If your level is good enough, so that you can reach, with the basic value and the bonus a value, above 50% you can increase all the levels by one. With even more contact (4-8 gems) I even think the same level would make sense. Just what felt right (but is probably wrong)Īt your level, I estimate that about 1/3 of the special abilities are transferred through the amps, so I would tend to get closer to two levels if the amps only amplify one gem, and at two or three gems, move up to one level. This is a thing I've been meaning to ask about - has anyone run the math to figure out what the ideal level split between trap and amp gems should be? I've generally been running 2-3 levels below trap gem in my amps except for mana traps, where I've been using one level lower. Originally posted by Smulch//Faerwin:There *should* be a point where a dual colored crit gem should outperform a pure crit gem but I haven't yet seen it. I keep my amp 3 levels lower than the gem they are amplifying In some tight maps, you can use an amp for slow gem but it's rarely needed. Based on some quick maths, it's impossible for a dual gem to outpace a pure gem.Ĭrit gems x5/6 in trap for killing, unless it's a farm map (faster with towers at that point), all using bolt enhancementīlood gem in a lantern near the crit gems, make space for ampsġ crit gem in a tower surrounded by amps for aerial killsġ blood gem in a tower surrounded by amps for aerial killsĪs many lanterns as needed with rank 23 blue gem set with random targetįor amps, in the mana farm, I only build an amp when it's gonna hit 3 traps or more unless there's a trap that wouldn't have any amp otherwise, then I build one.įor amps with crit gems, I build them even if it only hit one. And by dual, I mean 0,000000000001% other color.Įdit: Actually, I'm wrong. GemCraft Labyirnth is still exclusively available at Armor Games.There *should* be a point where a dual colored crit gem should outperform a pure crit gem but I haven't yet seen it. When combining gems, the new gem will have its target priority set the game as the gem you dragged the other gem to To avoid accidental unlocking (and wasting mana), from now on you need to hold shift when unlocking gem types (and you can’t unlock with the numpad because of technical limitations – sorry) Fixed: clicking on the speed/pause buttons deselected the target monster(/apparition/shadow) Fixed: binding beacon’s “no mana” effect was wearing off even when the time was frozen “beat 100 waves” challenge amulets, if achieved from now on, will show the actual record (formerly they always showed “1”) Possibly fixed severe lagging and freezing when the orb is destroyed with lots of monsters on scene the GCL vfx engine now constantly checks the performance (fps) and degrades rendering quality (or even removes vfx particles) if the game lags too much Reinforced GCL code against a Flash Player bug (randomly occuring “Error #2015: Invalid BitmapData”) Repeatedly achieved challenge amulets don’t show up in the victory panel anymore Create and combine magic gems, put them into your towers and banish the monsters back to hell Game Statistics Rating 4. Updated: Havoc and corruption swarms through the land, and you are one of those few wizards who can put an end to it. Fixed the “Kill 1000 monsters in a row” journey amulet not being awarded GemCraft Game Info GemCraft July 14, 2008. Fixed: logging in (or purchasing Premium) while in the Battle settings panel didn’t activate the premium settings at once, only after going back and to the settings panel again Fixed: armor reduce bonus from amplifier was shown multiplied by 100 in the gem info panel Fixed wizard level 500 issue, there is no level limit anymore Tombs are now painted dark red in the labyrinth map (nests are marked too) Fixed tomb selection for gems: now gems always attack the tomb with the lowest armor Fixed swarm 4x monster amount mana glitch: banishment cost >= 2 (minus banishment skill bonus), mana gain >= 1 now. Fixed: gembombing tomb with time frozen multiple summon bonus glitch Amplifiers (or amps for short) were first introduced in Gemcraft: Labyrinth, using gems to support towers and traps, but lacking the ability to directly attack. Shadow Clash now gives the x1.24 xp multiplier as it says space freezes/starts time, Q switches 1x/3x speed “nearest to orb”: new gem target priority, and it’s the initial priority for all new gems Here is the list of recent changes/fixes: A major update, v.1.10, for GC Labyrinth is here!
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