![]() The only reason of supergemming beyond the specials cap is sheer damage. Could I attain higher levels of mana drain and/or splash if that gem was grade 10 or more?ĭoes it matter the order in which I mix the Red and Orange gem?Ĭonsequently, given that I stop supergemming once I hit the speed and specials cap, do I need to have my starting gem on a specific grade? Last but not least, is the grade of the gem affecting the theoretical maximum of specials? I mean, I always start by mixing the first grade 3 R and O and supergemming it. ![]() Amount of track covered doesn’t matter too much, as in most farming situations there are **always** monsters, **anywhere**.Īlso, I would probably have a R/B maxed gem right before the R/P one. It is apparent to me that Yellow and Lime are the best pure damage dealers (once armor has been dealt with), so I might setup a battery of stat-maxed dual Yellow/Limes at the end of my farm. Make sure, though, that you add at least a single R/P gem into a trap, this is the most effective way to strip armor from overangered mobs.Īfter reading it, I believe there is little point in keep improving a gem’s damage by means of supergemming after speed and specials have capped. Good job, and actually a properly set mana farm does eliminate much mobs, even with 80% damage reduction. Poison is enhanced and still doesn’t cap. There’s a formula, each 15.0 splash radius translates into +1 target), and mana steal and stun do not get altered by trap placement, only by skill. Slow caps at 96% (I expect there is a ‘hard’ cap on slow, at 75%), chain hit at 70%, armor reduction at ~100% (never used pure, but R/P caps at 70%), critical chance is transformed into firing speed, it adds up to 60% (there was a gem with 1137 firing speed with normal cap at 670, this is with all the skills maxed), splash caps at 4 targets (+3 mastery, and dual/triple/prismatic cap at 3 targets. Trap caps are different, and thanks to the “Trap Specials” skill you can get more. Poison does not cap, although +2 damage in 5 seconds per gem isn’t much to spend mana. The cap is (pure, 100% power): 12.0 max mana per hit, 55 splash radius, 50% crit chance, 14% stun, 70% armor reduction, 55% slow, 40% chain hit. No, you cannot extend special abilities limitlessly, or else that would be too easy… imagine a gem with 100% stun :P ![]() Thanks for the time you took reading my noobish rant. Lastly, using lvl 1 gems is the most mana-efficient way to supergem, or there are benefits in using lvl2, 3, ecc.? What’s the minimum amount of monsters hit at once with a R/O trap to be achieved before starting to supergem with lvl 1 oranges? ![]() ![]() So I put together my lvl2 Red and lvl2 Orange the gem description states that it has a Splash Radius, but when I put the dual lvl3 in a trap it hits only one monster at once? Am I missing something, or the gems should state the maximum number of mobs hit at once with the splash effect of the trap? Is this because I didn’t supergemmed it? Or was the game patched to prevent “cheap” strategies?Īnyway, what’s the best way to progress – laying many minimal level dual R/O traps, or a pushing a single one to Rank 10 and then on with the 2nd, 3rd ecc.? Greetings, I am a beginner of the Holy Art of Mana Farming, and after racking up enough experience to cover the basic skills (lvl 54) I wanted to make my first “serious” run – mostly because I want to max my skills with tons of EXP before steamrolling through the rest of the game (just passed 2nd Arcane Guardian, took my time to replay many 3x Exp levels, no rushing). ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |