GemCraft - Chasing Shadows

GemCraft - Chasing Shadows

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A Step Closer to Surviving Endurance: The Hitcount Farm
By Syferyn
This guide covers on how to farm hits, which play an important part in the makeup of a killgem's strength and surviving long rounds of the Endurance Mode
   
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Introduction
Hello guys this is my first guide with Gemcraft Chasing Shadows and the steam community.

This guide covers a seemingly small part to Gemcraft's gameplay, the hits statistics, but in the endgame area, it plays a very important part in helping build a main killgem's damage output and allowing you 1-hit KO many enraged waves in endurance and thus obtaining massive amounts of experience.

As there are already other guides that cover certain terms that I'll be using, I won't need to cover them in detail in this guide.

They are currently as follows:
Mana Farm
Kill Gem
Hits statistics
In the beginning of early gameplay the hits statistics, which is found on the lower left of a Gem's stats screen is simply there to record how many hits a gem hits throughout an entire field run.

In later gameplay, once you come across the bloodbound gem, it earns a use in increasing a bloodbound gem's multiplier bonus

Bloodbound Vs Poolbound
Bloodbound and Poolbound are gems that act as multipliers, boosting the raw damage and special effect of a gem you combine with.

Poolbound's multiplier grows with each mana pool level
Bloodbound's multiplier grows after a certain amount of hits is met with a gem

Key Difference:
The key difference between these 2 gems are simple,

Poolbound in the beginning has a seemingly higher multiplier bonus then Bloodbound, but has a weak multiplier growth.

Bloodbound starts out with a lower multiplier bonus than Poolbound in the beginning, but in later gameplay, its multiplier growth skyrockets and completely outclasses Poolbound.



Poolbound is a beginner's best friend. (at Wizard Lvls 1000 or less)

Bloodbound is a veteran's best friend for endgame
Skills required to start and initial skillbuild
Here is an initial skill build of what you'll want to focus on



Starting from the first row going left to right are the skills you'll need for this:
Note: Parenthesis indicate a Skill's unlock location field

Row 1
True Colors (Found in M1)
Mana Stream (Starter Skill)
Fusion (Starter Skill)
Masonry (Starter Skill)
Resonance (Found in T5)

Row 2
Mana Leech (Found in B5)
Critical Hit (Found in R1)

Row 3
Chain Hit (Found in U8 Steam Version Only)

Row 4
Bloodbound (Found in W5)
Slow (Found in K6)

Row 5
Amplifiers (Found in J4)
Traps (Found in F4)

Note: If you don't have enough skill points you don't need any points into Amplifiers for the moment, you just need access to being able to build them.

Note 2: Because of Bloodbound's multiplier bonus and Slow Gem's special effect limitation, you only need access to the skill and no skill points are needed in it


Once you reach higher levels you'll want to put skill points into these skills

Row 2
Freeze (Found in H4)

Row 3
Beam (Found in D4)

Row 5
Amplifiers
Fury (Found in C2)

Sample of Higher level skill build with Freeze, Beam, and Fury

How long to do this and when to start?
Depending on your level, and your mana farm's gain rate will determine when you should stop farming mana and hits.

If its taking you between 5 to 10 minutes to upgrade your managem by just 1 level, than you should consider stop farming mana and hits, and build your main kill gem, and then see how far you can get through endurance.


Generally though, this process takes about 100-150 waves before you've accumulated enough hits for building a super kill gem.

It is highly suggested to start as early as possible just as it is when starting a mana farm, that way after about 100+ waves, you'll have earned an absurd amount of hits
Hitcount Gem


The Gem used for this hitcount farm or hitfarm uses a simple combination of 1 grade 1 red and black gem. Until you build your main kill gem, never upgrade this gem to minimize the damage it can deal to enraged waves

Depending on the size of the map, you'll end up making duplicates of this gem that will earn hits throughout the waves you intend to farm before setting up for an endurance

When you recombine all these gems all the hits they've collected are additive. So the more gems your able to use, the more hits you'll earn


WARNING: As this gem is intended to later on be turned into the main super kill gem, do not combine a critical gem to this farming gem as it will kill all the enraged waves you will be farming mana from.


Using This gem, I'll cover 3 general methods of farming which are all used together to farm a massive amount of hits for the main kill gem
Method 1: The well known hit accumulator Beam Skill
The first method is well known for racking up alot of hits at the beginning of game play once you get it.

But to properly utilize this skill will depend on your gem's location (being near to amplifiers), the hitfarm gem's chain hit, and its SPS (Shots per second)











A level 60 beam (lvl45 limit +15 from Talisman bonuses)
will lower the beam cooldown rate to 7.5 seconds with the beam itself having a 32 second duration.
You can rotate this skill between 5 to 6 gems and having them nearly using beam infinitely, depending on how diligently you are collecting hits on your gems.
Method 2: Applying the hitcount gem to traps and the Mana Farm
The second method for farming hits is by placing the hitcount gem into a trap near your mana farm.


Here is the suggested setup for a mana farm that uses hitfarm gems.








Orange Boxing Area
1.In this picture, the orange line in the box indicates the main mana farm gem.
It uses a orange,red and black gem

2. The blue lining indicates the secondary mana gem that has a slow effect to it.
It uses an orange, red, blue and black gem.

Yellow Boxing Area
This part uses a non main kill gem(U upgraded only) to kill all strays that leave the mana farm area
The kill gem uses a yellow, red, and black gem.

Place this killgem right in front of the main mana gem, or just outside the mana farm so that the main mana gem can collect a little bit more mana from the mobs coming through.

Red Boxing Area
This part is where you place the hitfarming gem. It is always placed behind the gem with the Slow effect. Doing this in that particular order will allow the hitfarm gem to accumulate alot of hits.


As much as possible, try to place the hit farming gem in traps adjacent to amplifiers due to it increasing the SPS output of the hit farming gem.


If there is not enough room on the map that your on to place amplifiers, just fill the map before the mana farm with traps and place duplicates of the hitcount gem in there







Of all the methods, this 1 gives out the most hits. Unfortunately it can only be done with 1 farming gem


Method 3: Towers + Amplifiers
This final method uses a tower surrounded by 8 amplifiers to maximize the bonuses. The gem used in the amplifiers are simple red gems that are not gemweaved. By itself it collects a moderate amount of hits, but if you combine this method with beam and you'll be able to collect alot more than just leaving this method to its own work.

















This method works very well in big maps as you can create multiple areas. It also serves as a way to kill map annoyances such as spires, shadows, specters, apparitions, and beacons without killing a properly enraged wave. Of the 3 methods, this 1 collects the most hits as a group when you use multiple areas.











A Tip for Enraging Waves












At high wizard levels, high level gems in Amplifiers can raise the stats of a level 2 gem in towers and traps into the E(Exponential) damage stats. If you don't properly enrage your waves this hitcount farming gem will kill all the monsters preventing your mana farm from collecting mana. At the same time, you don't want to over enrage the wave and end up failing the entire run.


A simple tip to knowing what to use to enrage your waves is simply found in your mana farm gem's stats.



Gem to enrage with:
In this example I would use a gem that has a mana value of 9.538 e16 mana. So I would keep upgrading the gem I'd use for enraging until it reaches that value.


How much to enrage:
Taking a look at the sample mana farm gem's attack stat's max damage of 9.677 e20. I would enrage a wave to have e23-e25 which is about 30-50 times more hp then the mana gem's max damage. This way a hitcount gem will surely be unable to kill an enraged wave. Once the mob exits out of the mana farm, the killgem in the trap should be upgraded enough to be able to kill it.




Sample Result with these 3 Methods & End
In the several runs of doing this, I managed to observe the first 100 waves and each time I'd average over 60 million hits to help boost the main kill gem's stats. The rates though depend on the size of the map and the diligence to use beam at every opportunity. The bigger the map, the more farmable hits, but less when the map is smaller.



Using the field O1 as an example, it took me about 114 waves to reach 100 million hits using 33 hitcount farm gems.






















Sample Stats when added with a critical gem and gemweaved.






















Using this tactic, and at my current Wizard Level of 7k+ at the time of this writing, I've managed to 1-hit KO about 350 Waves in endurance before things slowed down with Traits all maxed(including Hatred) out except for Adaptive Carapace.


Should you find yourself using these methods from this guide, I hope it'll help you clear much of endurance.

30 Comments
hbarudi 28 May, 2016 @ 1:51pm 
This guide needs the table on this site: http://gemcraft.wikia.com/wiki/Black_Gems this shows the hit levels for black gems.
Syferyn  [author] 10 Aug, 2015 @ 10:30am 
Sorry Typo in the part 1 explanation
1. "Black and red gems"
Syferyn  [author] 10 Aug, 2015 @ 10:11am 
Oh yea I didn't include this in the explanation below,

Make sure never to use a "U" upgrade with a combined kill gem, you have to combine upgrade it every level whenever you have enough mana for upgrades. Only when your nearing the end of your run should you think about using "U" upgrade if you think you'll last a little longer
Syferyn  [author] 10 Aug, 2015 @ 9:52am 
I don't fully focus into explaining gem combining methods so you'll need to check into this:
http://armorgames.com/community/thread/12479126/gemcraft-cs-extreme-end-game-guide-v11
The authors also uploaded it onto the steam forums so either 1 can be checked
Syferyn  [author] 10 Aug, 2015 @ 9:52am 
There is a section there called ~Gem combining methods~ that explains 2 general things, recipes, and gem combining.

To help you get started, I'll explain a little bit about recipes. There is a term there called speccing, or a recipe that you use. This recipe uses level 1 gems that combine yellow, black and red gems. Recipes use this formula 2^x. So there is potentially an infinite amount of recipes, but the higher the recipe you use the stronger it'll become. I'd suggest using something smaller recipe like 16,32, or 64, until you have a really high WL.

Then when you have a higher WL, you may want to read through this, for more explanation into gem combining, and a gem combining assist program if you want to make bigger recipes, and longer combines.
https://github.com/gemforce-team/gemforce
Syferyn  [author] 10 Aug, 2015 @ 9:51am 
Anyway, about the recipe, it uses gem ratios that determine how strong a gem's special effect will be. The ratio you use will be something you'll have to decide out of creativity if you don't want to follow the endgame guide's gem ratio example.


Taking for example a killgem recipe of 64 gems.

I usually take 50% of the recipe and use yellow gems, 49% for black gems and 1% for red gems.

So in this example I would use 32 level 1 yellow gems, 31 black gems, and 1 red gem for this recipe. If you read other forums, you'll find that you'd want the red gem ratio to be as low as possible as to allow the special effects of the yellow, and black gem to be high.


To note again, I did not explain gem combining, only how speccing works.



To answer your question, read this part after you understand gem combining a littler better:
Syferyn  [author] 10 Aug, 2015 @ 9:50am 
To apply gem combining methods with a hit farm gem,

Part 1:
1. The hit farm gem, uses half a recipe of black and yellow gems. This could be called the 1st stage combine.

Ex. So for example the hit farm gem uses 31 black gems and 1 red gem that is put together through a gem combing method.

2. The other half of your recipe, the yellow gems needs to be combined in the same way that you used to combine the hit farm gem. This is also the 1st stage combine.
Syferyn  [author] 10 Aug, 2015 @ 9:49am 
Part 2:
3. After you've farmed hits with the hit farm gems, you have use another combine method to bring them together as one gem. This could be called the 2nd stage combine.

Ex. If you use 3 hit farm gems, you can make more duplicates if you want to recombine them and make the special effects stronger.

4. To even out the ratios, you will need to duplicate the same amount of the combined yellow gem as the hit farm gem and combine it the same way as step 3 that you use.. This is also the 2nd stage combine.

Part 3:
5. Combine the yellow gem and the hit farm gem from step 3 and 4, and now you'll have a gem that has maintained its ratios for its recipe with the strength boosts from gem combining methods. Now you can combine it even more, and make it stronger for endurance runs.
Zerithos 9 Aug, 2015 @ 8:03pm 
also, how would you best craft the main kill gem? By combining all the grade 2 B/Rs into a high grade and then mixing that with the same high grade pure yellow? Or another method?
Syferyn  [author] 8 Aug, 2015 @ 12:51pm 
@BlackArcana

I would recommend to start using tactics like these when your skills are high enough that you have a working mana farm at the early waves