I play manafarming with mana lock at 3 - Haven't gone for 7 yet. With initial 20k mana I an make decent manafarming gem decent killing gem ( first always WY because I start at with pool lvl 11 or so ) put in the trap for good with bolt so it ignores armor when in trap ( security in case something gets through ) and I still have enough mana to enrage monsters so they do not get killed for first 5 waves while I wait for mana to unlock.
You can do it. Also 70% less dmg isn't really that bad. Monsters will have 33% more effective hp.... a joke compared to enraging to e18-27 hp :P
You can do it. Also 70% less dmg isn't really that bad. Monsters will have 33% more effective hp.... a joke compared to enraging to e18-27 hp :P
I don't think that you're calculating it right...70% less dmg means that a hit that normally does 100 damage will be reduced by 70% and do 30 damage.
Therefore, a 70% damage reduction equates to a (100/30) or a multiplication of 333.33% for health. :P While it shouldn't be hugely significant when you have a massive manafarm set up, it is a huge difference from a 33% increase (133% multiplication of base health).
X4 is really good, but the length of track the monsters have to cross before hitting your farm and kill gem is pretty large. This means that actual XP/Real Time might be lower for those of us with weaker computers. For instance, my computer starts to be pretty slow (5-10sec to pause) around 2500 enemies.
Just in case anyone was curious, this is the extra effective hp you'd need to kill for each Adaptive Carapace level when hit 20 times.
Level 1: 90% damage taken, +11% effective hp
Level 2: 80% damage taken, +25% hp
Level 3: 70% taken, +43% hp
Level 4: 60% taken, +67% hp
Level 5: 50% taken, +100% hp
Level 6: 40% taken, +150% hp
Level 7: 30% taken, +233% hp ( Eg, 100 hp becomes 333 effectively)
@rrip for me now, with 6 amps, blood overtakes as early as Grade 28(poolbound not maxed) or Grade 30-31(varies on how I combine) with pool skill maxed.