i admit, it's not quite linear-but it IS O(linear) (order of linear). If you were to increase the capacity by 18,000 without increasing the multiplier, then it would be exactly linear. with informal calculus notation... lim manpool->infinity, the shots fired by r/0 with 10.1 mana gain to upgrade= 1881.188118811...
however, this is swamped by the fact that at smaller pool sizes, creating gems uses most of the mana gain.
at any rate, here's the next picture http://tinypic.com/r/2ptdvsj/3
...what I meant to say was that, at relatively low sizes (but after the 95% point), the increase in time required to fill the pool is swamped by the decrease in time required to get the mana for gems (resulting, on average in a decrease in time used), and at large sizes, swamped (for me) by the amount of time i'm just letting it overflow.
jeex 116 multiplier and 81b score, u can make grade 15s every bar of mana jeez, yea better controll the population before wave 193 comes, if you beat wave 193 i think its over cuz then the remaining monsters can take up the traps spots and u canr un it overngiht for few days till tehy win cuz once u get it to only 400-500 monsters reminaing theyll jsut get stuck on prismatic traps forever if u dont touch the traps and eventualy after 50-60 hours even teh 1b hp monstesr will die
I've been away for the weekend and I noticed there is now a version 1.2A of the game. There is no mention of any changes in the game description. Has anyone noticed anything new/different?
next picture: http://tinypic.com/r/2pzk39h/3 dropping my gems onto cyan gems to change the hue to maximize damage done to the red-orange monsters.
lankhr, try your formula with as large a mana pool as you wish, but you will never get a number larger than 1881.18811..., but it will always get closer with a larger mana pool.
I'm not sure what the increase in damage is either, but I think that going from identical hues to complimentary hues increases the damage by 20-50%-similar to increasing the grade by one. next picture: http://tinypic.com/r/2dira12/3
The tower gems in the lower-right corner are primarily lime-shocks; I'm hoping they'll give me a little extra holding capacity.
Conner, red special is best for traps but not for towers, since the splash from towers does not carry any special effects excluding (probably, didn't test, it's too difficult to test) triple damage. So L/C, L/B are the way to go for extra control. One good thing is that L gems are as fast as C or P, so L/C gem has its speed maxed at grade 8, and if combined from two grade 7 L/Cs, also has maxed specials, making it useful closer to the wizard tower.
There is a feature in current implementation of banishment, which causes any shots aimed at a monster that's being banished to vanish, thus towers lose shots and time. That's why I try to never place a tower gem so its range will overlap the wiztower, since once monsters will start passing through, a great deal of its shots will be missing. That's why having a grade 8 L/C is optimal, it has a range of 146 IIRC, which is way less than 216, so these gems can occupy places which will be wasted if you put a long-range gem there.
About hues affecting damage - I'd like to know the exact formula... arrrrrrr.