User:IapIac/Sandbox: Difference between revisions

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I don't know what to say. vrej
I don't know what to say. vrej
 
__NOTOC__
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===BAD immunity===
{|class="wikitable mw-collapsible mw-collapsed"
!List of Lych soul can not immune
|-
|
*<code>Slow:MoabPressStunParagon</code>
*<code>Stun:ParagonWeak</code>
*<code>Stun:BombParagon</code>
|}


<math>Damage=BaseDamage+\operatorname{floor}(DamageRange \times percent)</math>
<math>BonusStunDamage=\operatorname{floor}(\frac{damageBonusFromMerge}{stunBonusDivisor})</math>
<math>Pierce=BasePierce+\operatorname{floor}(PierceRange \times percent)</math>
<math>AttackCooldown=BaseAttackCooldown-CooldownScaleRange \times percent</math>
<math>KnockbackDuration=BaseKnockbackDuration+KnockbackDurationRange \times percent</math>
<math>AbilityCooldownDecreasePercent=\frac{AttackCooldownBonusFromMerge}{AttackCooldownAtCurrentPower}</math>
<math>percent = \frac{Power-MinPower}{MaxPower-MinPower}</math>


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===some paras in <code>paragonDegreeDataModel</code>===
* attackCooldownReductionX = 50
* piercePercentPerDegree = 1
* pierceIncreasePerDegree = 0.1
* damagePercentPerDegree = 1
* damageIncreasePerDegree = 1
* damageIncreaseForDegrees = 10
* bonusBossDamagePercent = 0.25
* bonusBossDamagePerDegrees = 20


The shark takes 0.4 seconds to jump to the target and create a splash that does not deal damage. Then if the target is a regular Bloon and has 250,000 RBE or less, the shark takes time to drag it to the water with a minimum time of 1 second, or latches onto it for 5 seconds. During dragging and latching, the shark creates splash that deals damage and knockbacks Bloons every <math>0.5\times Rate</math> seconds. There is a 1.1-second delay before the next jump, which is not affected by external buffs.
===some vars in <code>PowerDegreeMutator</code>===
* percentPierceUp = piercePercentPerDegree * ((degree-1) + floor(degree/100))
* percentDamageUp = damagePercentPerDegree * ((degree-1) + floor(degree/100))
* additionalPierceUp = pierceIncreasePerDegree * ((degree-1) + floor(degree/100))
* additionalDamageUp = floor(damageIncreasePerDegree * ((degree-1) / damageIncreaseForDegrees + floor(degree/100)))
* bonusBossDamagePercent = bonusBossDamagePercent * degree / bonusBossDamagePerDegrees
* attackCooldownReductionPercent = round(sqrt(attackCooldownReductionX * (degree-1), 1)


The dragging time is based on the Bloon's leak damage(<math>(\sqrt{LeakDamage}+1)/4</math>) and Lead Bloon takes an additional 0.5 seconds.
===actual stat changes===
* pierce = floor(percentPierceUp * basePierce)+additionalPierceUp
* cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01)
* damage = percentDamageUp * baseDamage + additionalDamageUp


At max beast power, the shark can drag MOABs for 1 second.
====boss damages====
actually there's a mutator for boss damage to make boss damage multiplier affect other damage bonuses (camo/ceramic, etc)
* normal: totalBossDamage = totalBaseBossDamage * (1 + bonusBossDamagePercent)
* elite: JUST DOUBLES IT