GemCraft - Chasing Shadows

GemCraft - Chasing Shadows

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Optimal skills distribution
By 12345ieee
Optimal skills tables, Skills allocator notebook for a custom setup, a full explanation of the theory of skills optimization, some discussion for the free edition players and more.
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Introduction
This guide will talk about the optimal skills distribution of uncapped skills for high level players.
The capped skills are either useless or should be maximized around the time the uncapped ones get to 30-50.

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

Some prerequisites for it to be useful are:
  • Having explored most of the game fields, to get all the useful skills (there is a section below for the non MP players on flash sites, who cannot obtain certain skills), this wiki page[gemcraft.wikia.com] will help collecting them all
  • Being level high enough to have capped the basic skills, have enough SP spare for mana and enough to put on uncapped skills, I'd say at the very least WL 2k
  • Using the optimal endgame gems: you don't need to follow the Extreme End Game Guide 1.1 to the letter, but you must use OBR and YBR gems
  • Having read the Extreme End Game Guide 1.1 glossary, as I use that terminology here.

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:
TColors≳BBound>>Leech>>Traps>Amps>CritHit>Reson
The Amps skill starts out as good as CritHit and becomes as good as Traps at high levels.

Next sections will talk about the theory behind the optimal skill distribution, if you just want optimal numbers head to the "Skills table" section.
Skills distribution theory: Basics
Warning: math ahead

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:
True Colors, BloodBound, Leech, Traps, Critical Hit, Amplifiers and Resonance are the obvious choices, as we use OBR, YBR, SlowBR gems and O, Y amps.

Chain Hit and Slowing are not needed, you may want to dump some points in them at mid level,
but at high level the BBound modifier gets you all the CH/Slow you could ever want.

At this point we need to see what effect those skills have on the game stats, so let
{tc, b, l, t, c, r, a}
be the level of every skill (name got from their initial) and 'ta' be the bonus granted by your talismans (hopefully 15).

The raw bonuses look like:
TCp(tc) = 1 + 0.03*(tc + ta) TCs(tc) = 1/2*(1 + (1/10)*(tc + ta)/3) TCd(tc) = (1.2 + (1/10)*(tc + ta)/3) Leech(l) = (1 + 4/100*(l + ta))*(1 + 5/100*(l + ta)/3) Bbound(b) = (1 + 4/100*(b + ta))*(1 + 5/100*(b + ta)/3) Crit(c) = (1 + 4/100*(c + ta))*(1 + 5/100*(c + ta)/3) Traps(t) = (1.8 + 5/100*(t + ta)) Reson(r) = (1 + 4.5/100*(r + ta)) AmpsSpecial(a) = 0.15 + 0.004*(a + ta)/3 AmpsDamage(a) = 0.20 + 0.004*(a + ta)/3
where TCp is the specials/damage TC bonus for pures, TCs is the skill part of TC and TCd is the damage part of TC, both for triples.

I assume your gems are at the speedcap (all the decent gems get to the speed cap before g40) and rangecap, so we don't bother with those parts.

Now let's consider what we want to maximize, we'll divide the problem in some 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.

Conversely, the optimal gem/amps cost ratio and the bbound/color ratio depend massively on the amps skill, which makes this problem impossible to solve exactly.

Fortunately for the skills distribution it doesn't matter much if one is using amp/gem sizing optimized for amps skill 60 or 300, so we can use an average one and have results to be accurate anyway.

TC also technically matters, but the effect is completely negligible, for completeness I mention that it's fixed at 120 as well.

Layout considerations are important as well, we need the values of:
* Qa is the number of amps per gem
* Ga is the average number of gems seen by each amp

For managems, 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 *) (* We assume the player uses the mg 2048 spec at Amps 120 *) Sla = 45.314303; (* Leech value of the amps *) Slg = 27.532076; (* Leech value of the gem *) AmpsMana(tc, a) = 1 + Qal * Gal * AmpsSpecial(a) * TCp(tc)/TCs(tc) * Sla/Slg;
the spec used can be found at its gem-recipes page[github.com].

For killgems, with some reasonable assumptions we can get:
Gac = 1; (* Single gem in tower *) Qac = 8; (* Surrounded by 8 amps *) (* We assume the player uses the kg 2048 spec at Amps 120 *) Sda = 27.742752; (* Damage value of the amps *) Sdg = 179.786041; (* Damage value of the gem *) Sca = 11.719542; (* Crit value of the amps *) Scg = 23.138496; (* Crit value of the gem *) AmpsKill(tc, a) = (1 + Qac * Gac * AmpsDamage(a) * TCp(tc)/TCd(tc) * Sda/Sdg)* (1 + Qac * Gac * AmpsSpecial(a) * TCp(tc)/TCs(tc) * Sca/Scg);
the spec used can be found at its gem-recipes page[github.com].
Skills distribution theory: M and K
Understanding managems

The power of a managem is its displayed leech, which is given by:
(1+BB*hitLevel)*leech -> high level -> BB*hitLevel*leech

So the merit figure for a managem is bb*leech, as there is no way to influence the hitLevel via skills.

We now figure out how the skills influence this product, we get:
leech_after_skills = TCs(tc)*Leech(l)*base_leech bbound_after_skills = TCs(tc)*Bbound(b)*base_bbound being in trap -> Traps(t) having amps -> AmpsMana(tc, a)

Putting it together, we get that the power of a managem is:
TCs(tc)^2 *Bbound(b)*Leech(l)*Traps(t)*AmpsMana(tc, a)*base_gem_manapower

So finally we know what is the quantity we need to optimize for mana gaining:
M(tc, b, l, t, a) = TCs(tc)^2 *Bbound(b)*Leech(l)*Traps(t)*AmpsMana(tc, a)

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

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

Understanding killgems

The power of a killgem is its displayed max damage times its displayed crit (times 0.8 times 0.5, which are constants so we never care about those), which is given by:
(1+BB*hitLevel)*damage*(1+BB*hitLevel)*crit -> high level -> BB^2 *hitLevel^2 *damage*crit

So the merit figure for a killgem is bbound^2 *damage*crit, as there is no way to influence the hitLevel via skills.

We now figure out how the skills influence this product, we get:
damage_after_skills = TCd(tc)*Reson(r)*base_damage crit_after_skills = TCs(tc)*Crit(c)*base_crit bbound_after_skills = TCs(tc)*Bbound(b)*base_bbound being in tower -> no extra bonus having amps -> AmpsKill(tc, a)

Putting it together, we get that the power of a killgem is:
TCd(tc)*TCs(tc)^3 *Bbound(b)^2 *Crit(c)*Reson(r)*AmpsKill(tc, a)*base_gem_killpower

So finally we know what is the quantity we need to optimize for killing:
K(tc, b, c, r, a) = TCd(tc)*TCs(tc)^3 *Bbound(b)^2 *Crit(c)*Reson(r)*AmpsKill(tc, a)

if we were to maximize this with respect to tc,b,c,r,a over the constraint of a maximum expendable SP, we'd get the best setup for killing monsters with no manafarming.

Sadly, we can't maximize just M or K, we need to keep a balance between the two and the next section will find the best balance with some reasonable assumptions.
Skills distribution theory: Global Power
The basic idea is that the final goal is building the best killgem possible and mana is just needed to build bigger managems to get more mana to finally build a killgem.

So, let's assume a base managem power is P, with skills it becomes M*P, which allows us to gather M times more mana as before, allowing us to make a killgem M times more costly.
But we know how much damage a killgem gains when we put more mana in it, it's given by the growth equation:
Killpower_increment = M^gk
where gk is the growth of the combine method we use on the killgem.

Luckily finding combine growths is exactly what gemforce does, so we have all the possible combines and their growths and we can estimate this, the skill allocator uses the growth of the 16c for killgems:
gk = 1.41
but the exact growth doesn't matter much in the final result, so you are good even if you use 'U' or 719k combine, or you can give the growth of your favorite method to the allocator notebook for finetuning.

Now, adding in the benefit provided from K, we have:
First_order_Global_Power(tc,b,l,t,c,r,a) = M(tc,b,l,t,a)^gk * K(tc,b,c,r,a)
which seems the right function to aim to maximize...

But wait, there's more!

If we can get more mana from skills, we can use that mana to make better managems, to gather even more mana, to build even better killgems.

As before, if we now gather M times more mana, we can build managems M times more costly and we get:
Manapower_increment = M^gm -> gm = 0.625
where the value of the growth is again 16c managems.

At this point, if P was the skillless mana and M*P the skill mana, we can get more upgrading the managem, to reach:
New_manapower = M^gm * Old_manapower = M^gm * M * P = M^(1+gm) * P

But now, we have a better managem, we get more mana, we can upgrade again.
New_manapower = M^(1+gm)^gm * Old_manapower = M^(1+gm+gm^2) * P

And again, and again, and again.
In the high level gems approximation we can take the limit, which yields:
Final_manapower_increment = M^(1/(1-gm))

Now, with this new mana increment we build a killgem, putting it together with the previous killgem formula we have:
Global_Power(tc,b,l,t,c,r,a) = M(tc,b,l,t,a)^(gk/(1-gm)) * K(tc,b,c,r,a)
this is the formula we need to maximize to have the best skill setup, and that's exactly what the notebook does.

The number gk/(1-gm) tells you how much you need to prioritize mana skills over kill skills (luckily TC and BB overlap) and it's around 4, which means that mana skills are much more important than kill skills.

From maximizing this function it can be seen that the skills always have a certain order from best to worst (which corresponds to the power they have in GP), which gives the skill hierarchy I wrote in the introduction.
Skill allocator notebook
To actually do the computations needed I wrote a Mathematica notebook, which gets your SP number (and some minor parameters, if you like, but the defaults are mostly fine) and computes the best skills setup with that SP number.

It's the program that built the table in the next section.

You can retrieve it from the skill-allocator repository[github.com]: Notebook URL[github.com]
Skill table
Here follows a table of optimal distribution for multiples of 5k skill points.
If you have a number somewhere in between two points just interpolate in some way.
For a perfectly tailored distribution use the Notebook in the previous section.

For the latest version, up to 400k SP (and a better table rendering) look at the version in the repo[github.com].

Skill Points
Global Power
True Colors
Bloodbound
Leech
Traps
Critical Hit
Resonance
Amps
10000
1.648e20
81
78
63
41
24
19
21
15000
1.526e22
102
96
72
49
30
24
30
20000
4.758e23
114
111
87
54
36
30
39
25000
7.941e24
129
123
96
63
42
27
45
30000
8.492e25
141
135
108
68
42
31
48
35000
6.659e26
150
147
111
79
51
34
54
40000
4.186e27
159
156
123
83
54
39
57
45000
2.160e28
168
168
129
87
57
42
60
50000
9.646e28
177
174
135
94
60
42
72
55000
3.817e29
186
183
144
92
66
44
75
60000
1.361e30
192
192
147
103
66
48
81
65000
4.435e30
201
198
153
108
69
51
84
70000
1.329e31
213
204
159
107
75
51
84
75000
3.808e31
219
210
168
114
75
51
87
80000
1.009e32
222
219
168
120
78
57
99
85000
2.547e32
228
225
183
120
78
56
96
90000
6.176e32
231
237
183
123
84
63
99
95000
1.443e33
240
237
189
127
87
64
108
100000
3.222e33
249
243
195
129
87
63
108
105000
6.914e33
255
252
198
130
87
66
111
110000
1.441e34
261
258
198
140
93
61
114
115000
2.928e34
267
261
210
137
96
66
114
120000
5.771e34
273
264
213
144
96
64
123
125000
1.108e35
279
267
216
146
103
72
126
130000
2.088e35
276
276
225
152
105
76
126
135000
3.855e35
288
282
228
153
99
72
126
140000
6.970e35
297
288
225
149
105
74
135
145000
1.238e36
300
291
231
156
111
81
132
150000
2.146e36
297
300
234
159
114
81
144
155000
3.699e36
309
300
237
165
114
77
144
160000
6.228e36
312
306
240
164
121
83
147
165000
1.042e37
315
309
252
171
117
82
144
170000
1.706e37
318
315
246
178
123
81
156
175000
2.766e37
327
321
258
169
120
81
150
180000
4.409e37
327
327
252
176
124
87
165
185000
7.035e37
333
330
258
180
126
87
162
190000
1.096e38
336
333
264
183
129
98
159
195000
1.699e38
339
339
267
185
132
86
168
200000
2.604e38
351
342
264
186
126
94
171
205000
3.952e38
354
345
273
187
132
83
174
210000
5.975e38
354
351
279
186
135
89
177
215000
8.889e38
357
351
282
196
138
91
180
220000
1.321e39
363
354
285
199
138
95
180
225000
1.913e39
366
366
286
193
138
94
183
230000
2.802e39
375
363
285
205
141
96
183
235000
4.065e39
372
372
291
199
144
98
192
240000
5.833e39
375
375
297
203
141
98
195
245000
8.315e39
378
372
303
210
147
107
195
250000
1.181e40
384
378
303
211
150
105
195
255000
1.662e40
387
381
309
214
153
103
195
260000
2.322e40
393
390
309
216
144
109
192
265000
3.215e40
399
396
312
204
144
110
201
270000
4.468e40
402
393
312
222
144
109
207
275000
6.121e40
399
399
321
218
154
112
207
280000
8.437e40
408
399
321
221
156
110
210
285000
1.139e41
402
405
327
231
159
113
210
290000
1.539e41
414
411
321
226
162
120
207
295000
2.086e41
414
417
330
226
162
111
210
300000
2.786e41
426
411
330
232
165
110
213
For players without Magician Pouch (flash sites only)
Players without Magician Pouch suffer the fact they have no Bbound skill and that they don't have black gems in every stage.

When black gems are available, the best strategy is the same as the normal one (OBR and YBR), with the skill distribution obtained by forcing BB skill to be 0.

Follows the table for fields with the black gem (better version at the repo[github.com]):
Skill Points
Global Power
True Colors
Leech
Traps
Critical Hit
Resonance
Amps
5000
5.480e14
72
51
34
18
14
18
10000
8.858e16
99
75
46
30
23
27
15000
2.505e18
120
90
61
36
24
39
20000
3.200e19
138
102
69
45
32
48
25000
2.508e20
150
117
79
51
35
57
30000
1.439e21
168
126
86
54
38
60

If the field you are playing has no black gems you'll need to use white (or no bound at all).
In this case the optimal distribution changes markedly, as you don't have the TC bonus for bloodbound (poolbound benefits from TC, but the scaling is too small to make a difference)

In this case the formulas described in the theoretical section change to:
Mn(tc, l, t, a) = TCs(tc)*Leech(l)*Traps(t)*AmpsMana(tc, a) Kn(tc, c, r, a) = TCd(tc)*TCs(tc)*Crit(c)*Reson(r)*AmpsKill(tc, a) GPn(tc, l, t, c, r, a) = Mn(tc, l, t, a)^(gy/(1 - go)) * Kn(tc, c, r, a)
where 'go' and 'gy' are the growth of the bound-less gems.
Be careful that this is valid for gems at the speed cap, if you cannot reach the speed cap yet you should keep the mana skills higher than this.

Here follows a table for fields with no black gem (better version at the repo[github.com]):
Skill Points
Global Power
True Colors
Leech
Traps
Critical Hit
Resonance
Amps
5000
6.646e7
57
57
36
33
21
21
10000
9.779e8
78
78
53
48
33
36
15000
5.857e9
96
96
62
57
42
48
20000
2.296e10
108
111
73
69
47
57
25000
6.990e10
123
123
81
72
52
69
30000
1.804e11
132
135
88
81
62
75
Credits
12345ieee - Author of the guide
Suuper - Help with math

If this project helped you and you wish to help by contributing, please contact me, leaving a
new Github issue[github.com] or opening a new pull request.
28 Comments
KSS 20 Dec, 2023 @ 7:30am 
this from 1 to 10 is unclear 10... sory is not a guide but a mind fuck of calculations
Wegetarianski Smalec 11 Apr, 2023 @ 4:36pm 
@Death2Gnomes this is Wolfram Mathematica notebook
Death2Gnomes 2 Jan, 2023 @ 6:50am 
also Notebook format has changed and *.nb is no longer used. Its One Note now or .one
Death2Gnomes 2 Jan, 2023 @ 6:39am 
What would be awesome is a Powershell script for the skill distro.
Kopak'Rraf 8 Oct, 2022 @ 5:29pm 
ZiMRAA ✙ {위생병} {衛生 24 Aug, 2022 @ 7:50am 
wtf
12345ieee  [author] 8 Mar, 2020 @ 5:36am 
@Miku: I have already done so: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1999407961 . It's indeed more complicated, so the math section is longer, but nothing me and other dedicated players can't handle.
Miku 8 Mar, 2020 @ 5:27am 
Can you please post the skills for Gemcraft: Forstborne Wrath? Note that it's possible to gain much more experience in FW so the table should probably include up to at least 1,000,000 points.

Then again, I understand if you can't since it's more complicated since you can get as much XP as you can get a high grade of a gem bomb for each wave, rather than it just being 999 mosters per wave and it being about your global power.
darksteelhyren 8 Dec, 2019 @ 9:57am 
Did a 2-hour grind with my own build, finished with a grade 62.
Respec'd according to this and did a 5-minute talisman farm, finished with a grade 63 =S
This is pretty awesome. Thanks!
DSPN23 5 Dec, 2019 @ 6:19am 
props man
my SP distribuition was completly messed up before i read this. After changing I could get about 20 extra gem grades. Got me from 4k WL to 7k in a single game :D