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
 
(6 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__
__NOTOC__
----
----
==ability==
===BAD immunity===
{{stub}}
{|class="wikitable mw-collapsible mw-collapsed"
'''Activate Ability''' is a game mechanic introduced in [[Bloons TD 5]]. While activated, it usually temporarily adds a buff or brand new attack to the tower(s), gains cash or life, or does other thing such as redeploying a tower. Each ability has a cooldown, which is not affected by usual attack speed buffs.<!--is btd3/btd4 monkey storm considered as an ability?-->
!List of Lych soul can not immune
|-
|
*<code>Slow:MoabPressStunParagon</code>
*<code>Stun:ParagonWeak</code>
*<code>Stun:BombParagon</code>
|}


==''Bloons TD 5''==
{{empty}}


==''Bloons TD Battles''==
----
{{empty}}
===some paras in <code>paragonDegreeDataModel</code>===
 
* attackCooldownReductionX = 50
==''Bloons Monkey City''==
* piercePercentPerDegree = 1
{{empty}}
* pierceIncreasePerDegree = 0.1
 
* damagePercentPerDegree = 1
==''Bloons TD 6''==
* damageIncreasePerDegree = 1
In [[Bloons TD 6]], most abilities start on 1/3 of the cooldown.
* damageIncreaseForDegrees = 10
* bonusBossDamagePercent = 0.25
* bonusBossDamagePerDegrees = 20


There are also some restrictions in BTD6:
===some vars in <code>PowerDegreeMutator</code>===
* Has limit of usage in one round.
* percentPierceUp = piercePercentPerDegree * ((degree-1) + floor(degree/100))
* Can only be activated in 3 minutes from the round start.
* percentDamageUp = damagePercentPerDegree * ((degree-1) + floor(degree/100))
* Some abilities start on full cooldown.
* additionalPierceUp = pierceIncreasePerDegree * ((degree-1) + floor(degree/100))
* Needs enough lives to cost.
* additionalDamageUp = floor(damageIncreasePerDegree * ((degree-1) / damageIncreaseForDegrees + floor(degree/100)))
* bonusBossDamagePercent = bonusBossDamagePercent * degree / bonusBossDamagePerDegrees
* attackCooldownReductionPercent = round(sqrt(attackCooldownReductionX * (degree-1), 1)


Buffs to ability cooldown stack additively, but there's a hard cap of 70%.
===actual stat changes===
* pierce = floor(percentPierceUp * basePierce)+additionalPierceUp
* cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01)
* damage = percentDamageUp * baseDamage + additionalDamageUp


==''Bloons TD Battles 2''==
====boss damages====
{{empty}}
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