This is a question about the game

Incremental, Idle, Cultivation Game Where You Ascend from Qi Condensation to Boundless Being 路 By
The auto battle is from auto farming which is found on farming page, auto battle on combat page just uses technique automatically.
Auto farming uses disciples to farm on certain page to get "rewards from combat page using disciples" which required sect reputation which is usually found on combat section where sect battle combat and farming is there..
For auto combat on combat page it just automatically use the techniques..
Yes yes, that's actually my goal rn to make a proper game guide, the old guide is versions away from original version, that's why I'm focusing on that rn, and yes you can automated herb/materials gold etc with disciples, the only problem you'll get is their health and realm factor as the higher the realm of your disciples the stronger they're.
Is this a way to unequip the starting technique? It takes up 2 technique slots.
I like the format of Boss Rush for an auto-battler, but why doesn't it take into account the stats I get from my equipment and pill/herb buffs?
How do I upgrade territories & armor, I know how to do weapons? (I see that there's implication they can be leveled up)
QoLs Suggestions:
A way to either complete disciple missions from the Sect HQ without going through the list in the Sect Missions tab or have the completed missions at the top of the list? Would be useful for other pages that have lists/missions and so on as well. Like Quests for one.
Show player level next player name on the cultivation page? The Cultivation Progress section, above the stage name.
Filter options for the shop: Level, Rarity, Scaling Attribute
Make consistent artwork for the symbols that represent: Essence, Temporal, Void, Cosmic, and Dao. They look different enough from the Cultivation page and Daoic Flow pages that I wasn't sure how to level up my disciples in the Sect HQ because the symbols were slightly different.
An option for the AI in Ascendent Quarters to repair at a higher threshold. I know it wouldn't be as cost efficient, but for me, I'd love for rentals to get their issues seen to immediately or maintained before they need repair. Quite often properties need repairs enough to stress me out.
Will do! But for now, it would be great if you could add a seperate section to the guide tagged resources, which would list where/how you can get all the various resources (for like crafting, where to gain qi, etc.). I know you have these already in separate sections but I feel like having a condensed section purely for resources would be good.
This is to do with how stats work in this game:
How do each of the stats work (More specifically, the combat stats, because it seems like all the skill scale off of Attributes)?
Also, this is gameplay wise, and tested by myself, but I don't think making DEFENSE a straight damage reduction is good. Usually it should be percentage reduction, not a straight unbreaking armor type. To give context, one of my skills can deal 849 damage. If the enemy has 18 DEF, I deal 18 less damage. If the enemy has 1000 DEF, their DEF will completely negate my damage, and make it 1. That's not how defense usually works in games... maybe you could make DEF as scaling damage reduction, that interacts with the combat stats of the character (like say, ATK). Additionally, this might just be me but I dont see CRITS happening in the combat log, even with a 55% CRIT rate...
I recommend maybe taking a look at this website for inspiration on how DEF could work in combat: Damage formulas.
Additionally, this is how I think damage in combat could work:
Final Damage=DMG Dealt by Skill 脳(ATK/(ATK+Enemy DEF))