GemCraft - Frostborn Wrath

GemCraft - Frostborn Wrath

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Optimal Skills Distribution: GCFW Edition
By 12345ieee and 1 collaborators
Table of optimal skills and an explanation of the math behind it
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Introduction
This guide will talk about the optimal skills distribution for high level players.
There is a section on how to extend this to low levels, and the changes needed in assumptions.
Here's a remainder of what each skill is, from the wiki: Skills page[gemcraft.fandom.com]

To start, the skills that depend on playstyle and preference, that don't have a rigid distribution:
Max around WL 1k-10k: Strike spells
Max around WL 25k: Mana Stream (this one could be included, but it's easier to just max it at this point)
Utility only, raise/max at convenience: Bolt, Barrage, Lanterns, Demolition
Useless: Beam, Pylons, Components other than orange/yellow

The rest of the guide will deal in SP, which is the number of skill points you leave free to be allocated in the rest of skills, after you've filled the skills above and left enough for initial mana.

The guide is divided in 2 parts:
  • High level = 25 talisman bonuses to skills, WL > 500
  • Low level = 0 talisman bonuses to skills, 100 < WL < 1000
If you find yourself in the middle, take inspiration from both.

The guide assumes you're using the optimal endgame arsenal. You can find details in the https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2105632516 but for the purpose of this guide it just matters that the monsters meet, in order:
blue lantern, orange amped traps, red amped lantern, yellow amped traps

All capped skills will reach the cap before Mana Stream does, so they'll be at 50 eventually.
For the uncapped ones, if you prefer having a general hint rather than a list of precise numbers,
there is a skill hierarchy and we can rank the skills from higher to lower optimal level:
Leech>>TColors>Traps>>>>CritHit>>Reson
The Amps skill starts out as the worst one and progressively rises to be as good as TC.

Next sections will talk about the theory behind the optimal skill distribution, if you just want optimal numbers head to the "High level/Low level skills table" sections.

Most of the work presented here has been done by Bill Wilson, thank him if you see him around.
A lot of text has been lifted from the corresponding GCCS guide, the author of that guide gave me permission to do so when I saw him in the mirror this morning.
Skills distribution theory: Basics
First of all we need to figure out how many skill points every skill level costs, it's pretty straightforward, to buy up to the Nth level of a skill you need:
SP(N) = N*(N + 1)/2

Then we need to understand which skills are important to raise, given a defined playstyle.
As written above, the monsters meet the following gems, let's see which uncapped skills help:
  • Blue lantern -> TC (only helps duration), Slow (only helps duration)
  • Orange amped traps -> TC, Leech, Traps, Amps
  • Red amped lantern -> TC (only helps duration), Bleed (only helps duration), Amps
  • Yellow amped traps -> TC, Resonance, Crit, Traps, Amps

True Colors, Resonance, Critical Hit, Leech, Amplifiers and Traps and the best choices.
Bleed and Slowing are not needed, at high level TC gets you all the duration you could ever want.

Then there are static bonuses to mana, damage and exp:
  • Static mana bonuses -> Fusion (effectively gives more mana), Orb of Presence
  • Static damage bonuses -> Fury (effectively gives more damage)
  • Static exp bonuses -> Fury, Seeker Sense

We add Fusion, Orb, Fury and Seeker Sense to the list

At this point we need to see what effect those skills have on the game stats, so let
{tc, r, c, l, a, t, fs, o, fr, s}
be the level of every skill (name got from their initial) and 'ta' be the bonus granted by your talismans (hopefully 25).

The raw bonuses look like:
TC[tc] := 1 + 3/100*(tc+ta) Reson[r] := 1 + 3/100*(r+ta) Crit[c] := (1 + 4/100*(c+ta)) * (1 + 4/100*(c+ta)/5) Leech[l] := (1 + 4/100*(l+ta)) * (1 + 4/100*(l+ta)/5) AmpsSpecial[a] := 0.15 + 0.004*(a+ta)/5 AmpsDamage[a] := 0.20 + 0.004*(a+ta)/5 Traps[t] := 1.8 + 5/100(t+ta) Fusion[f] := (60+240) / (60*(1-0.01*(t+ta)) + 240*(1-0.03*(t+ta)/5)) Orb[o] := 1 + 0.01*(o+ta)/5 FuryDmg[fr] := 1 / (1 - 0.03*(fr+ta)/5) FuryExp[fr] := 1 + 0.01*(fr+ta) SSense[s] := 1 + 0.05*(s+ta)/5

I assume the gems are at the speedcap (all the decent amped trap gems get to the speed cap before g30, easily reached from WL 3k), so we don't bother with it.

Now let's consider what we want to maximize, we'll divide the problem in more parts:
Skills distribution theory: Amps
The benefit the amps skill gives is more complicated than all the other skills, because it depends on how much mana is in the amps respect to the gems, how many amps you have, how many gems each one sees and what special we're optimizing.

For 1D amps (leech, bleed) it's possible to give an analytical solution that gives out what is the ideal amp/gem cost ratio and the associated benefit:
AmpsRatio1D[a, Ga, g] := (AmpsSpecial[a]*Ga)^(1/(1 - g)); AmpsPower1D[a, Ga, Qa, g] := (1 + Qa * AmpsRatio1D[a, g, Ga])^(1 - g);

where Qa is the number of amps per gem, Ga is the average number of gems seen by each amp and g is the growth of the gem.

Now, with some reasonable assumptions we can get:
Gal = 2.5; (* The average mana amp sees 2.5 gems, seems reasonable *) Qal = 2; (* There are 2 amps for every gem, one each side, more or less *) gl = 0.491084 (* 13c *) AmpsMana[a] := AmpsPower1D[a, Gal, Qal, gl]; (* Bleed is in a lantern surrounded by 8 amps *) Gab = 1; Qab = 8; gb = 0.214125 (* Log2[1.16], U *) AmpsBleed[a] := AmpsPower1D[a, Gab, Qab, gb];

For yellow gems, the problem isn't analytically solvable, but can be solved numerically.
We have 2 competing formulae with similar result but different derivation.
Use the ratio formula you like (or remember) best, they give extremely similar results:
gk = gd + gc = 1.145648 (* 11c *) RatioCritB[a, Ga] := (0.5 * (AmpsDamage[a] + AmpsSpecial[a]) * Ga) ^ (1 / (1 - 0.5 * gk)) RatioCritI[a, Ga] := 0.883 * (AmpsDamage[a] * Ga) ^ (1 / (1 - 0.574)) AmpsPowerCrit[a, Ga, Qa] := (1+AmpsDamage[a]*Qa*Ga*RatioCrit[a, Ga]^gd)*(1+AmpsSpecial[a]*Qa*Ga*RatioCrit[a, Ga]^gc)/(1+Qa*RatioCrit[a, Ga])^gk AmpsKillTower[a] := AmpsPowerCrit[a, 1, 8]; (* Ga: 1, Qa: 8 *) AmpsKillTrap[a] := AmpsPowerCrit[a, 2.5, 2]; (* Ga: 2.5, Qa: 2 *)

We'll use the power formula for traps here, but I leave the one for a killtower if someone needs it.
Skills distribution theory: M and K
Manapower

In this game the best mana gems are pure orange gems, whose leech power is influenced by skills this way:
leech_after_skills = TC[tc]*Leech[l]*base_leech being in trap -> Traps[t] having amps -> AmpsMana[a] static mana bonuses -> Fusion[fs]*Orb[o]

So the quantity we need to optimize for mana gaining is:
M[tc, l, a, t, fs, o] = TC[tc]*Leech[l]*AmpsMana[a]*Traps[t]*Fusion[fs]*Orb[o]

if we were to maximize this with respect to {tc,l,a,t, fs, o} over the constraint of a maximum expendable SP amount, we'd get the best setup for mana farming.

But then we need to kill monsters, too, so let's understand

Killpower

In this game the best killgems are pure yellow gems, whose power is its displayed max damage times its displayed crit (times 0.8 times 0.5, which are constants so we never care about those).
They can be helped by a pure red gem applying bleeding on everything.

The killgem killing power is influenced by skills this way:
damage_after_skills = TC[tc]*Reson[r]*base_damage crit_after_skills = TC[tc]*Crit[c]*base_crit being in trap -> Traps[t] having amps -> AmpsKillTrap[a] static damage bonuses -> FuryDmg[fr]

On top of that our bleed gem also helps, but bleed is influenced by no skills aside from amps, so:
having amps -> AmpsBleed[a]

So the quantity we need to optimize for killing power is:
K[tc, r, c, a, t, fr] = TC[tc]^2 *Reson[r]*Crit[c]*AmpsKillTrap[a]*AmpsBleed[a]*Traps[t]*FuryDmg[fr]

if we were to maximize this with respect to {tc,r,c,a,t,fr} over the constraint of a maximum expendable SP amount, we'd get the best setup for killing monsters with no manafarming.
This is kinda useful (with minor adjustments) for talisman farming at high level, but not what we need here.
Skills distribution theory: The exp model
In this game most of the exp comes from the enraging bonus, you should aim to keep your enraging gem as high as possible all the time, and stop the field once you need to degrade it too much to keep up with the monsters.

A typical endurance is split in 2 phases:
  • Mana phase: you set up the mana farm and you can make a killgem to kill anything that comes at max enrage, with a cost much smaller than your mana gems, the enrage gem is limited by max mana
  • Kill phase: monsters start getting big enough that the needed killgem is as costly as the manafarm, so you sell the latter, finish upgrading the enrage gem and the killgems and start slowly degrading the enrage gem to keep up, the enrage gem is limited by max killpower

There are actually 2 more phases: Instakill and Peak Kill, but they don't change the effect of the skills on XP and are ignored here, you can find more details in the https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2105632516

The transition point comes when:
total_killpower[wave] = enemy_health[wave]*hp_bonus_of_the biggest_gem_we_can_make[wave] given: gM = 1/(1 - gm) total_mana[wave] = (M*wave)^gM (formula proved below) total_killpower[wave] = total_mana[wave]^(gk + gb) * K hp_bonus_of_the biggest_gem_we_can_make[wave] = total_mana[wave]^(log(1.8)/log(2)) enemy_health[wave] = h^wave (h is 1.1 in endurance, lower in journey) we get that the transition point satisfies the equation: waveT = (log[K] + gM * (gk + gb - log[1.8] / log[2.0]) * log[M * waveT]) / log[h];
it's possible to solve the above by iteration to find waveT.

We can now compute the total exp before the transition, by summing up the exp of each wave:
monster_exp[wave] = log(health[wave])*log(armor[wave]) ~ wave^2 exp_before[wave] = wave^2 * exp_bonus_of_the_biggest_gem_we_can_make[wave] given: exp_bonus_of_the_biggest_gem_we_can_make[wave] = total_mana[wave]^(log(1.2)/log(2))

The total exp before transition can be approximated by the integral of the above from 0 to waveT, which is:
total_exp_before = (M * waveT)^(gM * log(1.2) / log(2.0)) * waveT^3 / (3 + gM * log(1.2) / log(2.0))

Now after the transition we have for each wave:
exp_after[wave] = wave^2 * exp_bonus_of_the_biggest_gem_that_lets_us_still_kill[wave] given: exp_bonus_of_the_biggest_gem_that_lets_us_still_kill[wave] = (total_killpower[waveT] / enemy_health[wave])^(log(1.2)/log(1.8))

The total exp after transition can be approximated by the integral of the above from waveT to infinity, which is:
total_exp_after = (M * waveT)^(gM * log(1.2) / log(2.0)) * (waveT^2 / c + 2 * waveT / (c * c) + 2 / (c * c * c)) given: c = log[h] * log[1.2] / log[1.8] (has no deep meaning, just appears often)

The final exp power is then the sum, multiplied by the static exp bonuses, so:
static_exp_bonuses = FuryExp[fr] * SSense[s] Relative_exp_power[tc,r,c,l,a,t,fs,o,fr,s] = static_exp_bonuses * (total_exp_before + total_exp_after)
this final function depends on M and K, which depend on the skill values, this is the formula we need to maximize to have the best skill setup.
High level skills table
I report here just some selected rows from the skills table, a full list is available at this link:
https://gist.github.com/12345ieee/cabb04da5e60b3bf08ddc8635ec7c916

The table assumes +25 bonus from talismans, so in the first line TC will be at 39+25=64 total points.

Skill Points
True Colors
Fusion
Orb of Presence
Resonance
Critical Hit
Mana Leech
Fury
Amplifiers
Traps
Seeker Sense
3240
39
25
5
11
15
40
25
5
33
20
5050
45
35
5
12
15
50
35
5
39
30
7260
54
50
10
14
20
55
40
10
46
35
9870
63
50
10
16
25
65
50
10
55
45
12880
74
50
10
22
30
80
50
15
65
50
16290
86
50
15
23
35
95
50
20
76
50
20100
99
50
20
30
40
105
50
25
88
50
24310
109
50
25
32
45
120
50
30
98
50
28920
120
50
25
35
50
135
50
35
107
50
33930
132
50
30
38
55
145
50
40
119
50
39340
141
50
35
41
60
160
50
45
128
50
45150
153
50
40
45
65
170
50
50
139
50
51360
162
50
45
49
65
185
50
60
147
50
57970
173
50
50
54
70
195
50
65
158
50
64980
183
50
50
57
75
210
50
70
166
50
72390
194
50
50
60
80
220
50
80
177
50
80200
203
50
50
62
85
235
50
85
186
50
88410
214
50
50
65
90
245
50
95
196
50
97020
222
50
50
68
95
260
50
105
203
50
106030
234
50
50
72
100
270
50
110
214
50
115440
241
50
50
74
105
285
50
120
222
50
125250
253
50
50
77
105
295
50
130
233
50
135460
262
50
50
80
110
310
50
135
241
50
146070
272
50
50
84
115
320
50
145
251
50
157080
283
50
50
87
120
330
50
155
260
50
168490
290
50
50
90
125
345
50
165
267
50
180300
300
50
50
93
130
355
50
175
277
50
192510
310
50
50
96
135
365
50
185
287
50
205120
319
50
50
98
135
380
50
195
294
50
218130
329
50
50
101
140
390
50
205
304
50
231540
337
50
50
106
145
405
50
210
312
50
245350
347
50
50
108
150
415
50
220
322
50
259560
357
50
50
112
155
425
50
230
331
50
274170
365
50
50
114
155
440
50
240
339
50
289180
375
50
50
118
160
450
50
250
348
50
304590
385
50
50
120
165
460
50
260
358
50
320400
395
50
50
124
170
470
50
270
367
50
336610
402
50
50
124
175
485
50
280
374
50
353220
413
50
50
128
175
495
50
290
384
50
370230
423
50
50
132
180
505
50
300
393
50
387640
429
50
50
135
185
520
50
310
400
50
405450
439
50
50
138
190
530
50
320
409
50
423660
449
50
50
139
195
540
50
330
419
50
442270
457
50
50
142
195
555
50
340
426
50
461280
467
50
50
145
200
565
50
350
435
50
480690
477
50
50
148
205
575
50
360
444
50
500500
486
50
50
151
210
585
50
370
454
50
520710
494
50
50
154
210
600
50
380
461
50
541320
504
50
50
157
215
610
50
390
470
50
562330
513
50
50
160
220
620
50
400
480
50
583740
520
50
50
162
225
635
50
410
486
50
605550
531
50
50
165
225
645
50
420
496
50
627760
541
50
50
168
230
655
50
430
505
50
Skills distribution theory: Changes for low level
For low wizard levels (100-1000) some assumptions change, so we offer a different distribution, that can be used for the endurance runs that are mixed with talisman farming in that level range.

Once the talisman skills bonus reaches +20, you should switch to the high level one.

Basics

The orb skill is extremely weak, and at low level it's very easy to leak, making it even less effective, therefore we recommend it's kept at 0.

The gems are not at the speedcap, so we also need to consider all the bonuses to speed.

Traps and amps give a speed bonus, that now helps, so now:
AmpsSpeed[a] := 0.10 + 0.004*(a+ta) Traps[t] := (1.8 + 5/100(t+ta))*(1.0 + 0.015*(t+ta)/5)

The speed of gems grows now, so their growths raise (we ignore the grade nerf, because, again, low level).
We also assume low level players use U instead of combines, so we have:
gs = log2(1.18) = 0.239 gl = log2(1.38) = 0.465 gm = gl + gs = 0.704 gd = log2(1.58) = 0.660 gc = log2(1.38) = 0.465 gk = gd + gc + gs = 1.364 gb = log2(1.16) = 0.214125 (unchanged)

Amps

The amps now have to consider the speed benefit amps give to gems, for mana and killgems (bleed just needs to be applied once, speed does not help).
The easiest way to evaluate that is to use the approximate averaging formulae, so we have:

RatioMana[a, Ga] := (0.5 * (AmpsSpecial[a] + AmpsSpeed[a]) * Ga) ^ (1 / (1 - 0.5 * gm)) AmpsPowerMana[a, Ga, Qa] := (1+AmpsSpecial[a]*Qa*Ga*RatioMana[a, Ga]^gl)*(1+AmpsSpeed[a]*Qa*Ga*RatioMana[a, Ga]^gs)/(1+Qa*RatioMana[a, Ga])^gm RatioKill[a, Ga] := (0.333 * (AmpsDamage[a] + AmpsSpecial[a] + AmpsSpeed[a]) * Ga) ^ (1 / (1 - 0.333 * gk)) AmpsPowerKill[a, Ga, Qa] := (1+AmpsDamage[a]*Qa*Ga*RatioKill[a, Ga]^gd)*(1+AmpsSpecial[a]*Qa*Ga*RatioKill[a, Ga]^gc)*(1+AmpsSpeed[a]*Qa*Ga*RatioKill[a, Ga]^gs)/(1+Qa*RatioKill[a, Ga])^gk

M and K, exp model

Nothing changes here.
Low level skills table
I report here just some selected rows from the skills table, a full list is available at this link:
https://gist.github.com/12345ieee/458f7c0b4ec8be41a6b2c92c50521f8e

The table assumes +0 bonus from talismans, so in the first line TC will be at 16+0=16 total points.

Skill Points
True Colors
Fusion
Resonance
Critical Hit
Mana Leech
Fury
Amplifiers
Traps
Seeker Sense
496
16
5
2
5
15
5
10
15
5
528
15
5
3
3
20
5
6
15
5
561
16
5
3
5
20
5
7
15
5
595
16
5
3
5
20
6
10
15
5
630
18
5
3
5
20
6
10
15
5
666
19
5
3
5
20
6
10
16
5
703
17
5
3
5
20
6
10
20
5
741
19
5
4
5
20
6
10
20
5
780
21
5
3
5
20
6
10
20
5
820
22
5
3
5
20
7
11
20
5
861
19
5
3
5
25
7
10
20
5
903
21
5
3
5
25
7
10
20
5
946
23
5
3
5
25
7
10
20
5
990
23
5
4
5
25
8
11
21
5
1035
22
5
4
5
25
6
10
25
5
1081
23
5
3
5
25
8
11
25
5
1128
23
5
3
5
25
7
15
25
5
1176
24
5
3
5
25
10
15
25
5
1225
23
5
4
5
30
8
11
25
5
1275
23
5
3
5
30
8
15
25
5
1326
24
5
4
6
30
10
15
25
5
1378
24
5
5
7
30
10
15
25
10
1431
25
10
4
6
30
10
15
25
10
1485
27
10
4
6
30
10
15
25
10
1540
28
10
4
6
30
10
15
26
10
1596
26
10
5
5
30
10
15
30
10
1653
28
10
4
6
30
10
15
30
10
1711
30
10
4
6
30
10
15
30
10
1770
29
10
5
5
30
10
20
30
10
1830
28
10
4
6
35
11
15
30
10
1891
30
10
4
6
35
11
15
30
10
1953
29
10
5
6
35
11
20
30
10
2016
31
10
5
6
35
11
20
30
10
2080
32
10
5
7
35
13
20
30
10
2145
33
10
6
7
35
15
20
30
10
2211
31
10
5
7
40
11
20
30
10
2278
31
10
6
8
40
15
20
30
10
2346
33
10
6
8
40
15
20
30
10
2415
32
10
5
6
40
12
20
35
10
2485
32
10
7
8
40
15
20
35
10
2556
33
15
5
6
40
15
20
35
10
2628
33
15
5
7
40
15
20
35
15
2701
34
15
7
10
40
15
20
35
15
2775
36
15
7
10
40
15
20
35
15
2850
35
15
7
10
40
15
25
35
15
2926
37
15
7
10
40
15
25
35
15
3003
39
15
7
10
40
15
25
35
15
3081
35
15
7
10
45
16
25
35
15
3160
37
15
8
10
45
16
25
35
15
3240
35
15
5
10
45
15
25
40
15
3321
37
15
6
10
45
15
25
40
15
3403
38
15
7
10
45
17
25
40
15
3486
39
15
6
10
45
20
25
40
15
3570
40
20
7
10
45
17
25
40
15
3655
40
20
7
10
45
20
26
40
15
3741
42
20
8
10
45
20
26
40
15
3828
39
20
7
10
50
20
25
40
15
3916
41
20
8
10
50
20
25
40
15
4005
40
20
7
10
50
20
30
40
15
4095
40
20
9
10
50
20
25
45
15
4186
42
20
9
10
50
20
25
45
15
4278
41
20
9
10
50
20
30
45
15
Appendix
Gem growth
Given a combine scheme, we know its power increment (P) and its length (N).
E.g. for leech gems an U upgrade has P=1.38 and N=2

If we have a certain amount of mana (Nt base gems) to spend on a gem and many combine schemas, which one do we choose? And how strong is the resulting gem?

It's possible to define a quantity, called growth that is a measure of the goodness of a combine:
final_power = P^number_of_times_we_can_run_this_combine number_of_times_we_can_run_this_combine = log(Nt)/log(N) final_power = P^(log(Nt)/log(N)) = Nt^(log(P)/log(N)) let g = log(P)/log(N) final_power = Nt^g
g only depends on the properties of the combine schema, and the bigger it is, the stronger a gem becomes for a given initial mana, so it's the ideal number to rank combines.
The last equation also gives how spending mana on a gem affects its power, which is used multiple times throughout the guide.


Proof of the total_mana[wave] formula
mana_gained_in_one_shot[t] = M * base_leech[t] = M * total_mana[t]^gl passing to the continuous limit: d(total_mana[t])/dt = M * total_mana[t]^gl integrating: total_mana[t] = (M * t)^(1/(1-gl))

Proof of the 1D amps metrics
Ga = average number of gems seen by each amp Qa = average number of amps per gem g = growth of the color Ng = cost of the gem Na = cost of the amp ampsSkill[a] := 0.15 + 0.004*(a/5); we need to maximize wrt Ng and Na: p1D[Ng, Na, a, Ga, Qa, g] := Ng^g + ampsSkill[a]*Ga*Qa*Na^g; under: Nt = Ng + Qa*Na = const
we use Lagrange Multipliers to do so, and when we eliminate lambda from the first 2 equations we are left with:
Ng^(g-1) = ampsSkill[a]*Ga*Na^(g-1) so we get: AmpsRatio1D[a, Ga, g] := Na/Ng = (ampsSkill[a] * Ga)^(1/(1 - g));

Exp_power approximation

It turns out that at high enough level (>10k) the relative exp power is well approximated by:
Relative_exp_power[tc,r,c,l,a,t] ≃ M^0.555793 * K^0.0522649

Looking at the exponents we see that improving mana is 10 times more important than improving killpower, and that's why mana skills are a ton higher than the equivalent damage skills.

At higher levels (> 1M) well after the capped skills are maxed, the kill skills become less and less impactful, as their scaling is logarithmic, leaving only the mana skills to matter.

High level skills approximation

At high level, once the constant terms are negligible, one can find that the SP invested in each skill should be:
Maximize: very_approximate_exp_power[{S_i}] = prod_i(S_i^(e_i/2)) under: sum_i(S_i) = SP = const and get: SP_i = e_i / sum_i(e_i) * SP
where e_i is the exponent with which each skill level appears in the approximated expression of Relative_exp_power. They are:
e_TC = em + 2 * ek = 0,660 e_Reson = ek = 0.052 e_Crit = 2 * ek = 0.104 e_Leech = 2 * em = 1.111 e_Amps = em + 3 * ek = 0.712 e_Traps = em + ek = 0,608

The exp growth

Given the above approximation, we can substitute back in and get:
appr_exp_power[SP] ≃ SP ^ (sum_i(e_i)/2) = SP ^ 1.62 Also: SP = 7 * WL = 7 * exp ^ 1/3 So: appr_exp_power[exp] ~ exp ^ 0.54

Considering that appr_exp_power is proportional to the amount of exp we expect to get on the next field, its exponent is the growth of exp.
ge = 0.54

It being less than 1 means the game converges, and we can't get infinite Wizard level, but it allows one to estimate how our level will progress as we complete fields and get stronger.

Estimation of max wizard level

By the approximation above, we expect to get:
gained_exp_on_next_level = Ce*current_exp^ge
one can estimate the maximum amount of exp obtainable in the game as
let gE = 1/(1-ge) as usual let F = 122, the number of fields in the game max_xp = (Ce*F)^gE
estimation of Ce is a work in progress.
46 Comments
rha057 28 Jan @ 6:34am 
I m kind stuck at WL200k , ok i get around 2000 wl up level but it doesn't give me enough skill points to get higher WL , you know something exponential
I m doing something wrong but what? my talisman?
Bill Wilson  [author] 7 May, 2024 @ 6:40pm 
The transition waves here are only approximate because various constant factors are ignored.

What is shown as 33 fps is actually 30 fps but it shows as 33 because it divides the time between 9 frames by 10 to get the frame time, when it should be dividing it by 9.
Zeks 5 May, 2024 @ 7:13am 
My own transition waves at level 14k seems to be ~20-30 higher than in the table but I sell the mana farm twice and hit farm with yellow lanterns quite a bit(it doesn't really lag, the fps stays at 33). After the mana farm is first sold the orange gen in the enraging slot goes into the farm plus several slightly lower ones bought, then, while the killing gems are doing their work I upgrade my mana farm a second time and sell it again for another, less lasting, power spike. The result is ~1.8x greater score for every next level so far seemingly.
YeahFree 12 Jan, 2023 @ 7:13pm 
I see that the tables are nice csv files. Is there a spreadsheet by any chance? I make use of some mods for one of my saves, and it has removed some of the skill caps.

Thank you, this guide has helped me quite a bit in improving my late game skills :)
Don Vincenzoo 57 1 Oct, 2022 @ 12:59pm 
i play the game and i still understand nothing to what i just read
{GMA}Skarp 2 Feb, 2022 @ 11:04pm 
Thank you
12345ieee  [author] 2 Feb, 2022 @ 7:56am 
This guide is intentionally vague, as it only discusses things that impact skills allocation. The tactics guide is https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2105632516
{GMA}Skarp 1 Feb, 2022 @ 8:07pm 
I don't want to come of as rude, but this guide is very vague on how to use it in practice. It's all fine and dandy underlining your tactic with calculations and theory, but it is not very useful for me if I don't know what the tactic is in the first place. The guide would be much better with some figures.
roncli 21 Jul, 2021 @ 9:54pm 
Actually, never mind, I found the values to use, albeit a bit indirectly. In the gem-recipes repo... the damage and crit values, when plugged into the growth formula, gave 0.661605 for damage and 0.484043 for power, which add up nicely to 1.145648 :)
roncli 21 Jul, 2021 @ 6:40pm 
@12345ieee Thanks for the guide.

I was curious about the value for gk. It's the sum of what I'm assuming is the damage growth (gd) and the crit growth (gc). You provide a value for gk, but never the values for gd or gc. Could you provide those?