User:IapIac/Sandbox: Difference between revisions

From Blooncyclopedia, the independent Bloons knowledge base
Jump to navigation Jump to search
No edit summary
No edit summary
 
(14 intermediate revisions by the same user not shown)
Line 1: Line 1:
I don't know what to say. vrej
I don't know what to say. vrej
 
__NOTOC__
----
 
<div style="display:none"><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></div>
 
----
----
===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>
|}


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 (ignores fortification) or less, the shark takes time to drag it to the water with a minimum time of 1 second, or latches onto it and decreases its speed by 40% for 5 seconds. During dragging or latching, the shark creates splash that deals damage and knockbacks Bloons every <math>0.5\times \text{Rate}</math> seconds. There is a 1.1-second delay after dragging or latching, which is not affected by external buffs.
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.
At max beast power, the shark can drag MOABs for 1 second.


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


Orca now has more damage and knockback power, including MOAB-Class Bloons, with thrashing. Additionally, orca can now drag all type of Bloon for only 1 second and can drag MOABs and BFBs for (outer layer hp/120) seconds, with a minimum of 1 second and maximum of 6 seconds.
===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)


At max beast power, orca can drag ZOMGs and visible DDTs.
===actual stat changes===
 
* pierce = floor(percentPierceUp * basePierce)+additionalPierceUp
----
* cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01)
* damage = percentDamageUp * baseDamage + additionalDamageUp


Megalodon now has shorter jump delay, from 1.1 second to 1 second, faster splash rate, and its thrash has more damage, knockback power and duration. Additionally, Megalodon can now drag BADs and drags MOAB-Class bloons faster, for (outer layer hp/5000) seconds, but there is a 30-second limit for BADs instead of 6 seconds.
====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

Latest revision as of 16:05, 13 January 2026

I don't know what to say. vrej


BAD immunity

[edit | edit source]
List of Lych soul can not immune
  • Slow:MoabPressStunParagon
  • Stun:ParagonWeak
  • Stun:BombParagon



some paras in paragonDegreeDataModel

[edit | edit source]
  • attackCooldownReductionX = 50
  • piercePercentPerDegree = 1
  • pierceIncreasePerDegree = 0.1
  • damagePercentPerDegree = 1
  • damageIncreasePerDegree = 1
  • damageIncreaseForDegrees = 10
  • bonusBossDamagePercent = 0.25
  • bonusBossDamagePerDegrees = 20

some vars in PowerDegreeMutator

[edit | edit source]
  • 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)

actual stat changes

[edit | edit source]
  • pierce = floor(percentPierceUp * basePierce)+additionalPierceUp
  • cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01)
  • damage = percentDamageUp * baseDamage + additionalDamageUp

boss damages

[edit | edit source]

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