well what do you want me to say? its possible, i do it all the time. there are plenty of people out there who can beat levels on full battle settings, and get all of the amulets. idk how else to explain it! was there a more specific question in there that my thick head failed to recognize? how?: with numbers.
I've been playing Gemcraft Labyrinth at http://cache.armorgames.com/files/games/gemcraft-labyrinth-10317.swf, and the "log in to armorgames.com" button doesn't seem to work.
I tried going to armorgames.com and load the game and all I get is a black screen after it downloads (I've tried Chrome, Firefox and IE with the latest FLASH and also the BETA version of Flash).
I want to buy this game (I'm really hooked). Can anybody help?
Also when I upgrade, do I get to use my present saved game?
You go there directly, rather than by the page at http://armorgames.com/play/10317/gemcraft-labyrinth ?
If you go through the page, you may notice (if using NoScript or looking at the HTML source) that the flash program is being given parameters, notably what, given its name, seems to be an authentication token: http://imgur.com/snDAs
Therefore, if you access the file directly, this authentication token won't be given and it'd made sense that you can't log in if you're not authentified...
When i am at a late level, with a lot of creeps out on the map, the game starts to slow down really bad, whenever i look at a gem description.
It runs smoothly all the other time, but when i move my mouse over a gem its nearly like game standing still. But i cant clone gems, without moving over a gem :/
If thats not only me: Has anyone found a way to avoid that?
I have that problem too Lotoreo, it gets to the point where it can only be a few creeps on the map and it still comes to a near standstill no matter the settings. Usually by that point my manna farm is filling up the manna bar in a split second anyways so it just becomes a clickfest of hitting pause, creating a gem, unpause, let bar fill up, rinse and repeat. It's annoying but bearable with the spacebar addition and still better than the lag I get otherwise.
it's possible that this lag with gems and panel is caused by "duplicate mana" data piece highlighting with a continuous check when lime/orange shot is being resolved one after another.
Shift + G is great for creating those ridiculously high grade gems. I'd extended my mana pool to 8mil yesterday so i could duplicate Grade 17s but considering i had to create a Grade 25 it still took 256 of them. Not too bad when you just spam D then combine all gems of the same grade in 1 click.
Thought i'd copy this in here from my comments during my last endurance game.
For the fun of it... decided to have a look at all the gems at high grades while i was doing an endurance on L9. Dual only since triple becomes way more expensive, all combined with a Chain Hit gem. I forgot about the extra 'mastery' points which i didn't have for blood/slow/shock/poison/armour i think but only perhaps shock would really show a noticable increase.
Multi-Damage, the obvious winner. My G26 w/ 8 G21 amplifiers dealing 2.3mil average (1.3mil base), 500x damage and 450 chain hit.
Mana Gain - G21 w/ 7 G19s, getting 180 (x122) per hit and 114 chain hits, not great in a tower but in a trap will generate maximum mana (8mil before i got bored of pressing m) almost instantly.
Rest are G19 w/ 7/8 G16 amplifiers.
Bloodbound is useless. Completely and utterly. Not even worth combining in a Triple. 90% damage added and considering my total kills are roughly 40-50k by lvl300 and my main gem does 3mil damage its irrelevant.
Poison.... just no. Does 19000 poison over 5 seconds despite the fact the gems attack does almost 10x that. even with the mastery bonus the poison is still irrelevant compared to the gems attack damage.
Shock, seriously overkill. Will pin upto 54 targets in place with 800% chance so can shock the same enemy for over 10 minutes before it can resist it. At the end i summoned some enemies with 1.3quadrillion hp and 600k armour and upgraded this gem to G23 with G17 amplifiers and was getting about 1700% shock so i could pin enemies in place for about 25 minutes.
Slow - It says 900% but its really not that impressive. Its kinda difficult to gauge though but still definitely not worth focusing on.
Armour Tearing, very dissapointing. Tears 47 a shot so i guess really you'd want it in a trap by the entrance, still, doesn't really seem to get much better, its attack speed is all that matters.
I can't see the use in triple gems at high level. Multi/Chain/Blood can be good for lower levels, if expensive but once you reach grade 10+ multi/chain take over for damage. You could put a mana gain in it but you may aswell do a dual and put it in a trap near the entrance and you get 4x the mana gain without making your main gem cost even more to upgrade. Shock is perhaps a good choice but again, you increase the cost of everything by 50% unless you neglect it while upgrading and if you do that then whats the point? If you're upto the point you're getting grade 20+ gems you can afford to create a quick G20 and put some amplifiers around it on its own.
I generally just start with a lime 1/orange 1/yellow 2, or lime 1/cyan 1/orange 2, and then keep on duplicating them and merging them with their own copies. That way, they don't cost more than pure gems of the same grade. In my current 1337 run, I've got a mana pool just shy of 20 million (mana multiplier: 617.85), so I can dup grade 18 gems (they cost 14 024 650 mana to dup).
Cyan gems are great in traps. I can concentrate my highest grade gems in just the same three-to-five squares of path, with the partly-cyan gems in between two other traps. They hold monsters in place for a while and, thanks to the long range of their gems the monsters are caught in multiple traps at once. The rest of my mana farm is still just grade 12, so when a monster manages to break free I can see the difference in mana bar fill speed.
I expect people have said this before, but I think scoring on the Unlimited setting is unbalanced. The game gives a disproportionate amount of XP for surviving 1337 waves. You set up your defenses, which takes ~100 waves, 200 max, depending upon your wizard level, and then you let the game run by itself for hours. Obviously if monster HP wasn't capped it would be more time consuming and therefore more challenging, in a way, but you've already solved every problem once you've won all the battle amulets and you have high grade traps in place, and if monster HP wasn't capped then you'd just be building higher and higher grade gems to kill them. Maybe that would be exciting for people who just love great big numbers. No disrespect to them but that's not everyone.
I think there should be more reward in the early game for winning battles on the basic battle settings. If not XP then there should be some sort of reward or recognition - even if it's just amulets, amulets are what I like the most! - for exploring further in the labyrinth without replaying fields for XP. The biggest challenge I had in the game by far was beating a few of those fields - especially the 3rd crafting pylon - on a low wizard level.