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__
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==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''==
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{{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