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Defense
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<div class=="tabbertab-borderless"> {{#tag:tabber|Interactions==<big>''Defense Interaction''</big><br />
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 [[Mana#Green Mana|{{!}}Green Mana]] to Build. The Mana consumed to build a defense is also reduced from the current [[Defense UnitLimit Capacity]](DU) capacity. The DU Defense Limit lost from building a defense is refunded when the defense is either lost or sold.
====Build Unlock LevelsRepair====Each A player can repair a Defense is unlocked at specific levels:#Level 1: [[Cannonball Tower]] | [[Flameburst Tower]] | [[Lightning Aura]] | [[Explosive Trap]]#Level 2: [[Spike Blockade]] | [[Arcane Barrier]] | [[Boost Aura]] | [[Geyser Trap]]#Level 7: [[Ballista]] | [[Frostbite Tower]] | [[Serenity Aura]] | [[Poison Dart Tower]]#Level 14: [[Training Dummy]] | [[Earthshatter Tower]] | [[Skyguard Tower]] | [[Blaze Balloon]]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 [[Mana#Green Mana{{!}}Green Mana]] based on it's its condition and upgrade status.A Defense sold in the same build phase it was built in will give a full refund, including any [[Mana#Green Mana{{!}}Green Mana]] spent on upgrades.A Defense sold at any other point after it has been built will sell for 75% of it's its cost (Including Upgrade costs) times it's 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 [[Mana#Green Mana{{!}}Green Mana]] for each upgrade tier:
*Tier 1-->2: 50 [[Mana#Green Mana{{!}}Green Mana]]
*Tier 2-->3: 100 [[Mana#Green Mana{{!}}Green Mana]]
*Tier 3-->4: 150 [[Mana#Green Mana{{!}}Green Mana]]
*Tier 4-->5: 200 [[Mana#Green Mana{{!}}Green Mana]]
Upgrading a defense costs different amounts of Tower will increase its [[Green ManaDefense Power]] for ratio and [[Defense Health]] ratio. These upgrading values can be found on each upgrade tier.[[Defense]]s' page
Each Upgrade Tier is also unlocked at specific levels:*Level 1-->2: 50 [[Green Mana]]*Level 3*Level 9*Level 15*Level 20
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 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. All Auras except the [[Boost Aura]] are 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====Upgrade <big>''Defense Unlock Levels====''</big><br />Each Upgrade Tier is also Defenses are unlocked at specific set levels:#{{{!}} class="wikitable" {{!}}-! Unlock Level ! Apprentice ! Huntress ! Monk ! Squire! Abyss Lord{{!}}-{{!}} style="text-align:center;"{{!}} 1#Level 3{{!}} [[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]] #Level 8{{!}} [[Training Dummy]]#Level 15{{!}} [[The Colossus]]#Level 20{{!}}}
The following [[Stats#Build Attributes{{!}}Attributes]] apply to Defenses:===Blockades=Defense Stats==A Blockade is a subtype The following [[Attributes]] apply to [[Defenses]].*'''[[Defense Health]]''': Increases the maximum health pool of Toweryour tower. Blockades are typically defenses that excels in absorbing *'''[[Defense Power]]''': Affects how much damage on is dealt by the front lineTower's Attacks. As of pre-alpha testing phase, only *'''[[Defense Range]]''': Determines how far away the Defense can attack enemies from.*'''[[Defense Speed]]''' (a.k.a ''Attack Rate''):Category:Squire|SquireAffects how frequently the Defense can attack. *'''[[Defense Crit Chance]] and ''': A % chance that determines how likely the Defense is to land a critical hit.*'''[[:Category:Apprentice|ApprenticeDefense Crit Damage]] have blockades in their defense arsenal''': Affects how much extra % damage a critical hit does.
====Power=Traps===A trap Defense Power is a defense type utilised by stat that players will find on 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 [[:Category:Huntress|HuntressHeroes{{!}}Hero]]. 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 degenerationDefense Power.
APS(attacks per second) ===Health===[[Defense Health]] is a hero stat that directly affects the Tower health, [[Trap]] Charges, and [[Aura]] Battery Life of [[Defenses]]. Each [[bDS(Defense]] has a scalar multiplier for [['s base attacks per second) * ( 1 + ( DS (Defense Health]].Speed) - (Perfect Speed) ) * (Growth %) )
====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).
*Very Long: 3500-4500px
*Extreme: 4500px+
=====Unique=====
Each hero has their own unique stat:
*Apprentice - [[Arcane Barrier|{{!}}Barrier]] Recharge Time: Time required for the barrier to reconstruct itself after exploding. This value is not affected by upgrades.*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.*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%.*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 ??? not affected by upgrades.
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[[Category:Heroes]]
[[Category:Stats]]