Difference between revisions of "Defense"

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#Level 15
 
#Level 15
 
#Level 20
 
#Level 20
 
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Stats= <big>''Defense Unlock Levels''</big><br />
 
 
 
 
Each Defense is unlocked at specific levels:
 
  
 
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Sustain Defenses are also any of the four above types that apply their damage quickly in low power attacks.
 
Sustain Defenses are also any of the four above types that apply their damage quickly in low power attacks.
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{{!}}-{{!}}
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Defense Unlock Levels= <big>''Defense Unlock Levels''</big><br />
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====Defense Unlock Levels====
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Each Defense is unlocked at specific levels:
 +
 +
{| class="wikitable"
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|-
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! Unlock Level !! Apprentice !! Huntress !! Monk !! Squire
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|-
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| 1 || [[Flameburst Tower]] || [[Explosive Trap]] || [[Lightning Aura]] || [[Cannonball Tower]]
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|-
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| 2 || [[Arcane Barrier]] || [[Geyser Trap]] || [[Boost Aura]] || [[Spike Blockade]]
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|-
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| 7 || [[Frostbite Tower]] || [[Poison Dart Tower]] || [[Serenity Aura]] || [[Ballista]]
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|-
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| 14 || [[Earthshatter Tower]] || [[Blaze Balloon]] || [[ Sky Guard Tower]] || [[Training Dummy]]
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|}
  
 
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Revision as of 11:43, 26 October 2015

Defense Interaction
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 Defense Limit lost from building a defense is refunded when the defense is either lost or sold.

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 its 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 its cost (Including Upgrade costs) times its 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:

Upgrading a Tower will increase its Defense Power ratio, Defense Health ratio, and range if it has one. These upgrading values can be found on each Defenses' page

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. A Tower is the most common form of Defense. All Heroes have at least 1 Tower. Heroes and Enemies cannot move through towers. Towers are targetable by Enemies. Enemies will attempt to attack Towers according to their Aggression behaviors. Towers have a health bar, which is directly determined by a Hero's Defense Health. When the a Tower's Health pool reaches 0 it is destroyed with no refund to Green Mana. Towers do not consume any resources to attack enemies, Unlike Auras and Traps, and Damage type Towers have an attack rate that is determined by the Tower's base attack rate and the Hero's Defense Speed.

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 Type of Defense exclusively used by the Huntress. Unlike other hero defenses, a trap has a limited number of detonation charges, using a charge count instead of a health pool. This is determined by the Hero's Defense Health. 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 2 radii. A trigger radius and a damage radius. An enemy must come within the trigger radius of a trap for it to detonate, but then any enemy in the damage radius will suffer the effects. Traps also have a recharge rate instead of an attack time, but these mechanics essentially work the same. Determined by the Trap's base recharge rate and the Hero's Defense Speed.

Auras

An Aura is a type of Defense exclusively used 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, shown as a percentage. This percentage is a reflection of the relative health compared to the health when the Aura was built. The underlying number of uses an Aura has is determined by the Hero's Defense Health.

Auras are non-physical hero defenses which do not block movement and are untargetable by Enemies. Auras are spherical in shape and their rotation does not need to be adjusted when being placed on the map. Auras have an effect rate. All auras have a base effect rate. Only the Lightning Aura is affected by Defense Speed.

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.

Defense Unlock Levels

Defense Unlock Levels

Each Defense is unlocked at specific levels:

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