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Gemcraft CS: extreme end-game guide

Posted Jun 13, '14 at 9:47am

Brew78

Brew78

17 posts

Thanks for the guide, specifically the really well done graphs for the 32-specs and 16-combines. I've gotten pretty fast with the 16-combines already..
1) leave the top one there and combine the next two rows (6 gems) into it
2) combine two sets of two gems, combine those into the top one
3) combine two more sets of two gems, combine one into the last single gem, then the other, then the one up top.

So yeah, I still haven't found any freeze duration talismans and so can't freeze lock, so I had to rely on sending waves early but I did have a pretty successful run following the guide last night.

I'd had trouble earlier being only level 300-something, but I managed around 8 billion exp yesterday between two rounds which bumped me up into the 1000's.

I used Q4 as suggested in the guide and things were going really well. Until it started getting laggy, the mouse wheel scrolled the page, I clicked the "Show All Quests" link, and.. that was that.

At least it saved from the point of Victory so I had the 5 talisman fragments from the main round. Of course, none have any freeze duration so.. I guess I'm still talisman farming for now.

One thing I'm still not really clear on is the angering of waves. Whats the difference between using a g1 a million times versus a g5 200k times? Is it the rate of armor growth, or more related to the mana/exp gain?

 

Posted Jun 13, '14 at 1:54pm

psorek

psorek

453 posts

g5s give more XP per HP growth.

 

Posted Jun 17, '14 at 5:31pm

Serrasalmidae

Serrasalmidae

1 post

I know it's a trivial question, but how do u guys get decent macros for mouse and keyboard? :

 

Posted Jun 23, '14 at 8:08am

psorek

psorek

453 posts

@Serrasalmidae:

Well, according to MrDayCee's post in this subject we are not allowed to answer your question... Everything is on the internet though.


last edited Jun 23 2014 08:09 am by psorek
 

Posted Aug 8, '14 at 9:41am

godderidge

godderidge

3 posts

Link to drawings for 16 and 32 gem are down now (drop box link break ?)
May you add them again ?
Many thanks for this guide

 

Posted Aug 10, '14 at 12:54am

hunterhogan

hunterhogan

1 post

I don't understand how to use the combining gem formula. I read it to say that to upgrade a gem, make 16 copies of it, then combine them using the formula and it will be three levels higher than it's current level. So a level 5 gem will become a level 8 gem. If that is true, which I don't think it is, then it is only possible to upgrade by increments of three levels.

The reason I think I am wrong is because you also say to keep the amplifier gems one level below the tower gem. That would not be possible if the combining gem only works in levels of three.

So, can you explain that one?

 

Posted Aug 10, '14 at 9:21am

Astroshak

Astroshak

269 posts

When you create a manafarm or killing trap gem, you use the 32 spec recipe. That is the only time you use those two recipes. That creates a Grade 5 gem that has the cost of a Grade 6 gem.

When you create the pure orange gems you stick into the manafarm amplifiers, you start with 16 Grade 1 orange gems, and do the 16 gem upgrade on them. That gives you a Grade 4 gem (that has a cost of a Grade 5 gem). Same thing with the amps for the killing area - start with 16 Grade 1 yellows and combine them all into a Grade 4 yellow.

Thereafter, you use the 16 gem upgrade on them all. That raises the trap gems from 5 to 8 to 11 to 14 to 17 to 20, and the amp gems from 4 to 7 to 10 to 13 to 16 to 19, and so on.

The statement about keeping the amplifier gems one level below the trap gems is saying to keep them at the same number of upgrades. Don't go raising the manafarm trap to 20 while the amps are still at 11 (for example). After you do the upgrade on the trap gem, do it on the amp gems before going back to do it again on the trap.

 

Posted Sep 30, '14 at 9:14am

godderidge

godderidge

3 posts

Hi Gemcrafters
Still interesting to have a proper explanation regarding bombing wave (enraging if you want).
My understand is the following :
I bomb wave 1-4 with grade 1 up to 250/300 monsters
I bomb wave 5-10 with grade 2 up to 999 monsters
Then I bomb wavves 10+ with grade12 up to 999 monsters plus a criterium regarding my killing gem : min dommage x dommage multiplicator /2 for monster HP. Could be a very long bombing... more than 100 times to reach the result value.
Is my method optimize ? do you have any suggestion or link where I will find the relevant knowledge ?
Many thanks for your kind answer.

 

Posted Sep 30, '14 at 9:03pm

UgAhgItHurts

UgAhgItHurts

259 posts

How much to anger has a lot of variables, so can't give a solid anger x wave y times with grade z gem. At least it's end game so you don't care about throwing 10^18 mana at each wave

With maximum mana-lock, I throw 12-15 grade 3 gems at waves 1-6 for about 350 monsters per wave. When mana comes in, I upgrade then go to grade 7 to 9 for bombing the next six waves. After that, maybe grade 14 and finally getting 999 monsters every wave. Then after that...

Since this is level 2000+, you can probably anger more than that early, but there's diminishing returns and lower grade gems increase armor more quickly than hp (although it takes a while until armor is actually a factor). I don't usually macro, so don't take angering to the extreme as it's so tedious.

 

Posted Oct 2, '14 at 7:27pm

Astroshak

Astroshak

269 posts

By this point, you should have your killing gem already at 80% chance to critical hit. You should also be putting slow gems (I like 1 Red + 1 Blue + 2 White, as with White maxed out it starts off at the cap of 90% slow) in traps right before and after your manafarm and killing traps.

With that in mind, godderidge, simplify your target HP calculation somewhat : max damage * critical multiplier. I call that amount the Kill Power of the killgem.

Next, you have to look at the map itself. Here is a very serious question : are monsters going to reach your killgem before your Bolt spell charges completely?

If yes, then your bombing for the first wave, possibly through three waves, is a bunch of Grade 1 gems, until the monster Armor + Hit Points is at or just under your HP target. Once you get to Bolt your killing trap gem, proceed on as though your answer was "no" instead of "yes".

If no, or if you've already got Bolt on the killgem, then a second calculation is called for : Kill Power / (1 - Slow%). If the Slow is only at 69%, then it would be Kill Power / (1 - 0.69). If the Slow is 90%, the max, then it is Kill Power / (1 - 0.9), or Kill Power / 0.1, or Kill Power * 10. Bomb until monster Hit Points are roughly around that new figure.

As for the bombs to use, I start off with grade 1 bombs through the first few waves (I use Manalock, if you are not, then you will have the mana to use higher Grade bombs sooner). Later waves, after upgrading gems and/or amps, I look at my remaining mana, and bomb with as high grade gems as I can comfortably afford - if I've got 6,234,651 mana left, I can comfortably afford gem bombs that cost about 1000 mana or so. If I'm up to 435,435,321,771,235 mana, then I can afford gem bombs that cost around 1,000,000,000 mana or so - never more than 1,000 of my mana pool, never less than 1,000,000 of my mana pool, basically. Because of the cost of the gems, I generally prefer to bomb with gems Grade 5, 15, 25, 35, 45, 55, or 65.

For bombing waves, I never look at the number of monsters in the wave. Except possibly for the first few waves, I am going to be dealing with the max 999 monsters per wave.

MUCH later on in a stage, I stop looking at my total mana pool, and instead look at the amount of mana I'm gaining per mana lock. When it takes several mana locks to gain enough to upgrade just one gem, it is counterproductive to throw more mana at a wave than you gain per cycle. If you are not using manalock, the principle would be the same, but I don't know what you would be looking at to see what grade bombs you should be tossing about.

 
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