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Dragon Quest True Best Equipment Guide

So, I want to make a clear and concise guide for any players who recently picked up Dragon Quest XI S: Echoes of an Elusive Age and Have finally entered the Post Game or for people who have already played the game and just want to make sure they have the best gear. If I make any mistakes, please let me know!
First, lets start with the Accessories for each character: The best accessory in the game Hands Down is the Catholicon Ring. 2 For each character ensures you will not have to deal with ill effects such as sleep or confusion. This means you will need 16 gold bars, 160 perfect panacea, 32 royal rubies, and 48 Red Wood … Goodluck! You can craft this ring through the book Kings of the Rings, found in a chest in the Disciple's Trial - Cruel Crypt

Some Key books you will need for forging (a lot of weapons require these; I usually refer to these when I say forging):
Hero's Book of Basic Weapons, is found in the Tower of Lost Time.
A Hero's Book of Better Weapons , found in the Disciple's Trial - Eerie Valley
A Hero's Book of Brilliant Weapons, found by getting all wishes from Drustan.
Big Hitters of the Battlefield, found in the Luminary's Trial - Citadel Of Spite
Making Things with Metal Kings, obtainable after turning in 110 mini medals

Note: u/n00bavenger brought up a great point about armor. For a lot of characters, Exotoga and Seraph's Robe can be better than some of the armor I have listed. Its your choice but some of these can be better or worse than the armor listed below.


These will help you get a majority of the best gear. If a item is listed with no item location, presume you can get it from the above books.
First, lets start with the Hero.
Hero
Weapons: I cant really recommend anything as all are great, but dual wielding is good for damage and shield is good for defense. Your choice.
Gear:

Erik
Weapons: I would recommend daggers for their status effects, but its your choice.
Gear:

Veronica
Weapons: I would recommend Heavy Wands
Gear:

Serena
Weapons: I would recommend Wand + shield
Gear:

Sylvando
Weapons (based on charm): Primarily whatever gives you the most charm as those are the abilities you will use most
Gear

Rab
Weapons: Wands are highly recommended
Gear:
Jade
Weapons: Spears are preferred
Gear: (In the switch version, there is a gear that makes you literally invincible, so I will list the best gear and the kinda cheaty gear.)

Eight (Hendrik)
Weapons: Anything works, but I prefer Axe and shield
Gear:

Finally, For item farming, the best characters with accessories and gear are:
Erik: Accessories are Pirate King's Pendant and Bunny tail. The best armor for him is the Vest for Success
Jade: Two bunny tails and Uniforme Chic de l'Académie
Veronica: Two bunny tails and Uniforme Chic de l'Académie
Serena: Two bunny tails and Uniforme Chic de l'Académie
The Bunny Tails can be stolen/dropped by Bunicorns
The Uniforme Chic de l'Académie can be bought at the Quester's Rest in the Alter of the Starry Skies book in Tickington
The Pirate King's Pendant can be obtained through post game story events
The Vest for Success can be found through the quest Richie's Rock-Hard Roulette Challenge (Octagonia)
I really hope this guide goes appreciated. If I missed anything or I got something wrong let me know. If the spoiler text is too much, let me know and I will remove it.

Feel Free To Use This or Share This Without Credit as I Just Want to Be Helpful!

I Hope You Enjoyed This Guide!

submitted by SethDaBest to dragonquest [link] [comments]

A Retrospective on my first playthrough of DQXIS

tl:dr (cause this is a long one): DQXIS is a fun game with memorable characters and a memorable world, and only loses steam in the final act.
I just beat XIS's post-game bonus boss, effectively finishing my fist (semi blind) campaign at 160 hours. As this is my first Dragon Quest game, I thought I'd give my thoughts on my experience, and the ups and downs of my cumulative play time. This is a minor spoiler retrospective, as a heads up.
Before I start, I want to say that I went into this game with only the knowledge that Hero was in Smash Ultimate, and a passing understanding of Dragon Quest mechanics from a playthrough of IV on YouTube. I had no idea about the more intricate mechanics of the game (Fun-Sized Forge, pep powers, character building). When presented with draconian options, I shied away from all of them, afraid that I'd run into a roadblock, look up strategies online, and spoil myself with mid to end game story beats. In short, I came in with basic knowledge, and chose the most basic options for the game.
What happened next?
I ended up loving almost every second of this game...but not without a few personal stumbling blocks along the way.
The introduction is a bit slow, but after that, the game absolutely took off. Enemy designs run the gamut from cute to intimidating to eerie, and no enemy type feels derivative of another. My personal favorite monster class is the spitzfire and its recolors, mixing adorable and badass into one big ball of fluff and hate. The locales visited are all very distinct; most RPG's I've tried have some incredibly forgettable towns and dungeons, yet at the end of this game, I feel I could recite them all by heart. Weapon choice starts limited, but grows larger and larger as the story progresses. In most RPGs I've played (which isn't a lot, mind) every character could only use one weapon, it was a breath of fresh air to have some characters who could spec into multiple weapon types. Erdrea isn't just big, it's dense, and chock full of regional flavor and tone.
Speaking of characters, the supporting cast of XIS is immaculate. The game presents you with a party that appears to be nothing but a stereotype, then expands their character to really make you care for them. Got a roguish thief who only seems to be in it for the loot? Turns out he's roaming the world out of guilt for not being able to save his not-dead dead sister. A flamboyant clown who's abilities make him seem even more provocative? He's an AWOL knight who ditched his training to pursue a career in entertainment and fears his mentor won't understand his path. Even flat characters without an exciting backstory absolutely get more interesting over the course of their adventure as events unfolded.
The biggest story beat in this game is by far the Fall of Yggdrasil, and I want to praise the game for showing off the ramifications of the literal source of the afterlife die. I know that the side stories weren't in the original version of the game, but they add a ton of depth here. Towns are getting ransacked by simple fishermen, a warrior city is converted to a casino, and an entire kingdom is flattened almost overnight. Smoldering boulders tossed from the impact are scattered all over the world. One of the party characters literally dies to save the others. The apocalypse is real in the second act, and I felt the overwhelming despair that hung over Erdrea and the party.
The quality of the second act, unfortunately, really brings down the quality of the third act by comparison, and this one of my major complaints about this game. After losing so much and building so much character depth, only for it to retcon everything and give me the same lighthearted world I saw just before Yggdrasil fell kinda put a brake on my momentum. The story transitions from a story about restoring a broken world (that still isn't fully healed by the end, continuing to give impact to the fall) to a generic save the world plot. Not helping matters was the amount of grinding I had to do to stand a chance against the final act final boss and bonus bosses. It wasn't just exp grinding, since that was easy enough to do with the token and money farming methods widely known online. However, grinding for seeds and materials severely dampened my joy to face the final post game bosses.
Aside from the third act, XIS is absurdly good at feeding you information and mechanics as you need them. When I thought my progression was going to be limited by levels, character building let me made a highly customizable party of my choice to play around with and experiment on (until, of course, the third act, where nearly everyone's trees are maxed anyways). When I started to feel under-equipped, Erik gave me a means to make your own equipment. As fan of games that let you make, improve, and hoard a plethora of armor and weapons (a la Monster Hunter and Breath of the Wild), I really enjoyed the forge. When I felt that battles were starting to become stale, Pep up and pep powers added an extra layer of depth and excitement to the game. I especially enjoyed how pep powers weren't just attack skills; they could affect every aspect of battle.
submitted by Chourakki to dragonquest [link] [comments]

DQXI Puerto Valor Poker Bot

DQXI Puerto Valor Poker Bot
My brother has been playing the new Dragon Quest and he wanted to buy the Platinum Powersword and Lighting Lance from the casino as early as possible, but it is really rather tedious to get all those tokens. Earlier when playing Ni No Kuni II we set up macros to farm for max stats, so we figured there might be a way to automate this.

The solution required a bit of computer vision to detect hands and the current game state, some logic to actually play poker, and a way to send inputs to the PS4. With a bit of tinkering komefai's PS4Macro utility, we got our CV python script controlling the PS4 through Remote Play. The type of poker played is a little strange, but we found a description of an algorithm to play a very similar version of the game. While it isn't a perfect fit, it was good enough to get going. When it won a hand, the program was set to play a few rounds of double or nothing until the winnings exceeded a preset amount.

After everything was hooked up, the program would win on average ~475 tokens a minute. That translates to 684000 every 24 hours, which is definitely enough for the original goal. But since all this was already built, we decided to check if it was worthwhile for farming gold. Of the non-unique items in the shop, the one with the best token-gold conversion rate is the Mercury's bandanna, which you can buy for 2500 tokens and sell for 1050 gold. This means the 684000 tokens per day converts to 287280 gold per day. Since making the program, we've gotten to the second half of the game and are able to play at the red table, which allows for potentially 10x profits. I still need to collect more data on the red table to see if it has similar win rates (currently it looks to be a bit lower).
Of course converting tokens to bandanas to gold takes some time as they don't let you buy more than one at a time, but that is easily done with a macro (at a little over 6 purchases a minute, it takes ~15 minutes to buy 99...). Here's a video of it running through a game, nothing too interesting. You can see the python script outputting the inputs as press x/o/right/down.

https://reddit.com/link/9inekk/video/9djnoz0c5ao11/player

Optimal Strategy

From the beginning we knew double or nothing is stacked somewhat in your favor. It'd be bad experience and game design if it was actually a 50% chance, especially since the most common hands require you to win at least one round of double or nothing to turn a profit. And since you can't win a hand every time you play, you need to win several double or nothings to really get any real winnings.
Assuming the win rate is fixed, playing 100 rounds of double or nothing on a two paithree of a kind results in the following chart. The more rounds you play, the less often you'll win. By 9 rounds, you'll probably only win one round out of 100 (but remember, it is also possible you could lose them all).
Rounds Cost Games Won Games Lost Winnings Profit
Formula bid * games games * probabilityrounds 100 - Games Won 100*2rounds * wins winnings - cost
0 100*100 100 0 100*100 0
1 100*100 100*0.61 = 60 40 200*60 2000
2 100*100 100*0.62 = 36 64 400*36 4400
...
9 100*100 100*0.69 = ~1 99 51200*1 41200

This means given a fixed win rate over 50%, you should play as many double or nothing rounds as you can manage, such that you only win once. That number of rounds really depends on how long you are willing to play. Given millions of hands the risk of not winning one late round double or nothing essentially disappears. Now this all assumed that the chance of winning double or nothing stayed constant. In actuality, it starts at around 80 percent and seems to drop slowly the more rounds you play.

Data

Blue Table Double or Nothing Win Rates by Round
Round Win % Samples
1 78% 8254
2 76% 6525
3 76% 4572
4 73% 1408
5 59% 532
6 58% 236
7 72% 83

Blue Table Hand Win Distribution
Hand Type Reward Total Percent of Hands
Royal Jelly Flush 50000 2 0.01%
Royal Flush 10000 7 0.04%
Five of a Kind 5000 31 0.16%
Straight Flush 2000 368 0.15%
Four of a Kind 1000 372 1.92%
Full House 500 752 3.92%
Flush 400 342 1.78%
Straight 300 372 1.94%
Three of a Kind 100 2806 14.64%
Two Pair 100 2370 12.37%
Nothing 0 12084 63.06%

The above table shows how often the joker wild algorithm manages to win hands. From casual inspection it seems to do a pretty good job. All in all, pretty happy with the results. It can make a respectable amount of money with no extra effort, and it got a number of accolades that would have taken a long time to get in the casino (1000000 tokens and a royal jelly flush). As it collects more data, we'll have a better picture on the probabilities of everything.

tl;dr
Built a bot to play poker in Puerto Valor. Playing more rounds of double or nothing nets you more money in the long run. First round's win rate for a 100 token hand is 78% and decreases slightly after each round. I suggest going for at least four rounds of double or nothing, but it depends on how long you are going to play. You can check out the code for it on github.

-Edit
Fixed formatting and links
submitted by smash-data to dragonquest [link] [comments]

dragon quest xi casino token farming video

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