Recent posts by InfiniteVoid on Kongregate

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Topic: GemCraft Labyrinth / Need help with beating Endurance

That really only works if you have the pool size to duplicate the gem in the first place. Exponential increase in duplication cost often means you can get higher grade gems earlier if you duplicate lower grade ones and combine.

There is a useful shortcut for combining gems of the same grade – press Shift+G and while holding Shift, click a gem in your inventory. The game will then automatically combine all gems in your inventory of the same grade as the clicked gem. The game selects the next gem of the same grade starting from the top left and moving left to right, top to bottom. In five clicks, you can turn 32 gems of the same grade into one gem 5 grades higher consisting of all 32 combined into one gem. Doing this to a full sheet (36 gems) of grade n gems gives you a grade n+5 and a grade n+2 gem.

Not to discourage you, but level 200 isn’t that much of an achievement (except possibly in time spent getting there, if you never used the Pylon trick or did a full endurance). I’m level 1757, and that really isn’t that high.

 
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Topic: GemCraft Labyrinth / Endurance armor question

Can’t remember if this was an older version of GCL (and it probably was, since one of the recent changes was a rework of the armor formula so that it doesn’t grow as fast), but I’ve seen armor values of over 10 mil around the last hundred waves.

 
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Topic: GemCraft Labyrinth / Damage required for WGTF Completion

WGTF increases the Endurance Multiplier by an extra 0.05 per wave, so over the course of 1337 waves, the Endurance Multiplier is increased by 66.85 (final Endurance Multiplier’s something like 138.xx, the actual number’s posted elsewhere in this forum). It’s definitely far more than a simple tripling of gained XP.

That G31 you constructed is averaging 406.2 billion damage per hit, so against the maxed out 10 trillion HP monsters you face for the last ~1100 waves, that gem needs on average 25 hits to kill (worst case 80, best case 16). At that point, it should have such an absurdly fast firing rate that 25 hits are achieved very quickly, so I would think that the G31 was enough.

The G32 averages 627.9 billion damage per hit, just over 50% more damage on average than the G31, so it kills the 10 trillion HP monsters in 16 hits on average (worst case 53, best case 10).

 
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Topic: GemCraft Labyrinth / Suggested skill points at high levels?

Info panels are also create a huge performance drop when you have a mana farm gem with a very strong Lime component. Turning them to completely opaque helps somewhat, but the best way is to turn off the info panels completely (shortcut key I). If you need to check a gem’s stats, pause the game before re-enabling the info panels: there’s no performance drop if the game is paused.

 
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Topic: GemCraft Labyrinth / trick of the killing death

Um… that was real hard to interpret… I know spelling and grammar aren’t checked here, but that post is such a mess that I can’t tell what you’re trying to say with much clarity.

That being said, some pre-existing setups are good ones, especially the one with a tower surrounded by 8 amps (was it B12? not sure).

If I understood you correctly, you’re advising a setup of two towers and two amplifiers in a square, with the towers on one side of the square, amps on the other. At lower levels, that might work, though the relative cost of amplifiers will be higher at those levels.

That being said, the Y/L combination with 8 amplifiers has been well-established as the best dual gem you can construct for killing purposes. Nothing new there.

With premium, it is better to add a third component in order to get the triple gem bonuses while maintaining the same special strength. However, it is better to “squish out” the non-Yellow/Lime component. It is far better to increase the damage multiplier given by Yellow than to try to add Red for a self-improving gem (the rate the gem self-improves is far too slow to keep up with a stronger Yellow component).

L/O gems are the mana farm gem for GCL, nothing new there either. Drop in a trap to ensure every chained hit is applied.

 
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Topic: GemCraft Labyrinth / Low lvl wizard level up help

Originally posted by thelolofdeath:

I have a bit of a PROBLEM with pylon cheesing… I can’t get the MANA for the summons. A couple hundred thousand isn’t easy to come by :)

Are you doing a full-settings Pylon or otherwise have increased the number of monsters per wave? That setting in particular will make it less profitable to anger monsters. The reason why is that each wave is given a fixed total amount of base mana, which is then evenly distributed among the monsters in the wave. Thus, the amount of mana you gain for killing each monster decreases as the number of added monsters increases, as shown:
+ 20% monsters: -17% mana/monster
+ 50% monsters: -33% mana/monster
2x monsters (+ 100%): -50% mana/monster
3x monsters (+ 200%): -67% mana/monster
4x monsters (+ 300%): -75% mana/monster

 
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Topic: GemCraft Labyrinth / Poison

Poison did have one very specific situation where it was the best possible gem to use, but this situation is difficult to come across with the nerf to Shrines.

In previous versions, with high enough gem grades, you could activate a Shrine with 100% or more HP reduction. This had the effect of dropping all monsters in the area of effect to 1 HP. With this, you could anger waves to such absurd levels that any other gem could not penetrate the armor of the monsters, but once you’ve reduced them all to 1 HP, an L/G gem would make short work of them.

Now, Shrines are restricted to max 90% HP reduction (achievable with a G30 with maxed Powerful Shrines, G45 without), so this situation is rather unlikely to come up unless you trigger multiple shrines (each one with max reduction is like dividing monster HP by 10).

 
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Topic: GemCraft Labyrinth / Traps

Well… the good specials aren’t passed along in the chained hits when you have a lime gem in a tower. Slow, Shock, and Poison carry with lime when the gem’s in a tower, but not Mana Gain. Hard to tell if Red does, don’t remember about Purple.

If armor played a more important role in damage reduction (high damage multipliers from yellow quickly makes armor irrelevant), then L/P would be a powerful anti-armor gem if loaded into a trap.

There is only one real difference between lime and yellow in a trap – the effects of armor on overall damage. Say you have a lime gem that can do 100 damage with 10 chain hits and a yellow gem that can do 100 damage with a 10x critical. Although their damage is the same on a 0 armor monster, the difference begins to show when armor levels get close to 100 – on a 99 armor monster, the lime does 10 hits each for 1 damage whereas the yellow gem does 1 hit for 901 damage.

 
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Topic: GemCraft Labyrinth / MY account got deleted!! =(

Game save data is saved locally (that is, on your computer’s hard drive) and it’s entirely possible some piece of software wiped it out. In the case of the Kong version, once the local copy’s gone, that’s it.

At least one other version (the Armor Games version) is configured to save two copies – one locally, and one remotely (on the server the game is hosted on). This means that if for some reason the local copy cannot be read (deleted, corrupted) then the remote copy is read and a new local save is made.

 
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Topic: GemCraft Labyrinth / How to unlock 'corner' fields

No. None of the “Beat 100 Wave” amulets can be completed without Premium.

 
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Topic: GemCraft Labyrinth / Couple of Newbie questions

Red is fine for lower leveled players and for situations where you are not likely to be able to get relatively high (G8+) grade gems, which is why it is possible to get away with pure R and around the third Pylon R/L gems.

As soon as you get to higher grades, Yellow vastly outperforms Red as the kills needed by a Y/L/R with a non-trivial proportion of Red will require a huge number of kills based on the weakened strength of the Yellow special and the gem’s base damage. The only thing Red is useful for in the kind of gem built for long battles is being a third component of a Y/L/X and be squished out. Triple Gems are best if you have Premium and can level Triple Gem Mastery for the +22% damage/range/firing speed versus the maximum +15% bonus to the same traits that Duals have.

Y/L/X should be built to maximize the strength of the Yellow component, have enough Lime to handle large numbers of monsters, yet not so much as to severely lag the game (number of targets is often personal preference, 40 to 50 is what I aim for). Something like 80/19.9/0.1 works.

 
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Topic: General Gaming / raze 2 hard badge journey tl;dr version

It’s not that the Rocket Launchers your enemies wield on Alien 14 are OP, it’s just that Rocket Launchers 1hko any non-Adrenaline/Combat Armor/Shielded target, Alien level 14 or not. What makes things harder is that the Johnny Rockit bot wields an Ion Cannon, a weapon which counters Adrenaline, so making yourself harder to kill by one bot doesn’t do a thing against the second bot.

I will agree that the Frozen Death (and by extension, it’s regular counterpart the Ice Hunter) massively sucks. I’ve also found it much easier to just snipe both of the bots with the Holy Grail, especially since the Johnny Rockit bot has Adrenaline (though the Raze Soldier still requires two shots with the HG). It’s also a 3 on 2 in your favour, but your allies end up feeding kills to the other team. The abundance of explosive ordinance also makes Static Field a viable option, even if you don’t make the enemy kill themselves (you can still make them waste a clip and they’ll be reloading when you come out of SF).

Alien 15 is where I swap out the Ion Cannon I typically use for the Rocket Launcher simply because you need to hit fast and hard. Don’t bother with the other human bots unless they’re directly in your way or the Raze Soldier isn’t close by. Making things harder is that all the enemy bots spawn with a weapon that’s not their Starter (Ex. Treem spawns with a Flamethrower, Medin spawns with a .50 Cal, Raze Soldier spawns with a Rocket Launcher – can’t remember what Johnny Rockit spawns with). Since it’s an elimination game, you can still get progress by running up to the Raze Soldier’s face (guns blazing, of course) and hope that when he shoots a rocket point blank, he’ll kill himself as well (though don’t do this too many times – you have 10 lives as well).

 
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Topic: General Gaming / - Most overrated games on Kongregate -

Upgrade Complete 2 seemed somewhat overrated to me.

Then again, this thread is basically a list of games who have people that think “It’s popular, so it sucks.”

 
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Topic: General Gaming / Raze 2--> Weapons

Depends on the match settings – number of opponents, difficulty of opponents, team match or FFA.

I always play with Insane bots, overall K/D ratio is about 4.4. An FFA Deathmatch to 100 kills typically ends with me winning with about 30 deaths. The most extreme single-match ratio I’ve gotten was in a 4v1 Elimination, 10 lives per player – I won against 4 Insane bots with 39 kills, 0 deaths (one bot suicided). On the other hand, I’ve also had some close calls with the same settings – 40 kills, 9 deaths. I basically ended up camping shield and health spawns once it got to me having 1 life, the bots having about 12 lives total.

 
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Topic: General Gaming / Raze 2--> Weapons

Obviously, each person is going to give you a different answer, though after playing Raze 2 on AG for a few months, I’ve noticed two weapons that are listed rather frequently: the Holy Grail and the Ion Cannon.

The Holy Grail has enough power to one-shot almost any unshielded target. It will also penetrate full shields and do some damage to health. Only bots with the Combat Armor equipment (+50% health) will require two shots to kill (without shields). Adrenaline will not save you against this weapon, as the fire damage it inflicts will burn that last 1 HP away. It’s only real downside is the clip size – it only has one shot: if you miss, it could be a long time before you can fire again.

The Ion Cannon is a reasonably powerful explosive weapon, has a decent firing rate, and a reasonably sized clip (6 rounds). It also has fire damage, so Adrenaline will also be countered by this weapon (and if you reach the Alien campaign, the Johnny Rockit bot will be very annoying due to his Adrenaline equipment). Two shots will kill any unshielded target, though shielded ones may require 3 or 4.

If you’re looking for particular builds, here’s the one I use for most matches:
Ability: Static Field
This ability came in the Beta Demo and the one I got accustomed to first. Bots aren’t particularly smart and will continue firing on you even after SF is activated (which has resulted in them blowing themselves up, headshotting themselves, etc)
Equipment: Adrenaline, Pickup Booster, Extra Clips
Adrenaline basically for second chances against bots that show up with a Rocket Launcher or a sniping weapon. Pickup Booster increases the amount of health/shields from pickups (50% health/shield → 80% health/shield). Extra Clips means every weapon I pick up has full ammo.
Starter: Ripper
Two bullets per shot and is also automatic, but it’s short range means you’ll need something else for longer ranged work.
Sidearm: Magnum
Sure, it’s a slow weapon, but if your aim is good, headshots will deal a lot of damage to your target.
Close Range: Shotgun
Probably the close range weapon with the best single-shot damage output, and it’s certainly more useful than it’s predecessor from Raze 1.
Automatic: Assault Bouncer
This weapon sets its target on fire, and a few hits in quick succession will kill even full health enemies quickly.
Long Range: Holy Grail
See above.
Heavy: Destroyer
Each shot from this weapon deals somewhere around 25 damage, so 4 hits will kill unshielded targets (or 6 for those with Armor Plating).
Explosive: Ion Cannon
See above.

For certain campaign matches (coughAlienLevel15cough) I swap out the Ion Cannon for the Rocket Launcher.

 
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Topic: GemCraft Labyrinth / Copying the files

Try FAQ #23.

 
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Topic: GemCraft Labyrinth / Copying the files

giabGclSaveData.sol is your save file.

 
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Topic: GemCraft Labyrinth / Gem combining

The way gem combining is set up quite clearly leads to an exponential growth of the (minimum) number of base gems required of a certain grade to combine them to create some higher grade gem. By extension, the mana cost will also be exponential, requiring m x 2d + c x (2d-1) mana (for d>=1, though it also works for d=0), where m is the mana cost of one base gem, d is the difference in grade, and c is the combining cost.

 
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Topic: GemCraft Labyrinth / Couple of Newbie questions

There are actually six Challenge Amulets that non-Premium users cannot get – all of them are “Beat 100 waves” amulets. The other 14 are fair game.

 
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Topic: GemCraft Labyrinth / Armour Games

I’m not sure if this will work, but try loading your AG save on your personal machine and complete any field. The game should attempt to save on both AG and locally – once it does that, you can copy the local save.

 
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Topic: GemCraft Labyrinth / Armour Games

If you purchased it on AG, you only have Premium access at AG.

However, if you did play it on AG, the game saves your progress both locally and on AG’s servers, so you should not have lost your progress.

 
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Topic: GemCraft Labyrinth / Leveling low level

Originally posted by jonasplanck:

You’ll have to set it up so there’s one gem stemming the tide of monsters, and as it builds up, keep combining more and more red gems into it till it’s about lvl 6 or so, and the damage it deals will increase exponentially until nothing can get past it.

Damage growth for Red gems is linear. Factoring in increases in the proportion of kills going into damage makes the overall growth quadratic. Yellow gems in fact are also quadratic, but the coefficient of the growth function is so much larger (in fact, is often sufficiently large that it outpaces monster HP growth until at least the 10 trillion – 1 HP cap).

 
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Topic: GemCraft Labyrinth / FAQs: Please read before posting.

Nope. That amulet only concerns buildable structures, so you need exactly one each of: tower, trap, amplifier, wall, charged bolt shrine, and lightning shrine.

 
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Topic: GemCraft Labyrinth / question about triple gems??

Well, DO spend skill points – it’s just that points are better used in some skills than others. Of the gem masteries, yellow, lime, and orange are the three most important ones (some may even argue they’re the only important ones). On most fields, you also have to unlock at least one gem type to be able to make Triples (only the first four Pylons have more than 2 available at start).

Amplifier gems depend on what kind of bonus you’re after. As long as the components match, any gem you put in will provide bonuses to both specials and damage/firing speed/range, but some types of gems provide better bonuses for one (if you put gems with no common components, there will be no bonus to specials). Pure gems will have better bonuses to specials, duals/triples will have better bonuses to damage/firing speed/range.

For pure gems, yellow will have the most effect as it increases the critical multiplier of your main gem. Lime amplifiers will be useful for adding more chain hits without having to combine more lime into your main gem (if your main gem has an active lime component, of course). Orange amplifiers are mostly used for mana farms to increase the mana gain per hit. Less common ones are blue and cyan for O/L/B or O/L/C farms (the slow/shock effect keeps the monsters on the trap longer). Those farm types are one of the cases where you want a more even mix of the three colours going into a triple – orange of course for the mana, lime to hit multiple targets, and there has to be enough strength in the blue/cyan component to sufficiently hinder the monsters – ratios of course depend on personal tastes and can be evenly mixed (33/33/33) or heavy for one component (usually orange, example 50/25/25).

 
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Topic: GemCraft Labyrinth / question about triple gems??

That depends on what purpose you want the gem to fulfill. Kill gems of course will want a lot of yellow, some lime, and a tiny bit of a third colour. Mana farming gems will want a lot of orange, some lime, and a tiny bit of a third colour.

When I mean tiny, I mean almost zero. Something like 75/24/1 or even smaller for the third component. The point of even including the third colour is for the higher bonuses Triples get (assuming you have Premium or do not have Dual Gem Mastery), but you don’t want to weaken the bonuses of the two primary colours.

The process of reducing the effects of a gem to almost zero is called “squishing”. For instance, you can make a Y/L/P Triple by combining a G1 lime and purple, then combining the resulting G2 with a G2 yellow. After that, combine with only Y/L duals or even Y pures for added strength for the Y component. The purple bonus will become smaller and smaller until it no longer has an effect. Doing this allows the Y and L components to be as strong as need be while retaining the Triple Gem bonuses.