Damage type: Difference between revisions

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'''Damage types''' are a game mechanic in the {{series|Bloons TD}} and in ''[[Bloons Pop!]]''. They are a property of [[damage]] that determines which types of [[Bloon]]s the damage can or cannot be dealt to. This mechanic was introduced in the mobile versions of ''[[Bloons TD 5 (mobile)|Bloons TD 5]]'', ''[[Bloons TD Battles (mobile)|Bloons TD Battles]]'', and ''[[Bloons Monkey City (mobile)|Bloons Monkey City]]'' as a way of standardising the [[Bloon immunity|immunity]] system used in the Flash versions of these games and in all prior games.
'''Damage types''' are a game mechanic in the {{series|Bloons TD}} and in ''[[Bloons Pop!]]''. They are a property of [[damage]] that determines which types of [[Bloon]]s the damage can or cannot be dealt to. This mechanic was introduced in the mobile versions of ''[[Bloons TD 5 (multiplatform)|Bloons TD 5]]'', ''[[Bloons TD Battles (multiplatform)|Bloons TD Battles]]'', and ''[[Bloons Monkey City (multiplatform)|Bloons Monkey City]]'' as a way of standardising the [[Bloon immunity|immunity]] system used in the Flash versions of these games and in all prior games.


==''Bloons TD'' series==
==''Bloons TD'' series==
===''Bloons TD 5'' (mobile / console) / ''Bloons TD Battles'' (mobile) / ''Bloons Monkey City'' (mobile)===
===''Bloons TD 5'' (mobile / console) / ''Bloons TD Battles'' (multiplatform) / ''Bloons Monkey City'' (multiplatform)===
Extra damage to Ceramic Bloons and extra damage to MOAB-Class Bloons use separate damage types that can only deal damage to those Bloons. For example, [[MOAB Mauler (BTD5)|MOAB Mauler]]'s explosion deals 1 <code>Explosive</code> damage and 9 <code>MOABMauler</code> damage, so it deals 1 damage to regular Bloons and 10 damage to [[MOAB-Class Bloon]]s. Due to a bug, attacks with multiple damage types increase the tower's [[pop count]] multiple times.
Extra damage to Ceramic Bloons and extra damage to MOAB-Class Bloons use separate damage types that can only deal damage to those Bloons. For example, [[MOAB Mauler (BTD5)|MOAB Mauler]]'s explosion deals 1 <code>Explosive</code> damage and 9 <code>MOABMauler</code> damage, so it deals 1 damage to regular Bloons and 10 damage to [[MOAB-Class Bloon]]s. Due to a bug, attacks with multiple damage types increase the tower's [[pop count]] multiple times.


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===''Bloons TD 6''===
===''Bloons TD 6''===
{{outdated|Add v52.0 changes to the bit string thing (plasma and fire are now separated, also note that NK previously stated some attacks are "Fire" instead of "Plasma", so it's their intention to change them to Fire instead of the at the time equivalent "Plasma"}}
<section begin="Bloons TD 6"/>
{|class="wikitable"
{|class="wikitable"
!Type
!Type
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|{{y}}
|{{y}}
|{{y}}
|{{y}}
|Towers that deal Sharp-type damage can be buffed by the [[Sharpening Stone]] from [[Geraldo's Shop]].
|
The [[Relic Knowledge|Flint Tips Relic Knowledge]] causes Sharp damage to apply a damage over time effect.
*[[Sharpening Stone]] and [[Flint Tips]] only apply to projectiles that deal Sharp-type damage. The former is only usable on towers that use Sharp-type projectiles.
*The [[Relic Knowledge|Flint Tips Relic Knowledge]] causes Sharp damage to apply a damage over time effect.
*Also creates chain lightning from hit Bloons with [[Galvanic Conduit]]'s second combo effect.
|-
|-
!Shatter
!Shatter
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|{{y}}
|{{y}}
|{{y}}
|{{y}}
|—
|
*Also deals more damage to Bloons affected by {{BTD6|Silas}}'s Rime.
*Also creates chain lightning from hit Bloons with [[Galvanic Conduit]]'s second combo effect.
|-
|-
!Explosion
!Explosion
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|{{y}}
|{{y}}
|{{y}}
|{{y}}
|rowspan="2"|Also deals +1 damage to [[Dynamite Bloon]]s.
|
*Also deals more damage to [[Dynamite Bloon]]s.
|-
|-
!Fire
!Fire
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|{{n}}
|{{n}}
|{{y}}
|{{y}}
|
*Also deals more damage to [[Dynamite Bloon]]s and Bloons haunted by Corvus.
*Also adds more heat than normal projectiles to [[Blastapopoulos (BTD6)|Blastapopoulos]].
|-
|-
!Cold
!Cold
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|{{y}}
|{{y}}
|{{y}}
|{{y}}
| rowspan="2" |While Cold and Glacier damage is able to pop frozen Bloons by default, both the [[Ice Monkey (BTD6)|Ice Monkey]] and [[Sentry Expert (BTD6)|Cold Sentry]] are unable to target or damage frozen Bloons. The Ice Monkey can only target and pop frozen with [[Re-Freeze (BTD6)|Re-Freeze]]; it cannot be overridden with [[Monkey Intelligence Bureau (BTD6)|Monkey Intelligence Bureau]]. Projectiles that deal Cold or Glacier damage reduce heat from Blastapopoulos.
| rowspan="2" |
*While Cold and Glacier damage is able to pop frozen Bloons by default, both the [[Ice Monkey (BTD6)|Ice Monkey]] and [[Sentry Expert (BTD6)|Cold Sentry]] are unable to target or damage frozen Bloons. The Ice Monkey can only target and pop frozen with [[Re-Freeze (BTD6)|Re-Freeze]]; [[Monkey Intelligence Bureau (BTD6)|Monkey Intelligence Bureau]] cannot override it.
*Also deals more damage to Bloons affected by [[Herald of Everfrost]]'s Snowstorm Roar or {{BTD6|Silas}}'s Rime.
*Also reduces heat from Blastapopoulos.
|-
|-
!Glacier
!Glacier
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|{{n}}
|{{n}}
|{{y}}
|{{y}}
| rowspan="3" |Attacks and damage over time effects that deal Frigid, Energy, or Plasma damage deal more damage to Bloons haunted by [[Corvus (BTD6)|Corvus]]. Projectiles that deal Frigid, Energy, or Plasma damage add more heat than normal projectiles to [[Blastapopoulos (BTD6)|Blastapopoulos]]. <!-- Frigid does add more heat (as seen with Ball Lightning's tornadoes), but most Frigid projectiles are hardcoded to reduce heat. -->
|
*Also deals more damage to Bloons affected by [[Corvus (BTD6)|Corvus]]' Haunt, [[Herald of Everfrost]]'s Snowstorm Roar, or {{BTD6|Silas}}'s Rime.
*Also adds more heat than normal projectiles to [[Blastapopoulos (BTD6)|Blastapopoulos]] (though most projectiles that deal Frigid-type damage have special interactions with Blastapopoulos's heat).
|-
|-
!Energy
!Energy
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|{{n}}
|{{n}}
|{{n}}
|{{n}}
| rowspan="2" |
*Also deals more damage to Bloons haunted by [[Corvus (BTD6)|Corvus]].
*Also adds more heat than normal projectiles to [[Blastapopoulos (BTD6)|Blastapopoulos]].
*Bloons with [[Galvanic Conduit]]'s first combo effect attract Energy and Plasma projectiles.
*Also creates lightning from Bloons hit in range of [[Stormwrath Archon]]'s lightning rods.
|-
|-
!Plasma
!Plasma
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|{{y}}
|{{y}}
|{{n}}
|{{n}}
|{{n}}
|-
!Acid
|{{y}}
|{{y}}
|{{y}}
|{{y}}
|{{y}}
|{{n}}
|{{n}}
|—
|-
|-
!Acid or Normal
!Normal
|{{y}}
|{{y}}
|{{y}}
|{{y}}
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|{{y}}
|{{y}}
|—
|—
|}<section end="Bloons TD 6" />
===== Damage types applied by towers =====
{{Main|List of towers and upgrades in BTD6 by damage type}}
{|class="wikitable"
!Type
!Regular monkeys
!Heroes
|-
!Sharp
|Dart Monkey, Boomerang Monkey, Tack Shooter, Dartling Gunner, Monkey Ace, Ninja Monkey, Heli Pilot, Bomb Shooter, Skywarden, Engineer Monkey, Druid, Sniper Monkey, Monkey Buccaneer, Monkey Sub, Super Monkey, Desperado, Spike Factory, Beast Handler
|Quincy, Obyn Greenfoot, Captain Churchill, Admiral Brickell, Etienne, Sauda, Dan D'Monke
|-
!Shatter
|Dart Monkey, Ice Monkey, Dartling Gunner, Mermonkey, Engineer Monkey, Monkey Sub, Desperado, Tack Shooter, Beast Handler
|Sauda, Silas
|-
!Explosion
|Bomb Shooter, Mortar Monkey, Monkey Sub, Monkey Buccaneer, Dartling Gunner, Monkey Ace, Engineer Monkey, Heli Pilot, Wizard Monkey
|Quincy, Striker Jones, Captain Churchill, Admiral Brickell, Etienne, Rosalia
|-
!Fire
|Tack Shooter, Wizard Monkey, Mortar Monkey, Monkey Buccaneer, Desperado
|Gwendolin
|-
!Cold
|Ice Monkey, Engineer Monkey
|
|-
!Glacier
|Ice Monkey
|Silas
|-
!Frigid
|Mermonkey, Skywarden, Druid
|Silas
|-
!Energy
|Wizard Monkey, Dartling Gunner, Heli Pilot, Super Monkey, Engineer Monkey, Skywarden, Beast Handler
|Geraldo, Rosalia, Dan D'Monke
|-
!Plasma
|Wizard Monkey, Druid, Super Monkey, Skywarden, Dart Monkey, Mermonkey, Dartling Gunner, Heli Pilot, Engineer Monkey, Alchemist
|Obyn Greenfoot, Adora, Dan D'Monke
|-
!Acid
|Glue Gunner, Alchemist
|-
!Normal
|Boomerang Monkey, Druid, Monkey Ace, Heli Pilot, Dartling Gunner, Sniper Monkey, Monkey Sub, Mortar Monkey, Super Monkey, Ninja Monkey, Alchemist, Desperado, Dart Monkey, Spike Factory, Beast Handler
|Gwendolin, Obyn Greenfoot, Captain Churchill, Admiral Brickell, Sauda, Dan D'Monke
|}
|}
Internally, damage types in ''BTD6'' are determined by their Bloon weaknesses, specifically an <code>immuneBloonProperties</code> value as a decimal integer equal to the value of its binary flags, starting from the left: glass (64), immune (32), frozen (16), Purple (8), White (4), Black (2), Lead (1).<!--pre-52.0: normal0, shatter1, explosion2, glacier4, cold5, plasma8, energy9, frigid12, sharp17--><!--should it be on table instead?-->
*Normal: 0
*Shatter: 1
*Explosion: 2
*Glacier: 4
*Cold: 5
*Fire: 8
*Frigid: 12
*Sharp: 17
*Plasma: 72
*Energy: 73


====Changes between updates====
====Changes between updates====
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**Both types could pop Lead by default, but the Ice Monkey's attack had a special property that caused it to ignore Lead Bloons unless buffed.
**Both types could pop Lead by default, but the Ice Monkey's attack had a special property that caused it to ignore Lead Bloons unless buffed.
*The Frigid type was introduced in {{BTD6 version|45.0}}, while its name was first revealed in {{BTD6 version|48.0}} update notes.
*The Frigid type was introduced in {{BTD6 version|45.0}}, while its name was first revealed in {{BTD6 version|48.0}} update notes.
*Plasma and Fire were originally functionally identical and treated as the same damage type by the game's data, similar to how the game does not distinguish between Normal and Acid. In {{BTD6 version|52.0}}, they were separated to allow for different interactions with [[Glass Bloon (BTD6)|Glass Bloon]]s and [[Dynamite Bloon]]s.
*Plasma and Fire were originally functionally identical and treated as the same damage type by the game's data. In {{BTD6 version|52.0}}, they were separated to allow for different interactions with [[Glass Bloon (BTD6)|Glass Bloon]]s (Fire can pop them but Plasma does not) and [[Dynamite Bloon]]s (Take +1 damage from Fire, Plasma works as normal).
**Prior to version 52.0, Plasma and Energy had a bitstring value of 8 and 9, now it's 72 and 73. Fire has a bitstring value of 8, just like old Plasma.
*Normal and Acid were also originally functionally identical and treated as the same damage type by the game's data. In {{BTD6 version|53.0}}, they were separated to allow for different interactions with [[Glass Bloon (BTD6)|Glass Bloon]]s (Normal can pop them but Acid does not).
 
====Technical information====
Internally, damage and Bloons in ''BTD6'' use [[wp:Bit field|bit fields]] to represent immunities. Damage uses a variable named <code>immuneBloonProperties</code> that lists the Bloon properties that are immune to it, while Bloons use a variable named <code>bloonProperties</code> that lists which properties it has the immunities of. Every damage type maps to a specific set of bits in <code>immuneBloonProperties</code>; the vanilla game never uses combinations of <code>immuneBloonProperties</code> that do not have a corresponding damage type. The game files serialize these bit fields as 32-bit integers.
 
Plasma and Energy were equivalent to {{hover|8|0b00001000}} and {{hover|9|0b00001001}} prior to version 52.0, which made the former functionally identical to the Fire type. Acid was equivalent to {{hover|0|0b00000000}} prior to version 53.0, which made it functionally identical to the Normal type.
{|class="wikitable inline"
|+Bloon properties
!Immunity
!Bit index
!Integer value
|-
|<code>None</code>
|0
|0
|-
|<code>Lead</code>
|1
|1
|-
|<code>Black</code>
|2
|2
|-
|<code>White</code>
|3
|4
|-
|<code>Purple</code>
|4
|8
|-
|<code>Frozen</code>
|5
|16
|-
|<code>Immune</code>{{fn|No Bloons have this property inherently. Boss Bloons add this property to themselves during periods of damage immunity. The game is hardcoded to treat Bloons with this property as immune to any type of damage, ignoring <code>immuneBloonProperties</code> entirely.}}
|6
|32
|-
|<code>Glass</code>
|7
|64
|}
{|class="wikitable inline"
|+Damage types
!Type
!Value
|-
|Normal
|{{hover|0|0b00000000}}
|-
|Shatter
|{{hover|1|0b00000001}}
|-
|Explosion
|{{hover|2|0b00000010}}
|-
|Glacier
|{{hover|4|0b00000100}}
|-
|Cold
|{{hover|5|0b00000101}}
|-
|Fire
|{{hover|8|0b00001000}}
|-
|Frigid
|{{hover|12|0b00001100}}
|-
|Sharp
|{{hover|17|0b00100001}}
|-
|Acid
|{{hover|64|0b10000000}}
|-
|Plasma
|{{hover|72|0b10001000}}
|-
|Energy
|{{hover|73|0b10001001}}
|}
 
Some attacks have a property that prevents targeting Bloons with specific immunity unless the attacks can damage them. For example, [[Psi (BTD6)|Psi]]'s level 6 and 11 upgrades allow targeting of [[Lead Bloon (BTD6)|Lead Bloon]]s and [[Purple Bloon (BTD6)|Purple Bloon]]s, respectively, and before those levels needs a buff such as [[Monkey Intelligence Bureau (BTD6)|Monkey Intelligence Bureau]] or certain [[Relic Knowledge]] (i.e. [[Alchemist Touch]] and [[Royal Treatment]], respectively) to target them. Frozen immunity is the only immunity that has no external buff that lets a non-targeting attack bypass the immunity.


===''Bloons TD Battles 2''===
===''Bloons TD Battles 2''===
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![[File:BTD6 bloon Black.png|x20px|link=Black Bloon (Battles 2)]]
![[File:BTD6 bloon Black.png|x20px|link=Black Bloon (Battles 2)]]
![[File:BTD6 bloon White.png|x20px|link=White Bloon (Battles 2)]]
![[File:BTD6 bloon White.png|x20px|link=White Bloon (Battles 2)]]
![[File:BTD6 bloon Lead.png|x20px|link=Lead Bloon (Battles 2)]]
![[File:BTDB2 bloon lead.png|x20px|link=Lead Bloon (Battles 2)]]
!Frozen
!Frozen
![[File:BTD6 bloon Purple.png|x20px|link=Purple Bloon (Battles 2)]]
![[File:BTD6 bloon Purple.png|x20px|link=Purple Bloon (Battles 2)]]
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|—
|—
|-
|-
!Plasma or Fire
!Plasma
|{{y}}
|rowspan="2"|{{y}}
|{{y}}
|rowspan="2"|{{y}}
|{{y}}
|rowspan="2"|{{y}}
|rowspan="2"|{{y}}
|rowspan="2"|{{n}}
|rowspan="2"|—
|-
!Fire
|-
!Acid
|rowspan="2"|{{y}}
|rowspan="2"|{{y}}
|rowspan="2"|{{y}}
|rowspan="2"|{{y}}
|rowspan="2"|{{y}}
|rowspan="2"|—
|-
!Unstoppable
|-
!Cosy
|{{n}}
|{{n}}
|{{n}}
|{{y}}
|{{y}}
|{{n}}
|{{n}}
|—
|Only used by [[Fusty the Snowman (Battles 2)|Fusty the Snowman]] at levels 2 and up, who adds this damage type to all towers.
|-
!Acid or Unstoppable
|{{y}}
|{{y}}
|{{y}}
|{{y}}
|{{y}}
|—
|}
|}


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''[[Bloons Pop!]]'' uses a simpler damage type model compared to ''[[Bloons TD 6]]''. Since [[frozen]] Bloons do not gain any immunities in this game, there are no damage types that are only distinguished by their ability to pop frozen.
''[[Bloons Pop!]]'' uses a simpler damage type model compared to ''[[Bloons TD 6]]''. Since [[frozen]] Bloons do not gain any immunities in this game, there are no damage types that are only distinguished by their ability to pop frozen.


The names of most damage types are given in the bios of certain [[monkey (Bloons Pop!)|monkey]]s in their [[Bloonspedia]] bios, though the name of the normal type is not specified in-game and is only given in internal data.
The names of most damage types are given for certain [[monkey (Bloons Pop!)|monkey]]s in their [[Bloonspedia]] bios, though the name of the normal type is not specified in-game and is only given in internal data.
{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Type
!Type
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|{{y}}
|{{y}}
|}
|}
==Footnotes==
{{footnotes}}


==Navigation==
==Navigation==