Theory 9 to Endgame
The World of Grinding and R9 Boost
This guide is currently undergoing change. Keep in mind, strategies may change.
Table of contents
DO T9 BEFORE EE50k
Graduation routing #
Routing is based on your current Tau (\(\tau\)) and Phi (\(\varphi\)) numbers.
Make sure to use the calculators and simulators for optimal graduation, student, star, and theory options.
Push f(t) with 3R9 seapping #
Memorize your student distributions with and without 30 R9 students. Use the student calculator if needed.
- Wait till \(f(t)\) stops growing without student respec with R9 in pushing \(\tau\).
- Start accel (preferably keep it between prestiges).
- Potentially sit here to stack t for bigger \(\phi_2\) when you have students in \(\phi_2\). Only do this when you are near a graduation mark.
- Respec the all 30 students from R9.
- Wait for the autoprestige to prestige and swap back students to R9. When you are later in a graduation, you will ned to prestige manually
- Repeat.
R9 autoprestige expression #
You can find the autoprestige used for R9 Seaping here: Equation. If you don’t have this expression, then you will have to manually prestige each time (turn it off before seaping).
Reference R9 Seaping Autoprestige Explanation
Idle and Active buy strats #
For best results use the Theory Sim and Sim Guide to give the best strategy and multiplier for the next publications.
Idle | Active | |
---|---|---|
T1 | Disable c1/c2 | See T1 routing |
T2 | All variables on | q4/r4 → q3/r3 → etc manual buy |
T3 | Disable | Same as idle but with |
c11, c13, c21, c33 | b2 → b4 → b1 manual buy | |
T4 | Only q1, q2, c3 | Idle with chasing doublings |
T5 | See T5 routing | See T5 routing |
T6 | Disable c3, c4 | Idle with chasing doublings |
T7 | Disable c1, c2, c3 | Disable c1, c2 |
T8 | All variables on | Idle with chasing doublings |
Equation for when to publish #
From Big Freeze:
ln(tau/smooth(tau, (timer(d(tau)<=0) < 900)*e99) )
/ (timer( timer(d(tau)<=0)<900 ) + 900)
Pick a time, for example 900s, such that (maximum time between purchases)<900s<(minimum time to get to pub mark).
Theory routing #
If a theory is not listed below, then use the idle vs manual chart and the ideal multiplier chart.
T1 routing #
The optimal multiplier cycles between \(2.5\) – \(5\). It is lower as you get closer to buying the next level of \(c_4\) and higher shortly after buying the \(c_4\) upgrade. Late game, it is best to publish \(2\)-\(3\) times per level of \(c_4\) for a total multiplier of \(20.51\).
T1 is the only theory where the recent value of \(ρ\) influences the rate of change of \(ρ\) therefore buying a variable as soon as you can afford will slow your progress. Late game buying upgrades immediately will slow you more than the benefit of the upgrade because \(c_3\) & \(c_4\) dominate. If the next level costs \(10ρ\) and you have \(11ρ\) buying it will reduce to \(ρ_{n+1}\) to \(1\) you are reducing your \(ρ_{n+1}\) by roughly a factor of 10.
There are \(3\) terms the influence the rate of change of \(\rho\) all are affected by the previous state of \(\rho\). Let’s ignore the 1st since it has such a small influence and consider the above case to determine when an upgrade would be better. For every magnitude of \(10\), term \(2\) gains \(ρ_{n-1}^{2/10} = 1.585x\) more income and term 3 gains \(ρ_{n-2}^{3/10} = 1.995x\) more income. Therefore, it would only be worth buying an upgrade if it increases \(\dot{ρ}\) by more than 2 times at purchase. Because of this when actively playing you should only buy a variable when it will not decrease your ρdot for each upgrade that is approximately at the ratios detailed below. Buy each upgrade when \(ρ_n\) is N times the costs of a given upgrade:
Multiplier | Multiplier | |||
---|---|---|---|---|
c1 | 10,000 | c4 | 1.01 | |
c2 | 1,000 | q1 | 5.0 | |
c3 | 2 | q2 | 1.15 |
*c1 and c2 are not used later because they become detrimental and should be disabled.
T5 routing #
Running the active strats will make this the number one theory for a while and eventual number two after T6 takes over (e750-770+). A step-by-step on how to progress the theory is below.
Steps Created by: Snaeky, Marks, Baldy, and Nerdy
- x10 buy \(c_2\) manually and autobuy the rest until within ~\(e10\) of your previous publication. Your graph should resemble a linear function on the graph.
- As purchasing \(c_2\) becomes less frequent and \(q\) growth will slow down at this point you should stop autobuying \(c_1\) & \(q_1\)
- Around your last pub mark, you can start auto-buying \(c_2\). At this point, you should:
- buy \(q_1\) up to \(15\%\) of the cost of the next doubling purchase (\(2^x\) purchase),
- and buy \(c_1\) after you purchase \(c_2\) until \(q\) reaches its new cap.
- Once you reach your desired multiplier, publish.
- Repeat this for stonks.
Commentary
No commentary
T5 will always give its best results from active play however, after step 3 you can still get good results while auto buying \(q_1\) and manually purchasing \(c_1\) every 10-15min. Making the theory slightly less active.
Additional Information
Purchase \(c_2\) when \(1.5q > c_2*c_3^{m_3}\). \(m_3\) is the number of milestone 3. \(q\) begins to slow down when you reach \(2q > c_2*c_3^{m_3}\).
Theory 8 (additional information) #
Starting Positions | Time Step | |
---|---|---|
Lorenz | (-6, -8, 26) | 0.02 |
Chen | (-10.6, -4.4, 28.6) | 0.002 |
Rossler | (-6, 15, 0) | 0.00014 |
How to respec #
See the introduction guide for respecing students and milestones.
Lemma #
All Lemma sections already have the - buttons unlocked. This gives back the full price paid into the upgrade. This allows for upgrade swapping or dropping upgrades at the very end to hit the lemma limit early. The amount respeced is based on the x1, x10, x25, x100, xMax in the top right. On the right side, you can see the total levels bought. There is also a free reset top right if a mistake is made.