curiousgeorge, a good one over there... you're definitely progressing I expect the best level for getting score is #2 endurance, it's x3. If speaking about non-endurance mode, this one is still to be found. There have been reports of giant waves at some heroic levels, so if there's an x3 level with giant waves, that one will certainly be a primary candidate for mega scores
you can have that much mana to drop grade 13 gems???? *bends to find his own jaw which clanked at the floor and rolled somewhere* I usually do angering of giant waves with grade 8 gems at most, once I tried grade 9 but failed to produce enough of them.
You can predict the armor, with 11 times of angering it should be about 113.
thismeans if you actively play through the entire game, you can anger one more time, even if you feel not like it... really, really... will try sometimes, I won't have that much time in the near future Congratulations, 5.8M is definitely a good score :P
surfthenet, you're almost right, it's spelled "spasiBO", and about "how are you" it's said "kak ty?" but be warned, this is oral language, not written.
So each time you replay a level, you only have to beat your score from the FIRST time you played the level? If you scored higher the second time you beat the level, would you have to beat your FIRST or SECOND score the third time?
Level 19 Gem and what would have ended up being over 5 million score for the level, until I accidentally misclicked when switching tabs and refreshed the page just minutes before beating the level. Sigh.
What do you think about level id #65? There's an exp shrine with two charges and a mana tap with three (and that one transmute shrine can be useful when you want to make oranges in the start). It's got all eight colours. It has giant waves at 12, 30, 36, 52, 60, 71...
There are four nasty trap defier beacons quite close to the start that might make it a bit harder right in the start but I still think it seems like a more than decent level for endurance mode. I'd try it now but I don't have the whole day to play today.
It's a pity that the 512 level 11 gems that are in that would do much more total damage... Wouldn't it be nice if the attack speed would keep rising after 10-11? It would make it much better to have a few gems that would be easy to manage... maybe that would just be too easy.
The original gemcraft 0 guide tells to use exp shrines early so you will have the score bonus to all the waves but shouldn't you wait until you can use higher grade gems to get a REAL bonus to the experience?
On the other hand using exp shrines earlier can be better for beginners as they might not have a higher grade gem to "waste" on it later.
And Lankhr, in #65 the road from the main building is 33 squares long. There's another road that's 12 squares longer and joins the first one in its start. There are four destroyable infested buildings, two of them two squares closer, the rest are 9 squares further away.
jigglebilly, you have to beat your BEST score each time if you want more exp from a level and a mode. In your case you have to beat the second score, since it's higher.
joojamoi, yep a nice gem, I like it having a fair chance of chain hit alond with a fair chance of tripling. But wave number 131... really too much I think.
Omniphobiac, this sounds like a solid level for experiments with both x3 finite modes and endurance. About exp shrine - I expect the best way to use it will be right before you'll start mass-angering, to drop a grade 8-9, or 10 if you can muster, gem on it to have a 40-50% addition to every wave forward, which will also apply to all mobs currently running around. I expect the score modifier to be a single variable rather than a wave property.
speaking about the vid: you are too slow in adding red to orange I think, you could do faster if you'd combine grade 3 R/Os from grade 2 R and O, then you might start the harder part of the game (with a great ton of angered giants) from the very first giant wave
You were angering monsters only 8 times each, which is abit too low for waves 11-18 as far as I've watched. But considering that you still had pure oranges in traps, this is normal.
Obviously, you want to use an experience shrine as early as possible. However, if you have to do the math. If you can drop in a grade 11 bomb into an experience shrine, and you can build one in only a few levels, it's probably better not to waste the shrine earlier.
Anyway. These are the combinations I've come up with, anyone have any better ideas? I assume maximum speed and specials in all cases. Maximum speed and specials are achieved by just combining additional grade 6 gems until maximized.
Grade 8-O/R: This is a must. You can get 6 hits * ~10 mana (plus board modifiers) at about 670x per sec. Three traps of these gems is enough to handle about 1000+ super monsters cycling more than several dozen times.
Grade 8-B/R: This should be placed as a trap in front of the 8-O/R so that if the map becomes sparse you can grab the monsters that are on the map and keep them over your O/R traps.
Grade 8-C/P: This is a black hole of death. It will lock a single monster over the trap and kill it regardless of the monster's size, speed or armour level. These are great if you have too many monsters cycling around the map and need to reduce.
Grade 8-P/R: A chain of these traps will sufficiently reduce the armor levels. 1 trap will do about 70 armor * 6 monsters concurrently (depending on monster speed). 10 traps is normally sufficient to strip the armor off of all super-monster on a full board. If you gem bomb to reach maximum monster quantity, you will cap out when the armor level is about 500 to 1K. If you have too many monsters on the screen you can add a few more traps to the chain. As it thins out, you can pull out some of the traps or the monsters will die in the traps. (You may not want to kill the monsters if you want to use a shrine or you need the monsters to hit mana traps.)
Grade 11-Y/R (tower): This will average more damage than a L/Y. L/Y chain hits can potentially do more damage, but you are guaranteed 6 monsters on an 8+ Y/R with a full board, so this is typically cheaper. Triple damage guarantees that you can thin out hit points from the herd regardless of amour level. Unless you are stupid and gem bombed to 10K armour, you're pretty much safe.
Since anyone can play forever, a bigger challenge would be to find out what combinations of gems can be used to kill monsters with as few CPU cycles. Too many traps causes gemcraft to run ridiculously slow.