Darnavir's Slime Hideout florz degen farming guide

# Florz degen farming for v1.2.1.8

This guide is based on my own experience and general discord knowledge of this strategy.

The so called "Florz degen farming" is running Slime Hideout Super Dungeon to kill slimes as Florzporb summons them without killing him. It's useful for monster kills/DCs/artifacts per SD run, no good for anything else. This means bad for fame, rubies, any gains/second. Depending on your setup, it can be bad for portal orbs as well (your active won't be generating any, this matters mostly when "The Biggesrest One" quest is involved).

The premise is that florz heals himself and summons slimes. If you kill only them and not him, you can get many more kills per run than the SD alone can provide. He's the best boss for this, mostly because he's the most reliable summoner (up to 1/2 of his actions can be summoning, no one summons as often/as many mobs). High level florz summons 29 slimes/magicslimes, up to 3.625 summons/s. With every SD (up to kor hall, the last one now) having 2564 total mobs, every 11 minutes 47 seconds of summon farming are equal to 1 SD worth of kills.

## Powerup breakdown

Generally, you don't want to reach too high enemy level, your health won't keep up with enemy damage. You need the important powerups, and need to avoid the detrimental ones (filter/don't unlock them for this) and the rest doesn't really matter. Having less available powerups is better for higher levels of the good ones.

If you want to use a fully optimized powerup rank setup (resetting topaz or whatever), put all ranks you can into the "important powerups". If you don't want to focus too hard on it and get decent benefits, get some ranks in time expansion (it's cheap) and dungeon coin gain (you most likely want it anyways). Resetting topaz is generally not recommended in most cases and this strategy is still effective without any specific optimizations for it as long as you have enough time left for farming florz (permanent effect of time expansion powerup can do a lot, especially if you can get it some ranks).

### Important powerups

Time expansion, dungeon coin gain and equipment drop chance. SD damage cut multiplier can be vital if you need it to minimize damage taken or useless if you don't need it.

### Detrimental powerups

All damage increases: SD damage multiplier, critical damage, physical/magical damage, skill hit count, SD challenge boss multiplier, extra after damage. If you need more damage, use of equipment is better (it can do more than just damage and doesn't take away dungeon coins from your farming powerups). You shouldn't buy any of these during the run.

### Remaining powerups

Skill cast speed is generally good - it means less waiting for skills to go off. It isn't a vital one with enough time expansions.

Critical hit chances - these make little difference, especially if you already have 100% chance without them.

Heal, dodge heal, dodge time and move speed do nothing - you will be sitting somewhere for a long time and take hits.

Fame gain does nothing - you will be dealing with enemies far weaker than what you can normally clear.

Physical/magical absorptions do nothing most of the time. They can be of some use with heal/healing potion based setup, not with kor.

## General equipment breakdown

Use everything improving survival without killing florz too fast. All enchants are assumed to be "After" if applicable.

You always want HP enchants, effective DEF/MDEF enchants (if you use ATK/DEF swap, this means ATK/MATK enchants), SD damage cut enchants, slime/magicslime damage enchants (some of them are random drops you can't guarantee but are good if you get them).

You want a piece of equipment that increases drop chance (fox ema is the best for this, it not only has the best base stats, but also current jewelry artifacts are quite bad for this setup).

As far as enchants/equipment effects go, avoid after damage to challenge boss - it hurts only florz, the one thing you want to avoid. SD damage multiplier can be good to improve max florz level you can clear if you have enough HP/ damage reduction to tank him. Don't get too much of it, you can get enough damage to always kill Florz before he becomes impossible to tank.

Disassembled slime/magicslime talismans are good for getting to florz/clearing his summons.

## Individual artifacts breakdown

### Weapons

* Sword/staff are decent with ATK/DEF swap.
* Wing is great (only HP/damage cut).
* Dart is terrible (damage against florz only, the one thing you want to avoid).
* Bow can help with pushing damage if you need it, otherwise not very good (assuming ATK/DEF swap).
* Recorder is mostly a worse wing, unless it has a higher level and you don't need the SD damage cut.

### Armor

* Cloak is bad (HP is great, florz only damage is very bad).
* Belt can be both good and bad - damage cut is nice, the DEF/MDEF can add up (plain damage with ATK/MATK swap).
* Shoes have no real effect and are strictly enchants dependent (this can be useful if you need to avoid any additional damage on equipment).

### Jewelry

* Ancient ring is bad - Challenge boss damage, not an option
* Earring is better with its SD damage multiplier - it affects normal enemies too. Jewelry is the only equipment type without damageless items, you will be using these if the damage isn't a problem.
* Fox Ema with equipment drop chance enchants is good - more artifact drops without more damage.

## Modifier breakdown

### Multiplicative

Set level to whatever works - find the right setup for you. This is heavily dependent on your HP,DEF and damage reduction. Hitting F100 is desirable for more floors to get more powerups. Make sure the last floor you reach can't kill you.

### Additive

* Powerup/skill slots can be removed as desired (what isn't needed can go, keep at least 1 powerup slot).

* HP drains are out of question (slow one can be fine with healing, not with kor).

* Dodge drains are fine, you will be out of dodge most of the time.

* Full cast bars, exploding monsters are all fine with kor doll - if you can't tank the hits, your Kor setup has already failed. I didn't test them with heal/healing potions, they could be a problem (you can get hit by everything that gets summoned/spawns during waves and take far more hits than from florz alone). The damage might add up.

* Disable move is fine if you can hit everything with it on.

* 1 base dungeon coin is a no go - you farm dungeon coins.

* Swap ATK/MATK is fine.

* Removal of damage from SD upgrade 1 is most likely mandatory. Definitely take this one, especially with many SD class talismans disassembled (the furies can hit hard).

* Powerup effect reduction is bad - it hurts farming speed/time available. This includes removal of permanent effects (some people did remove these and used rank 100 time expansion with a dedicated powerup setup, but this is an edge case and should not be done if you are missing any useful epic coin upgrades).

* Equipment effect bonus can be removed with bad equipment and high equipment drop chance powerup rank, should be kept if relying on equipment.

* Powerup filter is mandatory to avoid damage powerups, don't disable it.

## Subtractive

Only artifact drop chance/SD enchant gain chance.

## Strategy

You want to reach farmed level florz asap and not kill him. Then farm his summons for DCs/artifacts.

Artifacts from summons follow the normal drop rules. Improving drop chance with equipment/powerup affects them as normal. Dictionary upgrades and luck for enchant slots work as normal, but luck being divided by 1M makes it insignificant unless you have millions of T2 and T3 rebirths (if you reach billions base luck, it will make a difference for SD enchant slots). You should get some dictionary upgrades before farming florz (preferably 100+ of each treasure of fortune), they are the main source of enchant slots in SDs you can affect.

There are 2 things you should know - first is that the boss slimes can take ages to kill with the wrong setup and you have to prepare for that. If you time out on them, you aren't farming florz. Ancient slime talismans are your friends. Higher levels also help you - their HP seems to scale slower than florz's. The other thing is that you won't be clearing the dungeon, you will time out (unless you are truly degenerate/scripting and baby sit each run to swap gear to kill florz before timing out). You want to keep as much as you can on fail (25% from Epic Store, 25% from 1850 mission milestones, 25% from 170 modifiers milestone). Even the 25% can mean a lot more DCs per run than an ordinary clear of any area.

Let's continue with damage reduction. Base formula for enemy damage is:

Effective Damage = Damage^2/(Damage + Defense).

Reduction = Damage - Effective damage.

SD Damage = Damage - Reduction \* SD damage Cut Multiplier.

If (Resulting Damage < Damage/10000) then (Real Damage = Damage/10000).

Resistances are applied after that. No idea how/when exactly challenge boss damage cut is used. The important takeaway is that if you take more damage than damage/10000, increasing defense and/or damage cut will lower the damage you take.

This leads to this table of HP/damage taken from florz. In my experience, if you tank florz, you can tank boss slimes before him. I can't guarantee this is the same for every setup. Note that physical damage from florz is not the same as his ATK, it is divided by a number that grows with his level (50 times higher for every 100 levels).

I think you can get critted by enemies for double damage that can hurt you through kor doll if it is enough to be > 25% of you HP. With Kor Doll, you want to take less than 1/8 of your max HP per hit and keep HP at max all the time. I didn't properly test potions/heal but the general idea is obvious - heal faster than you take damage and have enough max HP to not die to enemy attacks before you heal. Potions are a reliable healing every 10s, heal skill is very unreliable - base healing is useless (log10 of normal effect), the 0.5%/5% chances for 10%/100% heal still work normally, but are very random. It is the only thing you have until grade 490. Full cast bars and exploding enemies might be impossible/require lowering enemy level without kor doll, you can end up taking many hits.

When the setup is done, you set auto progression to target floor 100, auto leave and retry to f100 and repeat on fail, auto buy powerups all the way to f100, (optional step) auto use of refresh tickets on whatever value you like, start slime hideouts and leave. Let it run overnight/when you work/when you ignore the game/whatever long period of time you can think of. It isn't fast, it's only good at getting lots of artifacts/coins per run.