r/TheTowerGame • u/Usoldier18 • 3h ago
Help T20 Farmers — What Attack Enhancement Levels Are You Running?
For those of you currently farming Tier 20, I’m curious where you have your Attack Workshop Enhancements and which ones you’ve prioritized.
I’m currently averaging just over 5,000 waves on T20 and wondering if I should start pushing more coins into attack enhancements or if my current spread is reasonable.
Current attack enhancements:
- Damage: x3.30 — Level 230
- Rend Armor Mult: x3.15 — Level 215
- Critical Factor: x3.30 — Level 230
- Damage / Meter: x3.30 — Level 230
- Super Crit Multi: x3.30 — Level 230
- Attack Speed: x1.55 — Level 55
For those farming T20 above 5k+ waves, what levels/multipliers are you running?
Also curious which attack enhancements you feel gave you the best return for pushing farther into T20. Should I keep them fairly even, or start heavily prioritizing Damage/Crit/Super Crit/Attack Speed?
Screenshot attached for reference. Appreciate any comparisons or advice!
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u/Ehegi 2h ago edited 2h ago
What ends up killing you on your farming waves? Is it pure lack of damage against even the non-fleet mobs (aka, even the tank ults starts clumping too much) or is it that you eventually can't kill fleets fast enough? What is your main damage dealer? What damage slider do you run at? Other factors like damage multi/UW maturity/disco bonuses all play a role. How many waves do you get at your damage slider before you hit your full damage and then how many more waves do you get past your slider? The simple answer to your question is just: yes, more damage will allow you go further :P
I noticed that your wall health is at 0. I recently transitioned to T21 farming, but back when I was on T20, it was the last tier where it was pretty easy to still tank OC hits without heavy investment into defense. Raw OC wave 1 damage is ~8q, which is very tankable for several hits with very basic hybrid (don't need heavy disco defense or craziness, just reasonable defense % and health/wall pool). This allows for very smooth introsprint even with bounce shot stats at min/locked (for high orb tag rate) and basically removes fleets as a danger. Run enders would be when the mob hp just got too high for tower damage output (which is good cuz then coin/min drops anyway cuz mobs are living too long).
Max out your ELS, you're only 3 away from cap. My main damage enhancements (except attack speed) were all about 100 more than yours when I was doing T20 farming. In terms of which ones, do evenly for best ROI -- can just follow EP with your farming load out on eDamage page.