Damage type: Difference between revisions
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* | *[[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. | *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. | *Also creates chain lightning from hit Bloons with [[Galvanic Conduit]]'s second combo effect. | ||
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*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]]; | *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 | *Also deals more damage to Bloons affected by [[Herald of Everfrost]]'s Snowstorm Roar or {{BTD6|Silas}}'s Rime. | ||
*Also | *Also reduces heat from Blastapopoulos. | ||
|- | |- | ||
!Glacier | !Glacier | ||
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|- | |- | ||
!Frigid | !Frigid | ||
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*Also deals more damage to Bloons | *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). | |||
*Also adds more heat than normal projectiles to [[Blastapopoulos (BTD6)|Blastapopoulos]] | |||
|- | |- | ||
!Energy | !Energy | ||
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*Also | *Also deals more damage to Bloons haunted by [[Corvus (BTD6)|Corvus]]. | ||
*Also | *Also adds more heat than normal projectiles to [[Blastapopoulos (BTD6)|Blastapopoulos]]. | ||
*Bloons with [[Galvanic Conduit]]'s first combo effect attract Energy and Plasma projectiles. | *Bloons with [[Galvanic Conduit]]'s first combo effect attract Energy and Plasma projectiles. | ||
*Also | *Also creates lightning from Bloons hit in range of [[Stormwrath Archon]]'s lightning rods. | ||
|- | |- | ||
!Plasma | !Plasma | ||
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|— | |— | ||
|}<section end="Bloons TD 6" /> | |}<section end="Bloons TD 6" /> | ||
===== | ===== Damage types applied by towers ===== | ||
{{Main|List of towers and upgrades in BTD6 by damage type}} | |||
{|class="wikitable" | {|class="wikitable" | ||
!Type | !Type | ||
! | !Regular monkeys | ||
!Heroes | |||
|- | |- | ||
!Sharp | !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 | !Shatter | ||
| | |Dart Monkey, Ice Monkey, Dartling Gunner, Mermonkey, Engineer Monkey, Monkey Sub, Desperado, Tack Shooter, Beast Handler | ||
|Sauda, Silas | |||
|- | |- | ||
!Explosion | !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 | !Fire | ||
| | |Tack Shooter, Wizard Monkey, Mortar Monkey, Monkey Buccaneer, Desperado | ||
|Gwendolin | |||
|- | |- | ||
!Cold | !Cold | ||
|Ice Monkey, Engineer Monkey | |Ice Monkey, Engineer Monkey | ||
| | |||
|- | |- | ||
!Glacier | !Glacier | ||
|Ice Monkey | |Ice Monkey | ||
|Silas | |||
|- | |- | ||
!Frigid | !Frigid | ||
|Mermonkey, Skywarden, Druid | |Mermonkey, Skywarden, Druid | ||
|Silas | |||
|- | |- | ||
!Energy | !Energy | ||
|Wizard Monkey, Dartling Gunner, Heli Pilot, Super Monkey, Engineer Monkey, Skywarden, Beast Handler | |Wizard Monkey, Dartling Gunner, Heli Pilot, Super Monkey, Engineer Monkey, Skywarden, Beast Handler | ||
|Geraldo, Rosalia, Dan D'Monke | |||
|- | |- | ||
!Plasma | !Plasma | ||
| | |Wizard Monkey, Druid, Super Monkey, Skywarden, Dart Monkey, Mermonkey, Dartling Gunner, Heli Pilot, Engineer Monkey, Alchemist | ||
|Obyn Greenfoot, Adora, Dan D'Monke | |||
|- | |- | ||
!Acid | !Acid | ||
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|- | |- | ||
!Normal | !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 | |||
|} | |} | ||
====Changes between updates==== | ====Changes between updates==== | ||
*Prior to {{BTD6 version|25.0}} of ''BTD6'', the Cold and Glacier types worked differently: | *Prior to {{BTD6 version|25.0}} of ''BTD6'', the Cold and Glacier types worked differently: | ||
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*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. 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). | *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). | ||
*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). | *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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|} | |} | ||
==Footnotes== | |||
{{footnotes}} | |||
==Navigation== | ==Navigation== | ||