ForumsGames[GENERAL] GemCraft CS Thoughts

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iladesta
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iladesta
7 posts
Peasant

I was curious what everyone thinks of the game so far? Likes, Dislikes? Found any bugs yet?

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thunderrider
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thunderrider
641 posts
Peasant

Yeah @the farm hits gem. I do that too, I will only combine into main at wave 200, it's wave 50 now...it has 13M hits now....what says you to a 2000x blood multi later on? Lol blood scaling is quite ridiculous.

thebigbox
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thebigbox
61 posts
Blacksmith

Red white orange black.

With a .

Blue red white black right in front of it.

The blue trap will slow everysingle monster by 90% for like 6 seconds(depends on your mastery).

If you enrage to 999 monsters you will get ton **** of mana. Especially if your gems are not strong enough to kill, they will be super slowed and you can freeze them so your gem will be hitting 999 monsters at same time and multiples times per second. Then after you got all the mana, you put a yellow/red/white and it will one shot anything.

thebigbox
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thebigbox
61 posts
Blacksmith

The goal is for your mana gem to get as many hit as possible before your killing gem kill the monsters.

thebigbox
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thebigbox
61 posts
Blacksmith

Look at this, its only wave 20. http://s9.postimg.org/vflkng5m7/Screen_Shot_2014_04_16_at_10_20_56_AM.png

thunderrider
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thunderrider
641 posts
Peasant

That's zzxx's not yours lol. And what about mine? I HELPED him get better than mine lol!

kenji1134
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kenji1134
17 posts
Blacksmith

So on X5, I did it once on Looming having charged all of the nodes, and it said that I won.
Then I did it again on Looming and did not charge anything, won, and got the Shadows Trait,
And I did X5 again, on Haunting, 208 waves, didnt charge anything, and on wave 99... I automatically lost...

Um, what gives?

thunderrider
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thunderrider
641 posts
Peasant

X5 has a limit of 100 waves to charge nodes. V1 and V2 have limit of 90.

ThomasSpeedrunner
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ThomasSpeedrunner
155 posts
Nomad

X5 has a limit of 100 waves to charge nodes. V1 and V2 have limit of 90.


V1 has 99 waves. Not sure if that really makes much of a difference.
thegaydude
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thegaydude
5 posts
Nomad

Just came back after not playing since release week....
Uhhh
http://gyazo.com/f07f9f948b64b66ac45fb87ee7599282
Not sure what to do now...

ThomasSpeedrunner
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ThomasSpeedrunner
155 posts
Nomad

So...what happens after you get past Masonry level 12? Just curious...mainly because it would make building stuff free if it went on forever.

Not that I have such a skill cap (currently at skill cap 10).

imdragonreborn
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imdragonreborn
11 posts
Nomad

thegaydude: press the minus button on the skills until you have skill points again.

zzxxzz3
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zzxxzz3
72 posts
Jester

Just came back after not playing since release week....
Uhhh
http://gyazo.com/f07f9f948b64b66ac45fb87ee7599282
Not sure what to do now...


Gotta remove skill points. We all had to do it too.

So...what happens after you get past Masonry level 12? Just curious...mainly because it would make building stuff free if it went on forever.


It's impossible to get it above level 60 even with the sickest talisman of all time. But with a decent level, your first building or two will be free. Keep in mind the price goes up for every tower you build.
ThomasSpeedrunner
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ThomasSpeedrunner
155 posts
Nomad

Gotta remove skill points. We all had to do it too.


I didn't because I was barely leveled. =P

It's impossible to get it above level 60 even with the sickest talisman of all time. But with a decent level, your first building or two will be free. Keep in mind the price goes up for every tower you build.


(inb4 fully upgraded 100 rarity fragments in every slot lol)

That's actually pretty cool. Like, really cool.
zzxxzz3
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zzxxzz3
72 posts
Jester

If I max Masonry with my talisman (level 53) I can build 17 towers for free.

Of course, the mana cost for a tower is pretty miniscule, relatively speaking.

kenji1134
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kenji1134
17 posts
Blacksmith

So as most of the endurance grinding folk have realized, running the game at 9x, or even 3x speed, severely gimps your mana farm at higher levels.

We had a similar issue all the way back in the original game, a gem attempts to fire so much faster than the game cares to process at 3x or now 9x speed, that most of the hits just kinda vanish...

Simply put, with my currently G35 farming gem, I can get 68B mana during a 10 second manalock...
On 9x speed, I think I got about 7-8B... Yeah, all in all, its about a *heh* 9x difference. In essence it means that if you really want to make the most of your mana farm, and not become overwhelmed in later levels due to lower-than-they-could-be level gems... you gave to play the game at a snail's pace.

I vaguely recall that there was a different solution to this in one of the "older" games. Something like if the gem grade or firing speed was above some number, then the engine would artificially cut the firing speed down to something reasonable for high speed calculation, while increasing the effects by the same amount.

So for example, say a grade 20 gem in a trap would have a firing rate of 50 shots per second after amps and trap bonuses, etc.
If you run the game at 9x speed and 60 fps, That is 450 shots per second, or 7.5 shots per frame... Sadly most systems dont want to calculate 7.5 shots per frame.
Now when Ive got a grade 35 gem that has a firing rate closer to 150, thats almost 23 shots per frame... No way the game can accurately do THAT many calculations, especially with multiple targets being hit per shot. So in effect I am losing what in my case become about 90% of my potential damage and mana gain from that gem by playing at 9x speed.

IDK, maybe its just me, though I would like to hear the opinions of some of the guys who are doing grade 50 gems in 9 waves, and if they are dealing with this by playing the game on normal speed, with some 14k mobs on the field at a time.

Seems that the easiest solution would be to "normalize" the firing rate of all gems to 6... technically 20/3 but 6 is simpler, shots per second at 9x speed. And then multiply the damage, mana gain, armor tearing, and hit count, by the original firing rate / 6.

As an example, my 150 shots/sec gem, say I get (easy number) 100 mana per shot. If I have 1 mob to hit for 9 seconds, I should get off 1350 shots which will get me 135,000 mana.
At 9x speed, I would need to get off the same 1350 shots, but in 1 second worth of calculation time, rendered across 60 frames... more likely 30 frames. This is unlikely, and we've all seen it happen.
Now lets say that as soon as I hit the 9x speed button, the following changes occur:

Firing Speed goes from 150/sec to 6/sec.
Mana gain goes from 100 per hit to 2500 per hit.
Each hit counts as 25 hits, % calculations still applied only once.

Under these conditions, at 9x speed, within 1 second, I will hit the mob (6 shots/sec * 9sec/sec) = 54 times... 54 calculations to be done in one realtime second.
However each hit is now worth 2500 mana, so 54 hits * 2500 mana.hit = 135,000 mana in "effectively" 9 seconds of "game" time, but done in a way that allows calculation time to keep up.

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