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Most profitable dangerous grind? Messages in this topic - RSS

Koenig
Koenig
Posts: 466

11/19/2015
After capping of my other three skills at 200, it is time for me to set my eyes on my dangerous outlook. That said, I am compelled to be efficient, and my Overgoat (Larry) won't be paying for a mate by himself, so I was wondering what the most profitable dangerous grind was that I could make use of in the coming months.

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Optimatum
Optimatum
Posts: 3666

11/19/2015
Using the War of Assassins to grind dangerous should work pretty well and cashing DT out for Collections of Curiosities then trading those to Tomb-Colonists is pretty profitable.

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Pyrodinium
Pyrodinium
Posts: 639

11/19/2015
Highest profit per action are probably the Velocipede Squad or Beast Breeding carousels according to the Wikia. I'm not sure if the Docks' carousels like the Black Ribbons or The Hunt is On! are good money though given that you can access them at lower Dangerous levels.

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Guest

11/19/2015
Pyrodinium wrote:
Highest profit per action are probably the Velocipede Squad or Beast Breeding carousels according to the Wikia. I'm not sure if the Docks' carousels like the Black Ribbons or The Hunt is On! are good money though given that you can access them at lower Dangerous levels.

Thanks to the revamps and a new (one of them is a Brute) alt or two, I can say the Hunt/Black ribbon are not good for what they give and require even with auto-success turnwise. What I do not know is how the Velocipede vs Neathymon stack up against each other. Which do the forum users thing is better and what options do you like using on both? Finally, is there something even better than the DT/VS/Emp Rend or Neathymon suggested before?
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xKiv
xKiv
Posts: 846

11/19/2015
Cashing DT on tomb colonists requires an unreliable opp. card. I usually reserve only 10-20 collections of curiosities for this purpose before moving on to something else.
AFAICT, the next most profitable thing is cashing DT (that you still got in forgotten quarter) in wilmot's end, on the another contact in the fog "she's wearing pearls today" option (20 collated researches, resets DT but not "doing business ..." (last tested today), so it's 1.47 epa, way ahead of velocipedes and pokeymans).
edited by xKiv on 11/19/2015

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Gillsing
Gillsing
Posts: 1203

11/19/2015
I believe the most profitable grind is to build The Hunt Is On! to 11 in the Third Coil of the Labyrinth of Tigers, and then use that to kill the goat demon in the Flit. Though the former ceases to be an option as soon as one is ready to advance to the Fourth Coil.
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Guest

11/19/2015
xKiv wrote:
Cashing DT on tomb colonists requires an unreliable opp. card. I usually reserve only 10-20 collections of curiosities for this purpose before moving on to something else.
AFAICT, the next most profitable thing is cashing DT (that you still got in forgotten quarter) in wilmot's end, on the another contact in the fog "she's wearing pearls today" option (20 collated researches, resets DT but not "doing business ..." (last tested today), so it's 1.47 epa, way ahead of velocipedes and pokeymans).
edited by xKiv on 11/19/2015



Which is why many of us have a 5-card lodging space to bank the TC card so we can turn in our CoC from DT. But thanks for breaking down the WE numbers; if I don't have the former card, I can use the latter to continue that carousel even if it's a few turns more than the FtWoA carousel.


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    Gillsing
    Gillsing
    Posts: 1203

    11/19/2015
    the truthseeker wrote:
    Which is why many of us have a 5-card lodging space to bank the TC card so we can turn in our CoC from DT.
    Banking that card makes little sense, as it would be more profitable to immediately trade a Collection of Curiosities for the five maps and then be able to draw the card again. Which is why I keep enough Collections of Curiosities around to always be able to do that. Though if I had access to the Third Coil/Goat Demon grind I'd do that instead and not bother with Dramatic Tension, except perhaps to rebuild non-Dangerous stats lost to the Nadir.
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    xKiv
    xKiv
    Posts: 846

    11/19/2015
    Gillsing wrote:
    Third Coil/Goat Demon grind


    I am numbering that at 1.88 epa, assuming 1 action to heal each point of wounds.
    That sounds like FBG overlooked this possibility when letting us hunt Inch's monsters even after opening the coils.

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    Ian Hart
    Ian Hart
    Posts: 437

    11/19/2015
    xKiv wrote:
    Gillsing wrote:
    Third Coil/Goat Demon grind


    I am numbering that at 1.88 epa, assuming 1 action to heal each point of wounds.
    That sounds like FBG overlooked this possibility when letting us hunt Inch's monsters even after opening the coils.



    It was available even before the Dangerous tracker. There are several stories where you can do some pretty advantageous grinds if you hold off from finishing them at the right time. Not a worthwhile sacrifice in my mind, but I don't play to grind...

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    xKiv
    xKiv
    Posts: 846

    11/19/2015
    Ian Hart wrote:

    It was available even before the Dangerous tracker.


    That's why I specified "letting us hunt Inch's monsters even after opening the coils.".
    Two years now? Judging from when wiki "removed the warning" on "A letter from mr. inch".

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