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Defense

845 bytes added, 00:40, 30 September 2018
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*Tier 4-->5: 200 [[Mana#Green Mana{{!}}Green Mana]]
Upgrading a Tower will increase its [[Defense Power]] ratio, and [[Defense Health]] ratio, and range if it has one. These upgrading values can be found on each [[Defense]]s' page
Each Upgrade Tier is also unlocked at specific levels:
#*Level 1#*Level 3#*Level 89#*Level 15#*Level 20
{{!}}-{{!}}
Types= <big>''Types of Defenses''</big><br />
====Towers====
A Tower is any Defense that has physical presence. A Tower is the most common form of Defense. All [[Heroes]] besides the [[Series EV2]] and the [[Gun Witch]] 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 [[Heroes{{!}}Hero's]] [[Defense Health]]. When the a Tower's Health pool reaches 0 it is destroyed with no refund to [[Mana#Green Mana{{!}}Green Mana]]. Towers do not consume any resources to attack enemies, Unlike unlike Auras and Traps, and Damage type Towers have an attack rate that is determined by the Tower's base attack rate and the [[Heroes{{!}}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 The [[Squire{{!}}Squire]] and , [[Apprentice{{!}}Apprentice]], [[Mystic]], [[Dryad]], [[Abyss Lord]], and [[Lavamancer]] have blockades in their defense arsenal.
====Traps====
A Trap is a Type of Defense exclusively used by the [[Huntress]], [[Mystic]], and [[Lavamancer]]. 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 [[Heroes{{!}}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 [[Heroes{{!}}Hero's]] [[Defense Speed]].
====Auras====
An Aura is a type of Defense exclusively used by the [[Monk]], [[Initiate]], and [[Lavamancer]]. 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 [[Heroes{{!}}Hero's]] [[Defense Health]].
Auras are non-physical hero defenses which do not block movement and are untargetable by [[Enemies]]except for Cyborks. 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 All Auras except the [[Lightning Boost Aura]] is are affected by [[Defense Speed]].
====Damage Varieties====
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Defense Unlock Levels= <big>''Defense Unlock Levels''</big><br />
====Defense Unlock Levels====Each Defense is Defenses are unlocked at specific set levels: {| {{!}} class="wikitable"|{{!}}-! Unlock Level !! Apprentice !! Huntress !! Monk !Squire! SquireAbyss Lord|{{!}}-| {{!}} style="text-align:center;"{{!}} 1 || {{!}} [[Flameburst Tower]] || {{!}} [[Explosive Trap]] || {{!}} [[Lightning Aura]] || {{!}} [[Cannonball Tower]]|{{!}} [[Orc Blockade]]{{!}}-| {{!}} style="text-align:center;"{{!}} 2 || {{!}} [[Arcane Barrier]] || {{!}} [[Geyser Trap]] || {{!}} [[Boost Aura]] || {{!}} [[Spike Blockade]]|{{!}} [[Skeletal Ramster]]{{!}}-| {{!}} style="text-align:center;"{{!}} 7 || {{!}} [[Frostbite Tower]] || {{!}} [[Poison Dart Tower]] || {{!}} [[Serenity Aura]] || {{!}} [[Ballista]]|{{!}} [[Bone Archers]]{{!}}-| {{!}} style="text-align:center;"{{!}} 14 || {{!}} [[Earthshatter Tower]] || {{!}} [[Blaze Balloon]] || {{!}} [[ Sky Guard Tower]] || {{!}} [[Training Dummy]]|{{!}} [[The Colossus]]{{!}}}
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The following [[Stats#Build Attributes{{!}}Attributes]] apply to Defenses:
==Defense Stats==The following [[Attributes]] apply to [[Defenses]].*'''[[Defense PowerHealth]]''': Increases damage done from all Defensesthe maximum health pool of your tower.*'''[[Defense HealthPower]]''': Increases Affects how much damage is dealt by the max Tower's Attacks.*'''[[HealthDefense Range]] of all Defenses''': Determines how far away the Defense can attack enemies from.*'''[[Defense Speed]]''' (a.k.a ''Attack Rate''): Increases Affects how frequently the Defense can attack speed of all Defenses. *'''[[Defense Crit Chance]]''': A % chance that determines how likely the Defense is to land a critical hit.*'''[[Defense Crit Damage]]''': Affects how much extra % damage a critical hit does.
====Power====
Defense Power is a stat that players will find on gear relics 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=====
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