@Juanolo Old Ritual- before focus. So, tips like "have 20 level focus, manapool 3 times and smash wild" was noobism. I had 800% focus and 4k amulets =4000/18*(900%/100%) =2k mana. New Ritual (1 per 5) appears after focus. 4000/5=800. Stfu, noobs ><.
Even for non-premium, 3 manapools at start means -600 mana. It is 10 angers (i found that sometimes i just don't have enough mana for properly angering), 40 monsters, each can give 30-40 mana (Replenish 200-300% not many.)=1600 mana lost for second wave(28 angers=112 monsters=4480, already lost grade 6 gem...)and for what? having 10% more damage? hmm, in 1.12 armor only was 4800 at last wave.
Armored only and increased armor may not be the way to go for non-premium now, armor increases faster than hp
Granted a bit spoiled being able to do whatever I wanted at wiz level 30, but still, struggling to cheese out a 50 summon multiplier + all make things harder settings + all battle amulets on a pylon map didn't turn out well.
Yellow definitely seems to be applied to damage before armor taken into account, otherwise traps would do nothing (100k damage v 100M armor lol). Without armor skill, level 20 pink/lime knocks off a whole 50k armor, not too useful (from trap, no amps, probably no armor skill, though don't think that adds much)
As you can see, purple scales well. With a good base scaling and higher firing speeds to stack up the armor drain, you actually cut through armor a bit faster compared to your damage as you level up.
Gremlion, the key point is that you state your Replenish is at 200% and higher. That tip was designed for mid-50 levels where your skill point pool is way smaller. I was barely able to invest 30 in replenish, 20 in focus and 10 in resonance by that time, given that I had to max wild gem, forge, construction, L/R/O masteries (not Y at that time) and flexibility. If you have your replenish at this high, you probably have your initial mana pool big enough to accumulate all the mana from wrecking the wild gem, and it was the sole reason of manapooling early. BTW, this might get reconsidered with 1.12+, when mana pool seems to start growing prior to mana loss.
At start i found that construction useless. (yes, 30%. first tower will cost 97? instead 120). Focus for these points will give more than 20. Usually i built 1-2 towers at all, and it's even don't count preset towers. Maxing flexibility - umm, first unlock - 400 instead 500. You also can invest it into focus. While wild gem was not maxed, i did 1 manapool per game. Manapool, spend all what possible, wreck wild and finish. Replenish 30 - as i remember, average armored monsters go from 5 mana(max count) till 12(min count) for starter waves. Even replenish 30 didn't do 12-mana monsters enough for anger (60 mana get per 57 used). Better make orange trap. Also, replenish doesn't affect orange gem.
Thanks, does it count as a victory when you end endurance mode? :P
Yes, ending endurance counts as victory. Therefore twice the count for destroyed beacons. Also, cracked tombs only count if you win. So for that crack open and bomb your orb.
I've tried to find it but so far the best fit I had was with: BaseExp=(Waves*2,56+TotalHPof1stWave*0,057+IsDeadEnd*6)*14,9
I haven't figured out which parameters are important. Manavalue is about the same for each field (~120 for 1st wave). The Exp seems to be higher if the field is a dead end (you don't have to play it to finish). Similarily, there should be bonuses for Pylonlevels and the corner levels.
umm.. i mean formula f() for: exp = f(wizard-level) i replayed a new profile and found out the "early" lv->exp is : 1->0 2->200 3->400 4->700 5->1100 6->1700 7->2400 8->3300 9->4400
Umm, as i can see, 162 = 81*2. Seems x must be something like ^1,5 for start. Maybe levels go from 0 - then, 200*x^(level based expression), in case level=0, then we got 200*x^0 =200*1. Level from 0 till 1. Game show it as 1 to 2.