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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 Limit Capacity]]. The 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]] | [[Sky Guard Tower]] | [[Blaze Balloon]]by pressing R (by default) and then left clicking on a defense
===Repair===A player can repair a [[Defense]] by pressing R (by default) and then left clicking on a defense *Repairing a defense costs [[Mana#Green Mana|{{!}}Green Mana]]. The cost is equal to 75% of the base cost of the defense times the percentage of health missing. A [[Flameburst Tower]] costs 40 [[Mana#Green Mana|{{!}}Green Mana]], so repairing it from 50% health will cost 15 [[Mana#Green Mana|{{!}}Green Mana]], 40 [[Mana#Green Mana|{{!}}Green Mana]] * 75% * 50% missing health.
*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 [[Mana#Green Mana|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 [[Mana#Green Mana|Green Mana]]*Level 3*Level 9*Level 15*Level 20
Tier 2-{{!}}-{{!}}Types= <big>''Types of Defenses''</big><br />3: 100 ====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 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]].
Tier 3-->4: 150 ====Blockades====A Blockade is a subtype of Tower. Blockades are typically defenses that excels in absorbing damage on the front line. The [[Mana#Green Mana|Green ManaSquire{{!}}Squire]], [[Apprentice{{!}}Apprentice]], [[Mystic]], [[Dryad]], [[Abyss Lord]], and [[Lavamancer]] have blockades in their defense arsenal.
Tier 4-->5: 200 ====Traps====A Trap is a Type of Defense used by the [[Mana#Green Mana|Green ManaHuntress]], [[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.
Upgrading 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 Tower trap for it to detonate, but then any enemy in the damage radius will increase itsuffer 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 [[Defense PowerHeroes{{!}}Hero's]] ratio, [[Defense HealthSpeed]] ratio, and range if it has one. These upgrading values can be found on each [[Defense]]s' page
====Auras====
An Aura is a type of Defense 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]].
====Upgrade Unlock Levels====Each Upgrade Tier is also unlocked at specific levels:#Level 1#Level 3#Level 8#Level 15#Level 20Auras 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]].
==Types of Defenses==Damage Varieties===Towers===A Tower is Burst Defenses are 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 [[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 Auras and Traps, and Damage type Towers have an attack rate four above types that is determined by the Tower's base attack rate and the [[Heroes|Hero's]] [[Defense Speed]]apply their damage slowly in high power attacks.
===Blockades===A Blockade is a subtype Sustain Defenses are also any of Tower. Blockades are typically defenses the four above types that excels in absorbing apply their damage on the front line. As of pre-alpha testing phase, only the [[:Category:Squire|Squire]] and [[:Category:Apprentice|Apprentice]] have blockades quickly in their defense arsenallow power attacks.
{{!}}-{{!}}Defense Unlock Levels=<big>''Defense Unlock Levels''</big><br />Defenses are unlocked at set levels:{{{!}} class="wikitable" {{!}}-! Unlock Level ! Apprentice ! Huntress ! Monk ! Squire! Abyss Lord{{!}}-{{!}} style=Traps"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]] A Trap is a Type of Defense exclusively used by the {{!}} [[HuntressSky Guard Tower]]. 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'sTraining Dummy]] {{!}} [[Defense HealthThe Colossus]]. 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{{!}}Stats= <big>'s base recharge rate and the [[Heroes|Hero's]] [[Defense Speed]].Stat Build Attributes''</big><br />
The following [[Stats#Build Attributes{{!}}Attributes]] apply to Defenses:===Auras=Defense Stats==An Aura is a type of Defense exclusively used by the The following [[Attributes]] apply to [[MonkDefenses]]. Unlike other hero defenses, an aura has a variable lifespan dependant on *'''[[Defense Health]]''': Increases the the number maximum health pool of times it has affected enemies or players, shown as a percentageyour tower. This percentage *'''[[Defense Power]]''': Affects how much damage 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 dealt by the [[Heroes|HeroTower's]] Attacks.*'''[[Defense HealthRange]]''': Determines how far away the Defense can attack enemies fromAuras are non-physical hero defenses which do not block movement and are untargetable by *'''[[EnemiesDefense Speed]]''' (a. Auras are spherical in shape and their rotation does not need to be adjusted when being placed on the mapk. Auras have an effect rate. All auras have a base effect rate''Attack Rate''): Affects how frequently the Defense can attack. Only the *'''[[Lightning AuraDefense Crit Chance]] ''': A % chance that determines how likely the Defense is affected by to land a critical hit.*'''[[Defense SpeedCrit Damage]].===Damage Varieties===Burst Defenses are any of the four above types that apply their ''': Affects how much extra % damage slowly in high power attacks. Sustain Defenses are also any of the four above types that apply their damage quickly in low power attacksa critical hit does.
====Power==Stat Build Attributes==The following [[:Category:Stats#Build Attributes|Attributes]] apply to Defenses:*[[Defense Power]]: Increases damage done from all is a stat that players will find on relics and directly affects the effectiveness of each activation of a Defense. For most Defensesthis means the Damage Per Hit.*[[Defense Health]]: Increases the max [[Health]] The Damage of all Defenses.*is a direct scalar multiple of the [[Defense SpeedHeroes{{!}}Hero]]: Increases the attack speed of all Defenses's Defense Power.
===Power==Damage Over Time=====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====
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, [[Huntress#Defenses{{!}}Trap]] Charges, and [[Monk#Defenses{{!}}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, [[Huntress#Defenses{{!}}Trap]] rearming time, and [[Monk#Defenses{{!}}Aura]] effect rate of Defenses. Defense Speed applies as a percentage increase to the base number of attacks per second on a defense. The Base Attack Rate of a Damage Type Defense does not change with the upgrade tier of the Defense. The [[Data Table/Defense (Speed)|Data Table]] on Defense Speed can offer more information.
The way that the game calculates a Defense's attack rate, rearm time, and effect rate is directed by the following formula:
APS(attacks per second) = bDS(Defense's base attacks per second) * ( 1 + ( DS (Defense Speed) - 250 (Perfect Speed) ) * (Growth %) / 300 )
Which is basically saying that every 300 at specific break points of Defense Speed you have over 250 increases the Perfect Speed value, your Defense's attacks per second increases by 100% of the base value. For example, a [[Flameburst Tower]] (Which has a Perfect Speed at 250, and growth rate of 0.33% and thus hits 100% every 300 points above 250) has a Base attack rate of 2.5 seconds, or 0.4 Attacks per Second. At 250 DS the Flameburst Tower will be at that base value of 0.4 APS. At 550 DS the Flameburst Tower will be at 0.8 APS. At 850 DS the Flameburst Tower will be at 1.2 APS, etc.
====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+
[[Category:Heroes]]
[[Category:Stats]]
=====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.
}}</div>
[[Category:Heroes]]
[[Category:Stats]]
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