I've read on some guides that certain stats have a max (usually 50). My apprentice is level 37 and has a tower damage stat of over 100: about 60 on the character and 40+ on equipment. Usually level ups take me by surprise, and I haven't had a chance to confirm what's happening to my tower damage when my stats go up.
Do bonuses to these stats apply indefinitely? If not, what is the hard cap? Is there a certain point at which I should stop adding points to tower damage, tower attack rate, etc.?
The max cap is just for what you can raise the stat to via leveling, not the max it can actually be. Your item bonuses and such will allow you to go beyond it and is where character customization comes into play in an extended format.
Hope this helps!
If I add a point in damage, armor, or magic, what does it do to my stats in-battle? (I know life adds 60 HP, which is self-explanatory.) Do the points mean more/less after reaching a certain point threshold or level?
I'm a level 900 wizard in Gemcraft: Labyrinth, with around 8500 skill points. My general goal is to create a Y/O/L supergem that goes in a trap, with a B/C/P before it that slows/stuns/armor-shreds things to soften them up for the killing gem. I used to play this game religiously, but fell out of it after not being sure how to proceed with high-level Endurance runs. I have max stats... summoning I should be doing during certain parts of the game; how many gems on which waves, and what grades should they be? When should I stop summoning? Also the ratio of orange to lime to yellow
Everquest 2 level 95 Berserker here and I dont know what to use! Do I opt for Block Chance gear, Mitigation gear, or a mix of both? (if both: what is ideal?) I am attempting to create a build that will benefit my team in high-end heroic and raid level dungeons, but I am not certain which of these stats will contribute more to my longevity, making the healers' job easier. If anyone could enlighten me on what is best, or perhaps the mathematical formula used to determine the outcome of these stats in damage calculation, I would very much appreciate it!
I currently have the gold elevator in tiny tower. When I accidentally go 1 level over my destination I tap the down button as quickly as I can but it still goes down 2 levels. I'm just wondering if the final elevator fixes this issue?
I can't seem to beat this tower of souls, going up. Is there a certain character and item combination that gives the proper stats to reach the top? Preferably a lot of defense, attack, and perhaps life vamp? I have a lot of the items but whenever I try, they just massively out-damage me, and I have very little offensive power as compared to them.
What's the most damage a single attack could do (theoretically) with maxed out stats (level 9,999, relevant attack stat(s) at 9,999,999 points), beneficial item innocents, a max-level skill ect? I know anything that does even 1 billion damage will kill any enemy (normally) but I'm curious as to how high the numbers will go. Is this something that can/has been calculated? I know I've seen the damage indicator go into the billions at least, so I also wonder if the max damage is capped at say 9,999,999,999 in one hit or if it's limited by the actual amount of damage feasable due to normal game
I've reached level 5, upgraded all main stats and even gotten a hold of an upgraded weapon, but my Monk's ranged attack always seems to be doing 8 damage. Never any more and never any less. What determines the damage of this attack and how can I improve it?
Monsters can have multiple weak points due to elemental weaknesses and what monster family they belong to. When you exploit these weaknesses, a prompt appears that says "Weak Point!" and you deal bonus damage (usually an increased 50%). However, does this 50% increase in damage stack when you hit multiple weak points with a single attack or stack multiple sources of bonus damage on one weakness? For the first case, consider a Beast monster with a weakness to Fire. If I use Sword Magic: Fire, would I do more damage if I used an anti-Beast weapon as opposed to normal weapon of equal stats
I know from this question that when switching characters, the active character gets all the experience and credit. However, how does this work with gear-based stats buffs? Does the tower get the weapon/armor buffs when it was placed, or from the current active player? Example: I have a Squire with +20 to Tower Damage from buffs on his gear. I place my towers with him, then switch out to my Huntress, who has only +5 to Tower Damage from her gear. Do my towers get +20 damage or +5? My main concern about this is because in using separate characters for Towers/Hero DPS, I often have gear