Sa1To's own perk guide

Detailed perk explanations of their usefulness in order to get whatever you like the most. By @sa1to27
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Sa1To's own perk... Guide?

Okay, first things first: this is not a guide about "choose this, then this, and finally this", this is an explanation of every perk usefulness so you can pick whatever you like more. Also, a * after something means that there's a note referred to It later.

ACH1-ACHNR: ACH1 reduces the auto achievement timer by 10 minutes and every next perk will reduce the timer by 2 minutes less (8, 6, 4) up until ACHNR which removes losing achievements upon reality. ACH1-2 are pretty useful, but the best thing is to get them only to get ACHNR after, as ACH3 is already pretty close to it and ACH4 doesnt make a big difference. Having ACHNR means: no holding R, rep below e308 is X2 faster, X2 eternities, etc. EVERYTHING since the start of every reality

EC5R-ECB: EC5R lets you have X3 rep speed before any EC and helps at early Eternity. ACT and PASS are pretty good, as ACT also opens the TTM path, although to get ACT you have to delay ECB by 1 reality. IDL is obsolete after PASS and active is still better after getting it. EC1R is mandatory for ECB, helps a bit with "Knowing Existence" reality upgrade, and EC2R and EC3R almost dont do anything. ECR and ECB are really good as they speed up all of eternity phase as well as they make automator scripts easier to run (as you can do 5 completions at once when powerful enough)

EU1-DILR: EU1 is really good as it speeds up early eternities thanks to having the first 3 eternity upgrades for free just after eternitying for the first time, as well as working extremely well with "Existencially Prolong" reality upgrade, EU2 is good as well although it has less value than EU1. DAU is a really good automation/QoL perk, but works much better with DAB. DILR is good if you get it early on, but in the 4 realities it takes to get DILR, you can either get a rep speed glyph, dimboost mult power glyph or inf pow conversion/IP mutliplier infinity glyph, which all speed up EC11*, which is the main reason for going for DILR. Aside from this, by the time you get DILR you should have bought the rep speed rebuyable upgrade at least once, which already makes EC11x5 take 45-55 minutes, which isnt that long in my opinion, as ECB-ECR speed up ALL of Eternity, which is much longer than 45-55 minutes.

*As for glyph effects that speed up EC11, Rep speed > dimboost mult > IPx > inf pow conversion. For obvious reasons game speed effect also speeds up EC11, but isnt really good.

SAM-SEP3: SAM is pretty decent, as it gives e130 AM instantly in each infinity, completely obliterating pre infinity stage, and since r141 gives you a x4 to IP, this is really good. Even with this, it becomes completely obsolete if you get an ADx power glyph, as it does the same but better by giving a direct multiplier to AD's, making it useful even after breaking infinity, when SAM falls off*. Aside from this, the main reason to pick SAM should be picking ANR right after, as this is a really good QoL perk and speeds up things like IC4, IC5, etc. SEP1, as well as SAM, should only be picked if going for SEP2 and SEP3, as SEP1 only gives you 10 EP, which is enough for either 2 purchases of 1st TD, 1 purchase of 1st TD and 2nd TD, EU2 or EU1 and a purchase of 1st TD. This isnt bad, as it speeds up everything up to Eternity stage, but SEP2 gives 5e3 (50k) EP, which gives you much more things, like purchases of all 4 TD's, TT's enough to get TS42, x5 EP upgrades, etc, although in my opinion the best purchase you can do is the EU3, as it gives a direct 6e14 (600T) mutliplier to ID's, making early eternity in general feel much smoother. SEP3 is even better as it makes you start with 5e9 EP (5B), which lets you buy enough things to make you zoom through early Eternity.*

*Level 1 0% rarity ADx glyph gives around e80 instant AM, which gets you to infinity in around 10-15 seconds, while SAM does the same but inside C8, as it slows down after a galaxy by being AM and not a direct multiplier to AD's.
*SEP1-3 dont make you start with an Eternity, only with EP, so EU1 doesnt work with this. SEP1-3 also become obsolete with prolong

SIP1-IDR: SIP1 lets you start with 5e15 IP, which is enough to buy the 50% stronger galaxies upgrade, which is really good and should let you get to replicanti fairly "fast". SIP2 lets you start with 5e130 IP, which is MUCH more than SIP1 and makes you start practically at replicanti, although this stage is still slow. Both of these get completely obsolete if you get SEP1-3 or prolong, as this perks/RU lets you zoom through all of pre Eternity. IDR is a pretty bad QoL and not necessary, but the best thing about SIP1-SIP2 is that they open up to IDAS and REPAS which are some REALLY good QoL perks as they fairly speed up things (mostly IDAS) and they are good to have in general.

DU1-REAL: TGR is a decent QoL perk, as it makes it so if you forget to buy the TG threshold upgrade, you wont lose the extra DT you have upon buying the upgrade (shouldn't really matter as you have an autobuyer for it), and TG's dont reset so you dont have to wait for them to build up. On the other hand, DU1 and DU2 are some really good upgrades, as they make you zoom through early dilation stage (e1300 EP) and speed up this close-to-reality stage*. For this same last thing is that ATT, ATD and REAL are good automation/QoL upgrades (mostly the last 2), since they make automator scripts easier to run and in general, as your realities get faster, having your TT gen dila upgrade, 5th-8th TD unlocks and reality study purchases fully automated feels really good.

*This doesnt really matter if you have dila glyph with DTx Effect, as this makes you get a lot more DT, making first 6 dilation upgrade purchases much easier to get. Still, DU1 and DU2 makes them instant, which is still cool

STP-TP4: STP isnt bad, as it makes you ignore first dila run by giving instantly 10 TP upon unlocking dilation, but only works well with a DTx glyph, as first run should give you around 1000 TP which is much more, and the instant 10 TP's isnt enough to buy important dila upgrades, so first run is still needed. TP1-3 arent bad, they multiply your current TP by 1.5, 2 and 2.5 respectively when buying the X3 TP dila upgrade, but you still need to dilate, but if you get TP1 you SHOULD aim for TP4, which multiplies current TP by 3 when buying the X3 TP upgrade and this ALMOST removes the need to be inside dilation when buying the upgrade, you still should dilate every once and then.

TTS-TTM and PEC1-PEC3: I decided to include them both because I dont have much to say about them and they're only 6 perks in total. TTS is a REALLY good automation/QoL perk, since this combined with an automator script can automate all of Eternity. TTF is pretty decent, as it lets you buy TT without spending AM, IP and, most important, EP, so you dont need to do a run for EP to buy TT and another run for EP to buy TD's. Just make sure to get TT's BEFORE spending your EP. TTM is an improved version of TTS, and while its not really necessary, its really good to have, specially after EC10x1/EC7x5 completions, when you start gaining a lot of TT's and TTS cant catch up with them. As for PEC1-PEC3, they are almost completely useless, since they complete 1 tier of EC per 60-40-20 minutes respectively, which means, with PEC3, 1h 40m for a fully completed EC, when there are 12 of them. Playing active is much better than this, and these are probably the worst perks of them all.

If you feel like anything should be changed, added or removed, feel free to ping or DM me!
@sa1to27
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