Recent posts by pongi01 on Kongregate

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Topic: General Gaming / [GemCraft chapter 0] High Level Skill Allocation Question (Grimlion Analysis Request!)

I’m getting 0.5mana per seconds with replenish at zero. A whole wave gives 16.5mana. Well, to build a grade 6 gem you would need to wait 204 waves. Not really much but still something.

 
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Topic: General Gaming / [GemCraft chapter 0] Easy-Cheap Journey Amulets (Premium only)

If you are killed you won’t get the two-gems amulet AFAIK. You need to win (or forfeit endurance via self-bombing which doesn’t work in this particular case).

 
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Topic: General Gaming / [GemCraft chapter 0] High Level Skill Allocation Question (Grimlion Analysis Request!)

Originally posted by Syzygy77:

“I don’t think I fully understand exactly what Pongi’s table of gem grade and “hp/mana” is (hp per mana [spent] or hp and/or mana [gained]?) I presume he is also basing his analysis on dual gems not triple.

Analysis is with Y/L in towers and O/L in traps (dual gems with maxed dual gem mastery and deadly traps).
For example: you have a wave with 20 managain per monster and 8500hp. That means the monster have a ratio of 425hp/mana point. Now you anger to the point where you can still kill the monster (lets say 15000hp → gives a ratio of 750hp/mana). Further assume you have a replenish factor of 4.1 and resonance of 2.7 (170% increase) and mainly grade 7 gems → the treshold is 45*4,1*2,7 = 498hp/mana. So you can kill waves with a higher ratio (750) that means its more beneficial to put mana in O/L than in Y/L.
This is based solely on the fact that firepower with Y/L is way cheaper than with O/L. That means you can anger more with Y/L gems (gaining more mana via killing). But there is a point where using O/L will give you more mana via mana gain of orange. And with these numbers you can approximately say when this point is reached.

I would see resonance and replenish almost equal (so I’m usually skilling till both cost the same for the next level). But this is when ignoring the passive mana gain of which I have no info whatsoever.

btw: does anybody know the passive mana gain per second?

 
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Topic: General Gaming / [GemCraft chapter 0] High Level Skill Allocation Question (Grimlion Analysis Request!)

I used to do that do. But especially with giants only it is better to go directly for firepower and only later add orange for mana farm.

Also: adding the third color causes you to lose a significant amount of firepower which prompted me to stay with 2 colours only.
(E.g. A gem of 1 grade 11 orange, yellow and lime each has lower firepower than a gem with only 1 grade 11 yellow and lime (which is also 33% cheaper)).

 
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Topic: General Gaming / [GemCraft chapter 0] Easy-Cheap Journey Amulets (Premium only)

There might be something to it. I’m having “highest amount of gems on scene at the same time” of 8403. Seems like a bug to me (that may also screw up the 2 gems achievement).

 
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Topic: General Gaming / [GemCraft chapter 0] High Level Skill Allocation Question (Grimlion Analysis Request!)

It’s hard to say without specifics. I think Focus is the weakest of the three but it speeds up your endurance play so if you win anyway u can spend more points in focus.

I’d say resonance is best in combination of replenish because you can anger more and gain even more mana per monster.

But if you want to optimize mana gain:
The following number has to be multiplied by resonance and replenish factor and you gain a hp/mana factor. If the hp/mana of the monsters is over this value you have better return to build O/L and anger less. If the hp/mana is below this factor its better to anger more and build Y/L (in towers).
Gem grade hp/mana base value
6………………………..34
7………………………..45
8………………………..62
9………………………..85
10………………………119
11………………………173
12………………………257

 
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Topic: General Gaming / [GemCraft chapter 0] Easy-Cheap Journey Amulets (Premium only)

Weird. I dont think gem bombs count as “on scene”. But if they do it’s a bug.
But note that upgrading causes you to have 2 gems on board. So if you already have 2 gems and upgrade 1 u have 3 gems (even if it’s just for 0.0000001sec).

 
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Topic: GemCraft Labyrinth / THE ONLY GUIDE YOU NEED

No, that’s it exactly. I understand the triple gem mastery bonus (which is nice of course). But cyan waters down your L/O components thus reducing income and i always have monsters on my manafarm tiles. I just never had a problem with keeping the monsters there.
All this of course under the condition that the C/L/O is grade 12+. In lower grades it may happen that not alle tiles are full since i may not deal enough damage later. But with lower grades the effect on L/O is even worse with no real chance on (perma)stun.

 
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Topic: GemCraft Labyrinth / THE ONLY GUIDE YOU NEED

I really dont see the point of cyan in the gems. If you would anger (which also helps mana income and generally speeds up the game) you will have no problem whatsoever to fill alle trap positions with monsters. L/O is definitely better and sufficient if you plan accordingly.

Also: once the farm is up your damage gem will kill the monsters you want to drain mana from when its in a tower (the range of gems grade>14 is just too high). So why not save some mana and put those gems in traps later?

 
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Topic: General Gaming / [GemCraft chapter 0] 228 waves in Gemcraft (labyrinth!)

I just found out that the new version has a shortcut to call all waves in endurance. Just click on the waves while pressing Shift+Ctrl. Why wasn’t that in the changelog?

 
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Topic: GemCraft Labyrinth / The Gemcraft Labyrinth Help Thread

You should seriously consider leveling up in earlier fields.

 
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Topic: GemCraft Labyrinth / [GemCraft Labyrinth] more help!

Pylon Level are definitely best for high xp with the summoning trick.

And NEVER call waves early. If you have firepower to spare its almost always better to anger the waves.

 
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Topic: GemCraft Labyrinth / [GemCraft Labyrinth] more help!

Use lime/orange in traps for mana farms if you plan longer runs. They will get you the mana u need to beat the later waves.
Also don’t forget to anger if you can manage the stronger waves (and the mana gain is higher than the mana cost). Early on a little bit more mana can help a lot.

Against giants first go for Y/L in towers or later traps. Anger as much as possible. Also mana pool (i tend to mana pool till the cost is roughly half of one new gem but i don’t know if thats really the best way to do it).

Usually I have ~20 traps L/O for mana gain and a few damage gems aka Y/L. I prefer having the Y/L in towers but only if they don’t kill the monsters that are supposed to go through the mana farm first. (Don’t build L/O lower than grade 4. Preferably grade 6.)

You can increase mana gain by 40% if you build the gems a special way:
combine grade 1 lime + grade 1 orange and duplicate, combine these grade 2 with a grade 2 lime and orange, respectively. Then combine the resulting grade 3 gems to get 1 grade 4. This way the gem has higher specials than just combining a gr3 lime and orange.

 
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Topic: GemCraft Labyrinth / Numbercraft (the math behind GCL)

No it wasnt armor hp. But I think I found the reason (at least partially). If you have a gem with high fs and play with triple speed the dps decreases significantly compared to 1x speed. I always thought that the game can handle more than 1 attack per frame but perhaps it cant (in which case fs>110 is useless).

Still cant help but feel that something’s wrong with a high lime gem in traps.

Edit: With normal speed I think more than 1 attack per frame is possible. With 3x speed it looks like even less than 1 attack per frame.

 
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Topic: GemCraft Labyrinth / Numbercraft (the math behind GCL)

I think there is some problem with L/Y in traps. I had a game with a few gr28 in traps doing minimal 14 billion damage to 2600 targets and they were hardly able to kill 8 billion monsters and 4 were unable to kill 1500 monsters with 400 billion hp (although that should only take about ~1/2 second).
In comparison one (1) gem with about the same damage in towers (gr29) completely butchers such waves. Even if you call them early… Anyone else noticed this?

Also: the traps in the bottommost row are a little bugged. Try a map with an entry at the top and the bottom and put identical traps to both entrances. The monsters from the bottom entrance will be able to travel further before dying.

 
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Topic: GemCraft Labyrinth / Numbercraft (the math behind GCL)


Did this a while ago (without graph though). DPS is damage per second, MPS mana gain per second (if the gem fires continuosly). DPS/cost MPS/cost is clear I hope. DPS L/O O is the damage difference between an orange and L/O of the same grade. The MPS is of course without the mana gain multiplier.

Notice that these values are for traps with deadly traps @max. For towers you have to halve the MPS and double the DPS of Orange. The DPS of L/O reduces not by factor 2 since the chains increase dps. So its hard to calculate. But L/O should always be in traps since the chains only hit the same target twice when in traps (AFAIK). (BTW: Which causes massive lags for high grade L/X since the game has to calculate 1000+ chain hits. At least thats what I think is the reason.)

Notice that with the trick above you can gain another ~39% MPS (at least for the higher gems).

 
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Topic: GemCraft Labyrinth / The Gemcraft Labyrinth Help Thread

I just had the weirdest bug: I built a labyrinth for the monster to run through and several squares of “street” were with no connection to the orb. And I played with the shadow option and it flew to such a square with no connection to the orb. But instead of releasing the black projectiles like it should it spawned monster to run to the orb. Since the monster were not able to run there they ran to the left bottom corner. Once they left the normal squares and ran into gras the gem target aquiring totally screwed up and the gems didn’t shoot anymore…

 
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Topic: GemCraft Labyrinth / Numbercraft (the math behind GCL)

Interesting. So it’s better to duplicate the pure gems and only combine for the final gem.

For what colours is this also true? I tried L/O (nothing) and Y/L/O (the last added was a little bit stronger and one of the other weaker (i don’t know which, there seems to be ranking of priorities???).

Edit: Now I see. I guess it’s because the last added pure colour gets a bonus. The effect is even stronger if you do this twice (combine 2 grade 15-super with gr15 pure Y and L and then combine to gr17-super-super). I don’t think it works with 3 colour gems since the third colour will get a penalty.

A grade 12 with 5 of these steps has a ~18.2% increase of the specials and a grade 18 with 8 steps has a ~18.5% increase. Not much difference anymore but you can squeeze out another 8%.

 
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Topic: General Gaming / [GemCraft chapter 0] 228 waves in Gemcraft (labyrinth!)

I think armor kicks in here. The bolts are reduced by armor so if armor>charge damage you are pretty much screwed. Or use higher grade gems.

 
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Topic: GemCraft Labyrinth / Numbercraft (the math behind GCL)

Right. I first thought increase to 1,99 but its an increase by 1.99. I should read my own formula…

And L needs a nerf too. It’s just too powerful an gems 9+. Especially since it hits the same targets in traps.

 
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Topic: GemCraft Labyrinth / The Gemcraft Labyrinth Help Thread

@mikex83: I think the gems in your box on the right also count. So you can only combine the two and then create another one. But I would say take an easy level without multiplier and only use the wildgem. should be enough.

 
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Topic: General Gaming / [GemCraft chapter 0] 228 waves in Gemcraft (labyrinth!)

Having a macro run for 32 hours (or ~65 waves)? (with pauses of course) It’s only 32768 duplications :-).

Just tried to finsh game with the G40 and I had EXTREME lags when the gem was in traps (also with G36s). Anyone else noticed this? Perhaps its because of the lime chain hit calculations. So traps are not an option for higher gems.

 
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Topic: General Gaming / [GemCraft chapter 0] 228 waves in Gemcraft (labyrinth!)


But the damage in Traps is twice what they do in towers (with deadly traps of course). Also the attack speed is so high that there are 20+ projectiles flying hitting the same target multiple times (not with random targets I think but still).

First of all WildGem to 20. And sell the wildgem. The mana is needed for a good start. And of course it works best with deadly traps skill (but still doable without premium).
Then it depends on the setting. I don’t like playing with giants only since they lag like hell. But there u have to go more for Y/L gems in towers with a few shrines. Give the damage gem into a trap later for more damage (early its better to cover more area since there aren’t so many monsters around). Manapool all u can but dont forget angering and killing the angered waves with shrines. But basically the most mana u get early is from killing the giants. Then go mana gain with O gems in traps(!): starting with grade 4 L/O is better than O and gets rapidly better afterwards (with sick mana gain grade10+). Once u have a few grade21 L/O u fill the manapool once per frame which is basically unlimited mana.

With swarms (hardest) or armored only (easiest) u invest more in L/O early since u don’t get so much mana from killing monsters. Quadrouple swarms give like 0.5 mana per kill which is nothing. But I space out traps with O or L/O gems and can at least survive the early waves. Then invest in a few L/Y or L/Y/O for damage and several L/O in traps in a line. Amplify if u want. But basically by the time you have enough mana to really use amplifiers you have won anyway. (Not true for the damage (Y) gems. 2 Amplifiers with gems 2 grades lower never hurts.)

Once u have a few L/O grade 9 or above the game’s over anyway. Then you are able to anger each wave 4 times more than the last and to upgrade the damage and mana gain gems to keep up with the increased hp. (Don’t forget angering since only then the monsters are not butchered by your L/O gems.)

 
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Topic: GemCraft Labyrinth / Numbercraft (the math behind GCL)

I did a little bit supergem testing. I tried also to find a formula for the damage increase for low gems but as far as i can tell these numbers are arbitrary.
The damage increase from Gr>12 is 56.9 to 57.5% depending on gem grade (the higher the more increase). Range increases for 8.18% per level, FS for 18.0%. Without FS increase the damage increases ~199% per grade for a Y/L but with the FS increase the dps increases for 211% to 251% (the higher the grade the better).

Y, L and O increase with 38% per grade, R for an awful 9% and B for 25%.
I tried a high R/Y/L gem (gr35) to see the effectiveness of red there. But you need more than 1 million kills for the gem (depending on grade) to reach the damage that a pure Y/L gem does for the same mana (wtf?). Completely useless.

O is useless past 20 or so since u fill the pool once per frame anyway. So the best gem is Y/L dual (has higher damage than any 3-colour gem). But I might try Y/L/B since the slow is pretty much a stun at higher levels.

I managed to manapool ~900 times per frame (with a macro of course) being pretty close to the max of once per frame.
My macro managed 502 duplications per frame (2 frames per duplication) which leads me to believe that a wave is actually 33.5 seconds and not 33 seconds giving 1005 frames per wave (can someone confirm this?). Manually it is possible to do 1 duplication per frame.

 
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Topic: General Gaming / [GemCraft chapter 0] 228 waves in Gemcraft (labyrinth!)

Continued with the supergems. But I did Y/L/O(-6) (meaning a G35 consists of 1 G34 Y, 1G34 L and 1 G 28 O) since O is pretty useless over G20. I’m guessing the gems above are Y(-1)/L(-1)/O. (For more information see numbercraft thread.)



All in traps without amplifiers. This last baby does 2.041.092.881 billion damage per hit or 1.214.235.735.126 billion(!) damage per second.