thanks jimclowe tragedy occured! as soon as i made it to 100000x mana multiplier, the game glitched. the game screen went away and was replaced by a (!)
I've been a gemcraft fan for a while, never quite finished the first two... kinda got stuck in the RARGH MUST LEVEL thing and kinda forgot about finishing the games XD.
I was super excited to be able to buy GCL... After dropping 50-100 hours into the first two games it was a shoe-in =D
Hehehe I thought I was pretty cool stuff maxing out endurance stuff and getting a G30 gem surrounded by G28s... ya'll are crazy. Also I didn't notice when the shift+mana feature was added till I read it here =P
My quest: Top endurance on NON PYLON maps =P
I'll definitely get a screenshot up if and when I succeed... G13 I managed about a 25x summon, not knowing the formula, with everything else cranked down (A "lets try this for giggles, see if its feasible" scenario). Somehow I doubt i'll be able to top endurance by more than 50%... with 4x monsters it might require over 10k mobs per wave =\\
hey waffleyone! non pylon endurances all end at wave 1337 :x 10k mobs in a wave sounds pretty crazy tho, gl with that one! pylon maps are where the big points are at ;D anyhow, best of luck, and if you ever have any problemes, there are plenty of people here knowledgable and willing to help (#)
You need all except green mastery, armor tearing mastery and slow mastery. Dual gem mastery debatable. Triple gem without skill 10%, dual with skill - 15%. If you have premium you can easily skip it. Even without premium i don't have it. most useful skills - wild gem (7-10k mana for start)+flexibility pool. focus - you can hold on level when you can spend all mana on manapool and drop wild gem on anvil without losing mana(100-200%). resonance - now i have 100% damage bonus so i don't care about double hp setting replenish - leftovers.
Didn't someone say the formula for summon multiplier is sqrt(total kills/default no. of monsters)? So by that reasoning couldn't it be better to use normal number of monsters instead of quadruple? You lose the multiplier for it but you might be able to enhance the summon multiplier by way more than that? I'm probably wrong though.
If any was debatable i'd say its Triple Gem not Dual Gem. The extra 7% stats can be nice but the way the gem price works either either you maintain the same level of special power for each component and end up with a gem that is hugely expensive, or you wind up with the same price but weaker special components because 1 always takes priority. Theres really no 3rd special worth combining with a Chain/Multi. You may aswell make a seperate Chain/Mana.
[summoned/(killed-summoned)+1]^.53 Um. You don't need maintain lime. i don't think that you need more than 100 targets. Or even 10 if focused on trap. So yellow on priority, second orange\ ed\\cyan(as you wish) third lime. Dual gem mastery debatable for non-premium. max dual bonus is 15% with maxed skill, triple gem 10% without.I don't bother about 5% that i loose, because win @ third component better.
i have to agree with evilsod there, i prefer to make strong dual gems with different functions rather than diluted triple gems with more functions. recharge is also one of the most important ones, up to 40% more firing speed
Red's damage Bonus gets Multiplied by Yellow+Lime, Lategame, red Bonus is the main source of damage, yellow multiplies it by 100 (roughly), and lime further by 10-40 (assuming you had a trap).
So, you lose 5%, but you gain a LOT MORE
Of course, if a double gem is good enough, and another colour wouldn't help, leave it like that, I always use 2 colour amplifiers though.
Gremlion, well, with trap you need many targets, for some reason even if there is only one monster in trap range, all the trap gem's available hits are dealt against this very monster. That's why L/O/C gems rock in traps, they provide constant amount of mana since there is (almost) always at least one monster locked within the trap, and all hits for mana are delivered at him. L/Y/C, if not powerful enough to one-hit a target, could do great as well. Within the tower, however, things are worse, you rarely could have 10 targets close to the primary target of a shot, and any excess is wasted. So if building a killer gem, L/Y are equal in priority, and you don't need orange in this gem, but if you must have a triple, get red as third component, at ~half priority. At least this does alter the gem somehow, while no other specials are ever worthy to be placed in a gem that one-shots anything. (Orange is better used in another gem IMHO, so you have a G21 L/O and G25+ L/Y/x killer gem.)