame. But do be aware that you'll want to replace it eventually; for example, I'd regard a Zhan Guo Ce as unambiguously superior to it. But you're not going to get a chance at the latter (which drops in stage 5-4) until you've forged up other accessories quite a ways. My rule of thumb was not to forge a piece of equipment to higher than the general level necessary to equip it unless you regard it as endgame gear.

    Still, the main use of accessories is that more troops makes your generals massively stronger--improving their offense and defense ratings, as well. Good bonuses on accessories are nice, but the extra troops massively outweighs any other bonus you can get from any accessory.

    The primary argument in favor of the Original Jintai Drum is that it's a level 40 required piece of gear that you can get long before you get to comparable gear in the campaign. Level 40 required is also the top level of the 2.4k forging cost range; above that, it's 6.4k.

  5. #5
    Machcio Guest
    Thx for explanation. It will be a while till I get to 5-4 though. Hit a bit of a wall in late chapter 4. Gotta upgrade my equipment a little. Hopefully I won't have to redesign my unit combination.

    Also - are there any hidden dungeons in chapter 3 and later with some fancy rewards? Or hidden dungeons are just a way for you to easier farm unit upgrades and some generals in prologue and first two chapters?

  6. #6
    Quote Originally Posted by Machcio View Post
    Thx for explanation. It will be a while till I get to 5-4 though. Hit a bit of a wall in late chapter 4. Gotta upgrade my equipment a little. Hopefully I won't have to redesign my unit combination.

    Also - are there any hidden dungeons in chapter 3 and later with some fancy rewards? Or hidden dungeons are just a way for you to easier farm unit upgrades and some generals in prologue and first two chapters?
    There are no hidden dungeons for chapters 3 and 4, though there is an "alternate history" dungeon for chapters 4 and 5. The Japanese wiki says that there is a hidden dungeon for chapter 5, but I haven't figured out how to open it. It looks like it's something about the port, but I don't see it with my port at level 51. It might not be available yet.

    You will have to swap out generals as you get better ones, but it's easy to transfer gear to other generals.

  7. #7
    Today's update added chapter 6 to the game, which is the last one listed on the Japanese wiki. And with chapter 6, it offers the endgame grind, rather than relying purely on whichever event is active.

    Maps 6-1 and 6-2 are along the lines of what you'd expect so far. Map 6-1 is actually easier than the chapter 5 alternate history map, though 6-2 is perhaps a little harder than it.

    As I reckon it, the PVE endgame starts in chapter 6-3. For starters, normal, repeatable campaign opponents that you can fight 50 times per day have a chance to drop gold tickets, rather than only the copper tickets on previous maps. Starting with the seventh opponent on the map, you also have a chance at curse fragments. You know those items that have been available for trade at the port requiring curse fragments? It's possible to get them now. The opponents in 6-3 that can drop curse fragments actually have you fight nine generals at a time, not five.

    At the moment, Temp and I are the only ones who have beaten a map that drops curse fragments. I expect a few others will do so pretty soon as they get on today or whenever they decide that they want to clear chapter 6. To be strong enough to win that map is, at least for now, to be strong enough to be a contender to win the Daimyo tournament.

    If you clear 6-3 and move on to 6-4, it's back to more normal opponents for a while, with five generals on a side again. At least, if you regard opponents with about 35000 attack, 18000 defense, 22000 troops, and 170 speed per general as "normal". But these opponents have a chance of dropping two gold tickets, not just one. Furthermore, starting with the fourth opponent on the map, they have a chance of dropping curse fragments. Even the worst victory outcome of some copper still gets you 7k-10k, which is up markedly from earlier maps.

    Temp and I both got stuck on the same spot: the eighth opponent on map 6-4. Or at least I assume Temp attempted it and failed rather than just arbitrarily deciding to stop. No one has beaten that map yet. It's a huge jump in difficulty over anything that comes before it, so I expect it to be a while before it gets cleared. The five generals are elite marksmen with 42342 attack, 29792 defense, 246 speed, and 25890 troops each.

    I haven't yet gotten any curse fragments to drop, though I did get a 2 gold ticket drop from beating a map in 6-4. That's a small sample size (8 wins on 6-4), so it really doesn't tell you very much about the odds.

    For what it's worth, in the summer generals event, the SSR EVO card had a drop chance of about 0.2%, as I had 12 drop out of 5600 chances, which is a large enough sample size to get a decent approximation. So DMM is willing to set the drop rates for things that drop from clearing a map that low at least sometimes. The SSR generals that drop from some early hidden dungeons also have drop rates in that ballpark.

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