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__
__NOTOC__
----
----
==beast merge==
===BAD immunity===
==== Stat modifiers ====
{|class="wikitable mw-collapsible mw-collapsed"
For most stats, there is a "range" which means the stat change from the min power to max power.
!List of Lych soul can not immune
|-
|
*<code>Slow:MoabPressStunParagon</code>
*<code>Stun:ParagonWeak</code>
*<code>Stun:BombParagon</code>
|}


To simplify the formulas below, assume <math>\text{percent} = \frac{\text{Current Power}-\text{Min Power}}{\text{Max Power}-\text{Min Power}}</math>


===== Pierce =====
----
<math>\text{Pierce}=\text{Base Pierce} + \lfloor \text{Pierce Range} \times \text{percent}\rfloor</math>
===some paras in <code>paragonDegreeDataModel</code>===
 
* attackCooldownReductionX = 50
===== Damage =====
* piercePercentPerDegree = 1
<math>\text{Damage}=\text{Base Damage} + \lfloor \text{Damage Range} \times \text{percent}\rfloor</math>
* pierceIncreasePerDegree = 0.1
 
* damagePercentPerDegree = 1
For [[Velociraptor]] and above, bonus stun damage is also affected by merging. The increased value is related to base damage increase from merging:
* damageIncreasePerDegree = 1
 
* damageIncreaseForDegrees = 10
<math>\text{Bonus Stun Damage}=\text{Base Bonus Stun Damage} + \lfloor\frac{\text{Damage Range} \times \text{percent}}{\text{Stun Bonus Divisor}}\rfloor</math>
* bonusBossDamagePercent = 0.25
 
* bonusBossDamagePerDegrees = 20
The <math>\text{Stun Bonus Divisor}</math> above is 3.<!--at least, now-->
 
===== Knockback duration =====
<math>\text{Knockback Duration}=\text{Base Knockback Duration}+\text{Knockback Duration Range} \times \text{percent}</math>
 
===== Flying speed =====
<math>\text{Flying Speed}=\text{Base Flying Speed}+\text{Speed Range} \times \text{percent}</math>
 
===== Attack cooldown =====
<math>\text{Attack Cooldown}=\text{Base Attack Cooldown}-\text{Cooldown Scale Range} \times \text{percent}</math>
 
[[Great White]] thrash interval works similarly.
 
===== Ability cooldown =====
Merging actually changes the <code>cooldownSpeedScale</code> of the ability, which means this stacks additively with other buffs such as [[Energizer (BTD6)|Energizer]].


Unlike other stats, this bonus depends on the cooldown of their ''main attack''.
===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)


<math>\text{Ability Cooldown Scale Change}=\frac{\text{Cooldown Scale Range} \times \text{percent}}{\text{Attack Cooldown}}</math><!--the ability also has 99999s attack cooldown, so maybe this also affect this? hmmmm...-->
===actual stat changes===
* pierce = floor(percentPierceUp * basePierce)+additionalPierceUp
* cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01)
* damage = percentDamageUp * baseDamage + additionalDamageUp


With {{BTD6 mk|Veteran Monkey Training}}, the attack cooldown changes ''before'' the bonus from merging.
====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