1.Best usage for bloodbound - for non-premium. You can start with just 5-6 lvl gem, at it will be enough for getting 2k kills without upgrading. Even on G7. After that, this gem mixed with yellow-lime, and become damage gem. In trap (non-premium), this gem on 7 lvl(+6 same level 7 gems in amplifiers) will deal considerably more damage than 13 level yellow-lime with 6 level 12 gems in amplifiers. In my last play - 10k more per hit.(with 3k total kills). BTW, after some time yellow will outdamage. But red - perfect start. 2.Also, you forget that bloodbound damage also multiplied(and seems didn't decreased by trap modifier). When you have 1-2k kills, you easily can get multiplier on yellow gem x10-15 (even more with premium), so it's additional 10-30k per hit 3.you don't know how to cook triple gem. If you go that way: level 1 lime+level 1 yellow, this gem+ level 2 yellow, this with level 3 orange = you will get 4 level gem with same manacost as pure level 4. or dual from 2 gems level 3
A question about amplifiers. Is it better to have multiple amps. with lower grade gems in them, or one amp (single gem in it obviously) and upgrade that single gem??
here's a hint for anyone going for the high score: i think the leaderboard caps at 2,147,483,647. i didnt know it until just now, but this is some sort of easy number to have for a programming maximum or something. so unless this gets changed, the person who can get as close to this without going over will be the apparent leader!
when i click on the stats page there is a botton at the top that says "submit XP to the leaderboard" this is the only way to access the leaderboard that i have found
it seems like thats the way it is for a great many games here on AG. you could always create another game and beat one level to submit if you dont want to reveal your high score.
Ruffyl - Its kinda irrelevant though so long as Grade 18+ gems in a shrine will instantly drain every enemy to 1hp. Be it a monster with the regular capped hp of 3,333,333,333hp or a summoned monster with 3,333,333,333,333,333,333 hp, Grade 18 is an instant kill.
Ok Evilsod I take your point (although it's consistent with my point that removing the cap on monster HP isn't going to make the game significantly tougher) and thanks for the tip, I'll try that. The highest grade gems I've used so far in shrines were only grade 16 - good but not great.
Well that depends on how high the hp goes. It goes from a few 100k to 3.333bil over the course of 100-200 levels just like it went from 1-3k to 100k over the first 100 levels. If by wave 1000 enemies were coming at you with a base hp of 3.333tri it would take a lot longer to kill them, though i dunno how much higher gem damage would get as my highest was G26.
Point is even if the enemy hp goes over 1000 trillion (like the monsters i summoned where i took off about 20trillion hp before they reached the end) that it simply doesn't matter so long as G18 gems will instakill anything. Hell if you fire enough G1 gems (which you could easily since Shrine cost would be irrelevant by that stage) you could still drop an enemy with 1000 trillion hp down to 1trillion.
Theres no urgency to kill enemies with gem damage when shrines can do all the work for you.
What i'm saying is removing the health cap will never matter unless the shrine 'health drain' is reworked. Either cap the %age of hp you can drain per monster, cap the amount of hp or simply lower the percentages to 1 or 2% per grade. The actual damage they deal is useless late game.
Yes ok I see what you're saying now. Shrines are hugely overpowered in the late game. Perhaps not to the same extent, but for that matter so are traps. You can put grade 19 L/Y/O gems in traps and leave the game to run itself. Both shrines and traps could do with some tweaking all round as they are both rather underpowered in the early game.
@Coates and @tackle70: you need to defeat wave 100 and all waves under it in order to get the challenge amulet. It can happen that you have released wave 110 or 115 but there are still live monsters from <= 100. If you check the waves beaten stat you'll see that it's not waves released but waves where every single monster is beaten.