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− | ==Interactions==
| + | #redirect [[Defenses]] |
− | Heroes can interact with defenses in a few particular ways: Building, Repairing, and Upgrading. The base range a hero must be to interact with a defense is 1500 unreal units, or 28.57m.
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− | ===Build===
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− | Each Defense costs a specific amount of [[Mana#Green Mana|Green Mana]] to Build. The Mana consumed to build a defense is also reduced from the current [[Defense Limit Capacity]]. The DLC lost from building a defense is refunded when the defense is either lost or sold.
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− | ====Build Unlock Levels====
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− | Each Defense is unlocked at specific levels:
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− | #Level 1
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− | #Level 2
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− | #Level 7
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− | #Level 14
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− | ===Repair===
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− | {{stub}}
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− | ===Sell===
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− | A Player may sell a defense by pressing Z (by default) and then left clicking on the defense.
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− | A Defense will sell for [[Green Mana]] based on it's condition and upgrade status.
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− | A Defense sold in the same build phase it was built in will give a full refund, including any [[Green Mana]] spent on upgrades.
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− | A Defense sold at any other point after it has been built will sell for 75% of it's cost (Including Upgrade costs) times it's percent health left. Example: a [[Flameburst Tower]] costs 40 mana, if it is sold at half health you will get 11 mana back, 30 mana * 75% * 50% health.
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− | ===Upgrade===
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− | A Player may Upgrade a defense by pressing Q (by default) and then left clicking on a [[Defense]].
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− | Upgrading a defense costs different amounts of [[Green Mana]] for each upgrade tier.
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− | Tier 1-->2 50 [[Green Mana]]
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− | Tier 2-->3 100 [[Green Mana]]
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− | Tier 3-->4 150 [[Green Mana]]
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− | Tier 4-->5 200 [[Green Mana]]
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− | Upgrading a Tower will increase it's [[Defense Power]] ratio, [[Defense Health]] ratio, and range if it has one. These upgrading values can be found on each [[Defense]]s' page
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− | ====Upgrade Unlock Levels====
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− | Each Upgrade Tier is also unlocked at specific levels:
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− | #Level 1
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− | #Level 3
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− | #Level 8
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− | #Level 15
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− | #Level 20
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− | ==Types of Defenses==
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− | ===Towers===
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− | {{stub}}
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− | ===Blockades===
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− | Blockades are typically defenses that excels in absorbing damage on the front line. As of pre-alpha testing phase, only the [[:Category:Squire|Squire]] and [[:Category:Apprentice|Apprentice]] have blockades in their defense arsenal.
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− | ===Traps===
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− | A trap is a defense type utilised by the [[:Category:Huntress|Huntress]]. Unlike other hero defenses, a trap has a limited number of detonation charges. Once a trap runs out of detonation charges it disappears, similar to an aura's health degeneration.
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− | Traps are non-physical hero defenses which do not block movement and cannot be directly destroyed by enemies. Traps have a Rearming time instead of an Attack time.
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− | ===Auras===
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− | An aura is a defense type utilised by the [[:Category:Monk|Monk]]. Unlike other hero defenses, an aura has a variable lifespan dependant on the the number of times it has affected enemies or players.
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− | Auras are non-physical hero defenses which do not block movement and cannot be directly destroyed by enemies. Auras are spherical in shape and their rotation does not need to be adjusted when being placed on the map.
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− | ===Damage Varieties===
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− | Burst Defenses are any of the four above types that apply their damage slowly in high power attacks.
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− | Sustain Defenses are also any of the four above types that apply their damage quickly in low power attacks.
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− | ==Stat Build Attributes==
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− | The following [[:Category:Stats#Build Attributes|Attributes]] apply to Defenses:
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− | *Power: Increases damage done from all Defenses.
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− | *Health: Increases the max [[Health]] of all Defenses.
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− | *Speed: Increases the attack speed of all Defenses.
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− | ===Power===
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− | [[Defense Power]] is a stat that players will find on gear and directly affects the effectiveness of each activation of a [[Defense]]. For most [[Defenses]] this means the Damage Per Hit. The Damage of all [[Defenses]] is a direct scalar multiple of the [[Hero]]'s [[Defense Power]].
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− | ====Damage Over Time====
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− | Based on Defense Power, this stat applies to a select few Defenses that have an overtime damage effect. This overtime damage is applied at a set rate, regardless of the Defense Speed or Upgrades.
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− | ===Health===
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− | [[Defense Health]] is a hero stat that directly affects the Tower health, [[Trap]] Charges, and [[Aura]] Battery Life of [[Defenses]]. Each [[Defense]] has a scalar multiplier for [[Defense Health]].
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− | ===Speed===
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− | [[Defense Speed]] is a Hero Stat that directly affects the [[Tower]] Attack Rate, [[Trap]] rearming time, and [[Aura]] effect rate of [[Defenses]]. [[Defense Speed]] applies as a percentage increase to the base number of attacks per second on a defense. The formula for [[Defense Speed]] is consistent for all [[Defenses]].
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− | ===Special===
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− | ====Range====
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− | The range of a defense, in both "unreal unit" pixels and in game centimeters. 30 of these units are equal to one foot, 100 of these units are equal to one meter, and 500 of these units are equal to one lane block (3 Blocks = 50ft or 15m).
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− | Ranges come in the following varieties:
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− | *Short: 500-1500px
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− | *Medium: 1500-2500px
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− | *Long: 2500-3500px
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− | *Very Long: 3500-4500px
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− | *Extreme: 4500px+
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− | [[Category:Heroes]]
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− | [[Category:Stats]]
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− | ====Unique====
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− | Each hero has their own unique stat:
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− | *Apprentice - [[Arcane Barrier|Barrier]] Recharge Time: Time required for the barrier to reconstruct itself after exploding. This value is not affected by upgrades.
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− | *Huntress - [[:Category:Huntress#Defenses|Trap]] Trigger Range: Radius from the trap an enemy must be before it will explode. This value is not affected by upgrades.
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− | *Monk - [[:Category:Monk#Defenses|Aura]] Damage Protection: Percent of damage reduction given to the target being buffed. This value is increased by upgrades, usually by 10%.
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− | *Squire - [[Ballista]] Pierce Count: Number of enemies attacked in a line before the projectile vanishes. For any other tower, this value would be considered "1". This value is ??? by upgrades.
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− | [[Category:Heroes]]
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− | [[Category:Stats]]
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