Woodshed 2000 reference
Venues, Woodshed and Amp selection
Choose the activity that produces the desired reward fastest.
| Target | Recommended route | Reason |
|---|---|---|
| First Album / named relics / sets | Backyard Party boss loop at a fast Amp; compare against your fastest other venue | Three bosses give multiple independent special rolls. Minimize travel, reports and reset overhead. |
| Rare materials | Midnight Rave, or Backyard if much faster | Midnight boss guarantees two distinct rare material types; Backyard's final boss yields 1–2 types. |
| Fame and ordinary loot | Fast dense Woodshed waves once sustainable; City Streets as an earlier comparison | Woodshed reaches 200 base enemies/wave by wave 14, with high elite/champion chances. |
| Album while already farming Woodshed | Continue efficient waves 50+ | Only Woodshed bosses at wave 50+ can drop Album. Do not pay the entire ramp solely because the wave number looks prestigious. |
| Personal push record | Highest tier you can sustain with the completed build | Challenge and loot quality are separate from optimal progression speed. |
Amp scaling
| Amp | Enemy Soul | Enemy damage | Non-boss relic/set chance each |
|---|---|---|---|
| 1 | 1× | 1× | 0.20% |
| 3 | 2.25× | 1.8× | 0.30% |
| 5 | 5.4× | 3.4× | 0.40% |
| 7 | 13× | 6.5× | 0.50% |
| 8 | 20× | 9× | 0.50% |
| 9 | 30.5× | 12.5× | 0.50% |
| 10 | 46.5× | 17.5× | 0.50% |
| 11 | 93× | 35× | 0.50% |
Amp 7 is a special-drop probability breakpoint, not an automatic best farming tier — its ordinary-enemy relic/set chance is 2.5 times Amp 1, but Soul is 13 times higher. If kills/minute falls below 40% of your Amp 1 rate, Amp 7 loses for that component of special farming. Above Amp 7, those non-boss chances do not improve. Amp 11 doubles enemy Soul and damage compared with Amp 10.
Special loot: the exact farming logic
| Eligible kill | Normal relic roll | Set roll | Album roll |
|---|---|---|---|
| Venue boss | 50% | 50% at level 70+ | 5% at level 70+ |
| Woodshed boss | 10% | 10% at level 70+ | 1% at level 70+ and wave 50+ |
| Non-boss, Amp 1 | 0.20% | 0.20% at level 70+ | None |
| Non-boss, Amp 7–11 | 0.50% | 0.50% at level 70+ | None |
Three eligible Backyard bosses give 0.15 expected Albums per clear and a 1 − 0.95³ = 14.26% chance of at least one, plus an expected 1.5 ordinary relics and 1.5 set items per clear at level 70+. Woodshed bosses appear every wave from wave 15, with the count increasing each five-wave bracket (8 at 50–54, 10 at 60+). At wave 50, eight eligible bosses give 0.08 expected Albums (7.73% chance of at least one); at 60+, ten give 0.10 expected Albums (9.56%). For an unfinished build starting fresh, fast venue bosses are the sensible Album route; once already farming late waves quickly, Woodshed can win through density and continuity.
Poker
Entry: 1 chip: 260 Parts + 60 Fabric + 50 Wood
Strong successful payouts early in the daily payout window; tickets, shards and bonus cards.
A run has 10 rounds, an 8-card hand, 3 plays and 2 discards per round. The daily full-payout limit depends on run mode: three runs for Encore or two for One-Take; later runs pay 60% or 50% respectively. One-Take characters also get a 1.15 ticket multiplier. Acclivity Shards equal max(1, floor(final tickets / 45)); a branch-stone roll starts at 15% and reaches 45% at 220 tickets.
Pinball
Entry: 1 token: 200 Parts + 50 Metal + 10 Amp Components
Repeatable shard conversion, branch stones, jackpot and timed bonuses.
A token buys three balls. Score-derived tickets are floor(score / 1,000), bounded from 1 to 25; bank/jackpot/sweep bonuses contribute to a 35-ticket cap on the base result, with timed bonus tickets additional on top. Shards equal max(1, floor(total tickets / 20)); branch-stone chance is 12% + 8 points per jackpot hit, capped at 60% after six jackpots.
At the same 200-ticket result, pinball awards 10 shards and poker awards 4 — a payout conversion comparison, not proof pinball earns 2.5× as many shards per hour: game length, success, timed bonuses and entry materials differ.
Materials, raffle and upgrade order
| Material | Reliable routes | Use it for |
|---|---|---|
| Acclivity Shards | Poker/pinball payout rules; suitable bonus rewards | Remix spare endgame hosts; prioritize useful sockets or a missing core effect. |
| Metal / Fusion / Punk stones | Poker stone rolls; pinball jackpot-enhanced rolls and timed material rewards | Fill the specified branch sockets; save perfect +5 stones for final items. |
| Relic Vials | Salvage unwanted relics; rare boss materials; minigame bonuses | Guaranteed follower relic crafts: 2 Vials + 40 Parts each. |
| Pure Rhythm Essence | Rare boss materials and minigame bonuses | Premium raffle and other recipes once the build's essentials are funded. |
| Spark of Inspiration | Rare boss-material pool, notably Midnight Rave / final Backyard boss | Keep for recipes that explicitly need it; pinball timed material drops do not include it. |
Unwanted relics return a Relic Vial, including failed follower relic crafts. Ordinary items supply basic materials: instruments help Wood, armor helps Fabric, accessories/necklaces help Metal and CDs help Wire. Keep a working copy of each required relic/set piece and salvage the surplus.
Standard raffle costs 10 tickets; premium costs 25 tickets plus 2 Pure Rhythm Essence. Premium has a 5% normal-pool relic roll; it cannot roll the boss-exclusive Album and its set weighting is zero, so it is not the route to named sets — spend here to improve weak slots, not to chase an Album absent from the pool.
- Correct weapon and useful core relic effects.
- Album with enough additional trees.
- A working six-item follower kit with distinct abilities.
- Shared mitigation and sustain.
- High-capacity sockets and useful branch stones.
- Missing borrowed mechanics.
- Perfect Album/All Skills rolls, +5 stones and ideal double infusions.
- Compare exceptional Epic/fused replacements against the completed reference.