Difference between revisions of "Defense"

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===Power===
 
===Power===
[[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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[[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 [[Heroes|Hero]]'s [[Defense Power]].
  
 
====Damage Over Time====
 
====Damage Over Time====

Revision as of 10:41, 18 April 2015

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 Unit(DU) capacity. The DU 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: Cannonball Tower | Flameburst Tower | Lightning Aura | Explosive Trap
  2. Level 2: Spike Blockade | Arcane Barrier | Boost Aura | Geyser Trap
  3. Level 7: Ballista | Frostbite Tower | Serenity Aura | Poison Dart Tower
  4. Level 14: Training Dummy | Earthshatter Tower | Sky Guard Tower | Blaze Balloon

Repair

A player can repair a Defense by pressing R (by default) and then left clicking on a defense

  • Repairing a Defense does not change in cost according to the upgrade tier. The repair cost is always based off of the base cost of the Tier 1 version of the Defense

Sell

A Player may sell a defense by pressing Z (by default) and then left clicking on the defense.

A Defense will sell for Green Mana based on it's condition and upgrade status. A Defense sold in the same build phase it was built in will give a full refund, including any Green Mana spent on upgrades. 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.

Upgrade

A Player may Upgrade a defense by pressing Q (by default) and then left clicking on a Defense.


Upgrading a defense costs different amounts of Green Mana for each upgrade tier.

Tier 1-->2: 50 Green Mana

Tier 2-->3: 100 Green Mana

Tier 3-->4: 150 Green Mana

Tier 4-->5: 200 Green Mana


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 Defenses' page


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

A Tower is any Defense that has physical presence. Players and Monsters cannot move through towers. Monsters will attack Towers based on their Aggression. Towers have a health bar, which when it reaches 0 the Tower dies with no refund to Green Mana. Towers do not consume any resources to attack enemies, Unlike Auras and Traps.

Blockades

A Blockade is a subtype of Tower. 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. Traps have a Rearming time instead of an Attack 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

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.

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

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.

Speed

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.

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.