ForumsGamesGemcraft CS stronger Gems with Pool&Blood

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Sakaiyu
offline
Sakaiyu
8 posts
Jester

Hello my fellow Gamers,

I want to talk about a new method of increasing gem special ability and damage performance.

As I saw in the guides for Rapid leveling up, End-game or in Crusade for a Grade 100 Gem there are no mentions of Poolbound and Bloodbound combo in a single gem.

So here is the Problem:
Poolbound and Bloodbound specials does not effect each other but the specials of all other components before their multiplication.
Also in my gemcraft playstyle I dont boggling to use quad or 6-color gem modifiers.

So I want to compare the play style of using pool- and bloodbound vs only using poolbound as gem improvement.

*Note: i am comparing just these two because Poolbound is an early game and bloodbound late game improver and i also dont hesitate to doubt the effectifness of the bloodbound gem in comparison to poolbound.*

I dont use any special upgrading method like gemweaving or the 16- or 32 gem combining method but the good old "u"-button to upgrade them.

Tri-color Gem(the only Poolbound Gem)
Had
1 orange
1 red
6 white
Gems as parentgems(g1)

Quad-color Gem(Pool-&Bloodbound)
Had
1 orange
1 red
3 white
3 black
Gems as parentgams.

*Note: I kinda messed up a little bit because i probably combined the gems in the wrong order, thats why red is increasing far more then orange, i dont know if this does have any effect on the stats.*

Here are some Pics:

Just Tricolor:
http://i.imgur.com/DlGfMrB.png

Just Quadcolor:
http://i.imgur.com/BEZFyd9.png

Tricolor in Trap without Amplifiers:
http://i.imgur.com/nBeqm3n.png

Quadcolor in Trap without Amplifiers:
http://i.imgur.com/bpLn6xU.png

Tricolor in Trap with Amplifiers:
http://i.imgur.com/2HG5rDj.png

Quadcolor in Trap with Amplifiers:
http://i.imgur.com/zxq5Gbi.png

I am premium user
difficult:looming
wave:417
no enraging waves
Pool level: 39

Wizard Level:1602
Skills:http://i.imgur.com/oyW2l9c.png

*Note: The gems are modified with the barrage enhancement spell.
The Amplifier has grade 37 orange/black gems.
I was not intended to play seriously i just wanna try something new and the results may be much better if you enrage them like hell to feed the Bloodbound.*

If we compare the Tricolor vs the Quadcolor without amplifiers now, we can see that the damage and the chain hit special of the Quadcolor is much higher and the Manaleech has nearly catched up by now.

And if we compare the Tricolor vs the Quadcolor in the traps with amplifiers the increasement of the special effects are much higher and the Quadcolor beats Tricolor in all stats.(but the firing speed =P)

We can now conclude that the combination of Blood-&Poolbound is much better then the single Boundgem. As the Quadgem looses 25% effect of the special abilities in comparison to Trigems, the Bloodbound can catch up these 25% and can improve the endmultiplier far more.

Also through the amplifiers, the special abilities before multiplication of the boundmultipliers are increased, so the resulting stats after boundmultiplier is much higher then the Tricolorgem.

As this new method impliers more then 3 colors, new combining methods may be needed. Probably the Gemweaving still works and may be much better as u can use pool-& bloodbound for the combination.

I hopefully could help some new gamers and like to start a disscussion about this new method and would like to read your opinions. I also hope someone can confirm these thesis maybe with some maths.

I also quite concerned about the lack of the other colored gems like armour tearing and supress.
As i read in some other posts in later waves of endurance the Monsters get incredible healing and armor stats.

I recommend to use a 6-color Gem of chain, slow, supress, armor tearing, pool and bloodbound in towers as supporter gems besides the killing and mana gem.(which may be not the best method... maybe split these into 2 seperate)(of course u put some amplifiers next to them)

This supporter gem slows Monsters all over the map and decrease their healing and armor capabilities besides that.
As the slow effect does not increase past 90% and the duration is maxed out at 2 seconds in towers and a little bit more in traps, the usage of slow in a tower in combination of chain is far more usefull as the firerate is enough to hit enough monsters and reset the durationtimer to 2 seconds per shot.

The downside is that if u use more towers with high firerate and chainhit the performance of the game decreases and may crash.

On the otherside the armor is mostly shred if the gem is high enough and the healing should be no problem either.

With love Sakaiyu

  • 33 Replies
Astroshak
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Astroshak
268 posts
Peasant

I was squeezing the white out for a reason.

At first, white is stronger than black. The addition of the 1 G1 white, instead of 1 G1 black, made the killing and manafarm gems a lot more powerful.

Later on, however, around grade 30 or so, a pure white mix gets beaten by a pure black mix. In other words, black becomes more powerful than white.

I had hoped, and I'm rather confused by the difference, that the white would follow the example set by red in previous testing I'd done, and disappear during the G35->G40 upgrade. It did not, and waited two iterations of the upgrade to disappear, at G45->G50.

By squeezing the white out, I was attempting to convert a quad gem, that started out more powerful than the triple color gem, into the triple color gem whose power had exceeded the quad color gem's. It did not work.

You seem to have done some homework, so I'm surprised that you missed the fact that the 16 gem upgrade plan of psorek's results in gems more powerful than simply weaving (or, since some argue that "weaving" was GCL, and the term is "spec method" or "spec'ing" here in GC:CS), and the 64 gem upgrade plan he came up with is more powerful still. He also has something more powerful than that, the 1024 gem upgrade plan, but apparently it takes too long to do (I never got it done myself). I was using the 64 gem upgrade plan.

That stuff is beside the point, however. That point being, White starts out a lot stronger than Black. It grows linearly. A gem with pure W will be stronger than a gem with a mix of B and W, which will be stronger than a gem that uses only B. However, as the gem grows in grades, B becomes more powerful than W, whether you squeeze it out (as I'd done) or not.

Eventually, you find that a pure B gem is more powerful than a mixed B and W gem, which is more powerful than a pure W gem.

You had the right idea, mix some B into your pure W setups to provide more power in the long run .. but you were coming at it from the wrong side. If you are in it for the long run, you should have been starting out with pure B rather than pure W ... and then found that though adding the W increases your gem's initial power, it weakens it in the long run.

I do not see the point in further testing, simply because eventually the B is going to so overpower the W it is not funny. If you feel the need to do more testing, learn the 64 gem upgrade (or just the 16 gem upgrade) as it will boost your gem's power more than spec'ing will. Then test away. The only other test that I can see that *may* help you see it is taking a squeezed out gem to grade 50, and then taking a gem that did not have the white squeezed out to grade 50, and a third gem that never had the white to grade 50, to show you the differences.

Astroshak
offline
Astroshak
268 posts
Peasant

Ok. For this test, I did not attempt to squeeze anything out; it was just the base gems duplicated many times. Did not boost the amp gems (they were still grade 24, 16 spec pure yellow, upgraded with the 64 gem upgrade), and the hit level difference *may* have played a part in this, but ...

I made 4 gems to start off with : two killgems, and 2 mana gems. One of each has a single W gem in place of the Y/O that gets merged with the R in the base 32 gem recipe, the other two gems were made as per the recipe.

At grade 30, with a HL of 12, in the trap, my killgem did some 77 billion damage at max, with a 277 million critical multiplier. The non-white killgem, with a HL of 23, did 90 billion with some 400 million critical multiplier. This was the grade at which the killing gem with white in it became weaker than its non-white counterpart; at grade 25 the killgem with white was better (though the kilgem without white was the one I was farming all the hits on, and had a higher HL at that point as well).

Managem .. I don't have the numbers (thought to type this up AFTER upgrading the amps, rather than before, but the managem with the white in it is still superior at grade 30.

At grade 35, with grade 34 orange amps, the managems (and both happen to be at the same HL, somehow, HL 29) still have white being better .. if barely. I'm seeing 23.756 billion mana/hit on the regular, compared to 24.531 billion mana/hit on the one with the white.

At grade 40, with those grade 34 orange amps : the white gem was at 102.699 billion mana/hit, and the other was at 122.677 billion mana/hit.

In conclusion, switch from the white to the non-white gem at grade 30 for the killgem, and grade 40 for the managem. TC, I hope that answers any remaining questions you had about the longevity of white in your manafarming gems.

cooltang
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cooltang
9 posts
Peasant

I want a method to build the strongest single target damage gem.

Most likely done by Yellow + Black + White, if anyone has a build pattern to follow, it would help greatly for the final waves of endless. Red brings little to nothing to the final waves where WoE only thing taking mobs low hp.

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