It's based on Resonance skill. With resonance 500%, 29+8*28. I think about another upping Resonance and switching to 29(28)-27 grades, it will need 224 mln manapool. Overall WGTF need ~100 mln damage and 3k+critical.
I wonder if Peter, the creator of GC, reads these forums...
Anyway, anyone encounter massive slowdown issues when working in the um... upper echelons of endurance mode? Namely with high level (20+) gems with a firing speed of over 400-600 in a trap? My game also slows down to a crawl, well, to about 1/4th or 1/5th normal speed when I mouse over a gem, spell, tower, anything that displays a tooltip, except for the mana bar.
I imagine its because at such a high firing speed, the game needs to do too many calculations per frame. Perhaps if once the firing speed reached a certain value, say 300, then all subsequent increases would act as a multiplier for raw damage, modified, damage, and numeric effects, like mana gain and armor reduction.
So say there's a gem with 20 mana/hit with a speed of 300. If we put a bunch of amps in that dont affect mana gain, but up the speed by 150, then the gem would have a speed of 450(300*1.5), and 30(20*1.5) mana/hit. Same effect, less calcs.
@kenji1134: Yes, it's absolutely true. But Peter won't change these core-mechanisms as it can cause unexpected further bugs and issues. (the problem is caused by the chain hit and if he fixes this, probably endurance will never be beatable anymore - i'm sure you wouldn't want this.)
The best you can do is to forget traps to do the main damage. Use the manafarm to get your G20/G30 gems before wave 50-60, and FORGET TRAPS. Use tower to deal the main damage and you'll avoid lags.
Just beat endurance - level 1337 is the last. Grade 24 Yellow with 7 Grade 19 Yellow - over 4,000,000 score - Armored only Tenfold - max health is 3,333,333 so easy to beat once you get past a grade 21