Defense

From Dungeon Defenders 2 Wiki
Revision as of 20:42, 10 April 2015 by 73.40.64.60 (talk) (Created page with "==Interactions== 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 1...")

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Interactions

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.

Build

Each Defense costs a specific amount of 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.

Build Unlock Levels

Each Defense is unlocked at specific levels:

  1. Level 1
  2. Level 2
  3. Level 7
  4. Level 14

Repair

Sell

Upgrade

Upgrading a defense increases its tier. For most defenses, this will increase Power by 50%, Health by 25%, Speed by 5%, and Range by 25%. Some defenses have slightly adjusted rates, and some have unique attributes that grow as well.

Upgrade Unlock Levels

Each Upgrade Tier is also unlocked at specific levels:

  1. Level 1
  2. Level 3
  3. Level 8
  4. Level 15
  5. Level 20

Types of Defenses

Towers

Blockades

Blockades are typically defenses that excels in absorbing damage on the front line. As of pre-alpha testing phase, only the Squire and Apprentice have blockades in their defense arsenal.

Traps

A trap is a defense type utilised by the 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.

Traps are non-physical hero defenses which do not block movement and cannot be directly destroyed by enemies. They typically feature a delayed detonation and reset time.

Auras

An aura is a defense type utilised by the Monk. Unlike other hero defenses, an aura has a variable lifespan dependant on the the number of times it has affected enemies or players.

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.

Damage Varieties

Burst Defenses are any of the four above types that apply their damage slowly in high power attacks.

Sustain Defenses are also any of the four above types that apply their damage quickly in low power attacks.

Stat Build Attributes

The following Attributes apply to Defenses:

  • Power: Increases damage done from all Defenses.
  • Health: Increases the max Health of all Defenses.
  • Speed: Increases the attack speed of all Defenses.

Power

Damage Over Time

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.

Health

Speed

Special

Range

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).

Ranges come in the following varieties:

  • Short: 500-1500px
  • Medium: 1500-2500px
  • Long: 2500-3500px
  • Very Long: 3500-4500px
  • Extreme: 4500px+

Unique

Each hero has their own unique stat:

  • Apprentice - Barrier Recharge Time: Time required for the barrier to reconstruct itself after exploding. This value is not affected by upgrades.
  • Huntress - Trap Trigger Range: Radius from the trap an enemy must be before it will explode. This value is not affected by upgrades.
  • Monk - Aura Damage Protection: Percent of damage reduction given to the target being buffed. This value is increased by upgrades, usually by 10%.
  • 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.