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__
----
----
 
===BAD immunity===
{|class="wikitable"
{|class="wikitable mw-collapsible mw-collapsed"
![[File:BTD6 MaxMonkeysIcon.png|x20px|link=]]Max monkeys
!List of Lych soul can not immune
|Default
![[File:BTD6 StartRoundIconSmall.png|x20px|link=]]Start round
|1
|-
![[File:BTD6 CoinIcon.png|x20px|link=]]Starting cash
|$5,000
![[File:BTD6 EndRoundIconSmall.png|x20px|link=]]End round
|23
|-
|-
![[File:BTD6 LivesIcon.png|x20px|Link=]]Starting lives
|15
!
|
|
|-
*<code>Slow:MoabPressStunParagon</code>
!colspan="4"|Modifiers
*<code>Stun:ParagonWeak</code>
|-
*<code>Stun:BombParagon</code>
|colspan="4"|
*[[File:BTD6 SlowerBloonsIcon.png|x20px|link=]]Bloon speed: 80%
*[[File:BTD6 AbilityCooldownReductionDecreaseIcon.png|x20px|link=]]Ability cooldown rate: 30%
|-
!colspan="4"|Rules
|-
|colspan="4"|
*[[File:BTD6 NoKnowledgeIcon.png|x20px|link=]]Monkey Knowledge disabled
*[[File:BTD6 SellingDisabledIcon.png|x20px|link=]]Selling disabled
*[[File:BTD6 PowersDisabledIcon.png|x20px|link=]]Powers disabled
*[[File:BTD6 NoContinuesIcon.png|x20px|link=]]No continues
*[[File:BTD6 NoDoubleCashIcon.png|x20px|link=]]Double Cash disabled
|}
|}
----
===some paras in <code>paragonDegreeDataModel</code>===
* attackCooldownReductionX = 50
* piercePercentPerDegree = 1
* pierceIncreasePerDegree = 0.1
* damagePercentPerDegree = 1
* damageIncreasePerDegree = 1
* damageIncreaseForDegrees = 10
* bonusBossDamagePercent = 0.25
* bonusBossDamagePerDegrees = 20
===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)
===actual stat changes===
* pierce = floor(percentPierceUp * basePierce)+additionalPierceUp
* cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01)
* damage = percentDamageUp * baseDamage + additionalDamageUp
====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