This simulates the perks you get at various waves and the amount of coins you get at various tiers based on your current stats and perk priority.
You still need to know which wave you actually get to. I can't tell where you're going to die. Also note that all numbers assume Enemy Balance card is active. Numbers after wave 4000 will no longer be accurate due to the increased special spawns at that point.
This is not designed for mobile, so use a computer. This is also designed for fairly late game play, so expect inaccuracies, especially at low wave counts. Take all estimates with a grain of salt. Coin bot is not implemented. Neither is resyncing to deal with the extra frame that causes bh/gt desync. The perk category selection when out of standard perks is unknown, and currently just increments.
First, Go to Options and configure your max wave, your ultimate weapons, and your stats. Note that new stats appear for your golden tower, spotlight and black hole if unlocked.
Note that perk options is how many you have to select from, not your lab level. Also note that the values displayed for Coins per Kill and Wave are effected by perks, so read the values from your workshop before starting a run. Insert the values from your workshop - I'm assuming they start maxed and are not upgraded midrun, so if you don't have them maxed, this will not be accurate. Coin bonus on T1 is the value you see on the home screen, with your card and all your packs factored in.
Second, go to your Perk list, and configure the order you prioritize selecting perks, and set up your First Choice perk, your bans, and "Never Pick" perks - the perks that, while not banned, you still refuse to pick as you would end your run early.
It doesn't handle situations where you prioritize based on a perk's count, just absolute priority over each other. Perhaps as a future update.
You can ban as many as you want, but you should realistically keep it to your actual research (4 at max). The presets are common strategies for max research, to set them quickly.
After selecting your stats and configuring your perk list, go to Simulator and run some simulations.
The simulator will always pick the highest priority perk on your list. While it will guarantee the First Choice to be in your first draw, if something higher priority shows up, it will still discard it.
If you no longer have any options (either you run out of perks, or all available options are "Never Pick") it will stop drawing and finish out your run without selecing any more perks.
The stats shown will be the mean of the values across all runs, and reset when you change your settings.
The Table view will show your mean coins/cph at each 100 waves for whatever tiers you have selected (all stats are computed at T1 and scaled up).
The more simulations you run, the more accurate it will be, as it averages the results from every run, but 10,000 is probably a good enough sample size without taking too long.
The Averages view will show you some stat insights into how often you get various useful perks, or run out of options, within your max wave. Again, the more simulations you run, the more accurate. These are again reported as the mean.
"All Needed Perks" is when you have Game Speed, 2 Orbs, 5 HP, 5 Defense %, the damage/damage tradeoff, 5 Coins, Tradeoff Coins, and Golden Tower Bonus - the point your survivability and Coin Generation are maximized, and if you have capped your HP, you can AFK.
If you run a single run, the Log view will show you the individual results of that run, including final perk count, a log of the actual simulation with when every perk was selected, and T1 stats at every 100 waves. You may find this interesting to watch your strategy play out.
Expect slight issues, this is a work in progress and done for fun.
Values are means so may not actually be a wave when you get a perk.
Coin Estimates are based on CrisRody's research into enemy density.
As a final tip - since I cannot work out your survivability, there is still a way to estimate your expected CPH.
If you know the approximate wave you get to with and without the damage tradeoff perk (likely the main factor of survivability late-game), you can run a set of simulations once to the wave you die without it, and check the chance you do/do not get the tradeoff in time.
You can then run a second set of simulations to the wave you get to with the tradeoff, and take a weighted average.
Say, I live to 2100 without the tradeoff, and 3000 with it - and I have a 10% chance of not getting it by wave 2100.
My expected CPH would be (10% * cph at 2100)(90% * cph at 3000).
The formula is (chance_of_no_tradeoff * cph_at_wave_with_no_tradeoff)((1 - chance_of_no_tradeoff) * cph_at_wave_with_tradeoff)
If you get it a vast majority of the time though, you can probably discard this and just always assume you have it, as it would have negligible impact into your averages. I may build this in as an automatic calculator in the future.
Sorry its ugly, and please let me know if you run into any bugs.
Enjoy ~Skye
v0.17.4.0
You still need to know which wave you actually get to. I can't tell where you're going to die. Also note that all numbers assume Enemy Balance card is active. Numbers after wave 4000 will no longer be accurate due to the increased special spawns at that point.
This is not designed for mobile, so use a computer. This is also designed for fairly late game play, so expect inaccuracies, especially at low wave counts. Take all estimates with a grain of salt. Coin bot is not implemented. Neither is resyncing to deal with the extra frame that causes bh/gt desync. The perk category selection when out of standard perks is unknown, and currently just increments.
First, Go to Options and configure your max wave, your ultimate weapons, and your stats. Note that new stats appear for your golden tower, spotlight and black hole if unlocked.
Note that perk options is how many you have to select from, not your lab level. Also note that the values displayed for Coins per Kill and Wave are effected by perks, so read the values from your workshop before starting a run. Insert the values from your workshop - I'm assuming they start maxed and are not upgraded midrun, so if you don't have them maxed, this will not be accurate. Coin bonus on T1 is the value you see on the home screen, with your card and all your packs factored in.
Second, go to your Perk list, and configure the order you prioritize selecting perks, and set up your First Choice perk, your bans, and "Never Pick" perks - the perks that, while not banned, you still refuse to pick as you would end your run early.
It doesn't handle situations where you prioritize based on a perk's count, just absolute priority over each other. Perhaps as a future update.
You can ban as many as you want, but you should realistically keep it to your actual research (4 at max). The presets are common strategies for max research, to set them quickly.
After selecting your stats and configuring your perk list, go to Simulator and run some simulations.
The simulator will always pick the highest priority perk on your list. While it will guarantee the First Choice to be in your first draw, if something higher priority shows up, it will still discard it.
If you no longer have any options (either you run out of perks, or all available options are "Never Pick") it will stop drawing and finish out your run without selecing any more perks.
The stats shown will be the mean of the values across all runs, and reset when you change your settings.
The Table view will show your mean coins/cph at each 100 waves for whatever tiers you have selected (all stats are computed at T1 and scaled up).
The more simulations you run, the more accurate it will be, as it averages the results from every run, but 10,000 is probably a good enough sample size without taking too long.
The Averages view will show you some stat insights into how often you get various useful perks, or run out of options, within your max wave. Again, the more simulations you run, the more accurate. These are again reported as the mean.
"All Needed Perks" is when you have Game Speed, 2 Orbs, 5 HP, 5 Defense %, the damage/damage tradeoff, 5 Coins, Tradeoff Coins, and Golden Tower Bonus - the point your survivability and Coin Generation are maximized, and if you have capped your HP, you can AFK.
If you run a single run, the Log view will show you the individual results of that run, including final perk count, a log of the actual simulation with when every perk was selected, and T1 stats at every 100 waves. You may find this interesting to watch your strategy play out.
Expect slight issues, this is a work in progress and done for fun.
Values are means so may not actually be a wave when you get a perk.
Coin Estimates are based on CrisRody's research into enemy density.
As a final tip - since I cannot work out your survivability, there is still a way to estimate your expected CPH.
If you know the approximate wave you get to with and without the damage tradeoff perk (likely the main factor of survivability late-game), you can run a set of simulations once to the wave you die without it, and check the chance you do/do not get the tradeoff in time.
You can then run a second set of simulations to the wave you get to with the tradeoff, and take a weighted average.
Say, I live to 2100 without the tradeoff, and 3000 with it - and I have a 10% chance of not getting it by wave 2100.
My expected CPH would be (10% * cph at 2100)(90% * cph at 3000).
The formula is (chance_of_no_tradeoff * cph_at_wave_with_no_tradeoff)((1 - chance_of_no_tradeoff) * cph_at_wave_with_tradeoff)
If you get it a vast majority of the time though, you can probably discard this and just always assume you have it, as it would have negligible impact into your averages. I may build this in as an automatic calculator in the future.
Sorry its ugly, and please let me know if you run into any bugs.
Enjoy ~Skye
v0.17.4.0