Attack speed: Difference between revisions

btd5 mobile gen information
m Removing notes before moving it to main
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[[File:BTD6 MapBuffIconVillage2xx.png|thumb|Buff icon for attack speed in BTD6]]
[[File:BTD6 MapBuffIconVillage2xx.png|thumb|Buff icon for attack speed in BTD6]]
(Insert disambiguation here to distinguish from [[Attack Speed (upgrade)]])
'''Attack speed''' is a mechanic in the {{series|Bloons TD}} and {{series|Bloons Supermonkey}} of games, which determines the amount of time that a [[Tower]] needs to perform an specific attack. It is typically measured in frames in the older games and seconds in the newer entries. It is one of the three main mechanics that determine the offensive capability of a tower alongside [[Damage]] and [[Pierce]].
'''Attack speed''' is a mechanic in the {{series|Bloons TD}} and {{series|Bloons Supermonkey}} of games, which determines the amount of time that a [[Tower]] needs to perform an specific attack. It is typically measured in frames in the older games and seconds in the newer entries. It is one of the three main mechanics that determine the offensive capability of a tower alongside [[Damage]] and [[Pierce]].


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== Mechanics ==
== Mechanics ==
(Insert a section per game)
=== [[Bloons Supermonkey 2]] ===
=== [[Bloons Supermonkey 2]] ===
Attack speed in Bloons Supermonkey 2 is implemented with a mechanic that in the mobile version, is internally named '''cooldown'''. This cooldown is the amount of time in seconds which a certain weapon or powerup will take before performing an attack. In the Flash version it is measured in frames, while in the mobile versions it is measured in seconds, and each weapon has a separate cooldown value. However, if the player notices the amount of damage that a tower is dealing before and after an attack speed or buff is applied, sometimes the tower seem to be doing better than expected, and this is because on how the actual attack speed / cooldown mechanic is implemented.
Attack speed in Bloons Supermonkey 2 is implemented with a mechanic that in the mobile version, is internally named '''cooldown'''. This cooldown is the amount of time in seconds which a certain weapon or powerup will take before performing an attack. In the Flash version it is measured in frames, while in the mobile versions it is measured in seconds, and each weapon has a separate cooldown value. However, if the player notices the amount of damage that a tower is dealing before and after an attack speed or buff is applied, sometimes the tower seem to be doing better than expected, and this is because on how the actual attack speed / cooldown mechanic is implemented.
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The attack cooldown has no correlation with the frame rate of the game, as it is possible to have [[Elite Defender (BTD6)|attacks]] that are faster than a single frame, in this case the animations can be visually skipped, show inconsistencies, or produce multiple projectiles per animation, but the damage dealt is properly applied on average. This will also be the case with high game lag, with the only difference being that in-game time might run slower than real time producing visual slow motion.
The attack cooldown has no correlation with the frame rate of the game, as it is possible to have [[Elite Defender (BTD6)|attacks]] that are faster than a single frame, in this case the animations can be visually skipped, show inconsistencies, or produce multiple projectiles per animation, but the damage dealt is properly applied on average. This will also be the case with high game lag, with the only difference being that in-game time might run slower than real time producing visual slow motion.
''(fun fact below, probably more for trivia, this is not intended to be in the final article)''
As of {{BTD6 version|46.3}} The lowest possible cooldown in BTD6 belongs to [[Elite Defender (BTD6)|Elite Defender]], which has a base cooldown of 0.064925s, to occur the Bloons must be leaking (0.25× and 0.5× from both passive abilities), have an Elite Sniper in the map (0.75×), be in the range of a True Sun God with max Support sacrifices (0.8× twice), Permanent Brew (0.85×), Jungle Drums (0.85×), Homeland Defense (0.5×), Ultraboost active with 10 stacks (0.6× and 0.6648×), Ezili Sacrifical Totem (0.85×) in the map One Two Three under a Military or small footprint tile with attack speed bonus (0.85×), with the targeting set to Last for Flanking Maneuvers MK (0.9×) and Veteran Monkey Training MK (0.97×), resulting on a cooldown of 0.000354s or approximately ~2,824 shots per second. Adding the Monkey Boost (0.5×) and Energizing Totem (0.75×) powers the cooldown goes to 0.000132s or ~7,531 shots per second.


== References ==
== References ==
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