Attack speed: Difference between revisions
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== Name == | == Name == | ||
There is not a unique way to name this mechanic, not even in the same game or in official patch notes. In the list below there are examples of different notations across the Bloons | There is not a unique way to name this mechanic, not even in the same game or in official patch notes. In the list below there are examples of different notations across the ''Bloons'' franchise: | ||
* '''Attack Speed''' is used in the description of the [[Rapid Reload (BTD5)|Rapid Reload]] upgrade in [[Bloons TD 5|''Bloons TD 5'']]. | * '''Attack Speed''' is used in the description of the [[Rapid Reload (BTD5)|Rapid Reload]] upgrade in [[Bloons TD 5|''Bloons TD 5'']]. | ||
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== Mechanics == | == Mechanics == | ||
=== [[Bloons Supermonkey 2]] === | === [[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. | ||
While there is no way of buffing attack speed in the Flash version, in the mobile version [[Turbo Boost]] will reduce the attack cooldown of Supermonkeys by a certain multiplier. In the mobile version, it is mechanically similar with how Attack Speed is handled in Bloons TD 6, where if an attack exceeds 1 attack per frame, it will simulate multiple attacks per frame. The entire [[Energy (BSM2)|Energy]] arm weapon line (excluding Epics) has a fixed cooldown of 0, resulting in it attacking every frame, and cannot be buffed by attack speed. | While there is no way of buffing attack speed in the Flash version, in the mobile version [[Turbo Boost]] will reduce the attack cooldown of Supermonkeys by a certain multiplier. In the mobile version, it is mechanically similar with how Attack Speed is handled in ''Bloons TD 6,'' where if an attack exceeds 1 attack per frame, it will simulate multiple attacks per frame. The entire [[Energy (BSM2)|Energy]] arm weapon line (excluding Epics) has a fixed cooldown of 0, resulting in it attacking every frame, and cannot be buffed by attack speed. | ||
===''[[Bloons TD 5]]'' / ''[[Bloons TD Battles]]'' / ''[[Bloons Monkey City]]''=== | ===''[[Bloons TD 5]]'' / ''[[Bloons TD Battles]]'' / ''[[Bloons Monkey City]]''=== | ||
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In the mobile versions, most attacks have a separate <code>CooldownTime</code> and <code>FireDelayTime</code> stat. The cooldown time determines the amount of time it takes to ''initiate'' the next attack, while the fire delay time determines the delay between when an attack is initiated and when the attack fires. The sum of these two values determines the overall attack speed of a tower. For example, the [[Dart Monkey]] has a <code>CooldownTime</code> of 0.7 seconds and a <code>FireDelayTime</code> of 0.2 seconds, giving it an overall delay between attacks of 0.9 seconds, or roughly 1.11 attacks per second. Most [[tower buff]]s that "increase attack speed" reduce both the cooldown time and fire delay time, but some, such as the Attack Speed modifier of the [[Monkey Lab]], only reduce the cooldown time. This makes them less effective on attacks with long fire delay times, such as the [[Mortar Monkey]]'s main attack. | In the mobile versions, most attacks have a separate <code>CooldownTime</code> and <code>FireDelayTime</code> stat. The cooldown time determines the amount of time it takes to ''initiate'' the next attack, while the fire delay time determines the delay between when an attack is initiated and when the attack fires. The sum of these two values determines the overall attack speed of a tower. For example, the [[Dart Monkey]] has a <code>CooldownTime</code> of 0.7 seconds and a <code>FireDelayTime</code> of 0.2 seconds, giving it an overall delay between attacks of 0.9 seconds, or roughly 1.11 attacks per second. Most [[tower buff]]s that "increase attack speed" reduce both the cooldown time and fire delay time, but some, such as the Attack Speed modifier of the [[Monkey Lab]], only reduce the cooldown time. This makes them less effective on attacks with long fire delay times, such as the [[Mortar Monkey]]'s main attack. | ||
=== [[Bloons TD 6]] === | === [[Bloons TD 6|''Bloons TD 6'']] === | ||
Attack speed in BTD6 is implemented with a mechanic internally named '''cooldown'''. This cooldown is the amount of time in seconds which a tower will take before executing an attack or performing certain actions such as [[Spike Factory (BTD6)|producing spikes]] or [[Sun Temple (BTD6)|spawning sub-towers]]. This is measured in seconds, and the upgrades modify the value of this stat to a certain number. 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 ''BTD6'' is implemented with a mechanic internally named '''cooldown'''. This cooldown is the amount of time in seconds which a tower will take before executing an attack or performing certain actions such as [[Spike Factory (BTD6)|producing spikes]] or [[Sun Temple (BTD6)|spawning sub-towers]]. This is measured in seconds, and the upgrades modify the value of this stat to a certain number. 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. | ||
For example a 0-0-0 [[Dart Monkey (BTD6)|Dart Monkey]] has an attack cooldown of 0.95s, this is the amount of time that will pass between shots. Upon being upgraded to 0-1-0 [[Quick Shots (BTD6)|Quick Shots]], which claims to increase the attack speed by 15%, this cooldown is reduced to 0.8075s, which is a 15% reduction of the cooldown of the 0-0-0 tower, and the 0-2-0 [[Very Quick Shots (BTD6)|Very Quick Shots]] upgrade further reduces it to 0.6365s which is a 33% reduction of the base monkey giving the number stated in the upgrade's description. | For example a 0-0-0 [[Dart Monkey (BTD6)|Dart Monkey]] has an attack cooldown of 0.95s, this is the amount of time that will pass between shots. Upon being upgraded to 0-1-0 [[Quick Shots (BTD6)|Quick Shots]], which claims to increase the attack speed by 15%, this cooldown is reduced to 0.8075s, which is a 15% reduction of the cooldown of the 0-0-0 tower, and the 0-2-0 [[Very Quick Shots (BTD6)|Very Quick Shots]] upgrade further reduces it to 0.6365s which is a 33% reduction of the base monkey giving the number stated in the upgrade's description. | ||
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In general if an upgrade of buff description states that the attack speed of a tower is being increased by a certain percentage, what it actually does is reducing the cooldown in that proportion by applying a multiplier, which in most situations is <math>1 - \text{Bonus percentage } </math>. And different bonuses stack multiplicatively: | In general if an upgrade of buff description states that the attack speed of a tower is being increased by a certain percentage, what it actually does is reducing the cooldown in that proportion by applying a multiplier, which in most situations is <math>1 - \text{Bonus percentage } </math>. And different bonuses stack multiplicatively: | ||
<math display="block">\text{Cooldown} = \text{Base Cooldown} \times \text{Multiplier}_1 \times \text{Multiplier}_2 \times \cdots </math>A list of all attack cooldowns available in BTD6 are listed in the following table (multipliers in this table are rounded to 4 decimals and percentages to the nearest integer). | <math display="block">\text{Cooldown} = \text{Base Cooldown} \times \text{Multiplier}_1 \times \text{Multiplier}_2 \times \cdots </math>A list of all attack cooldowns available in ''BTD6'' are listed in the following table (multipliers in this table are rounded to 4 decimals and percentages to the nearest integer). | ||
{| class="wikitable mw-collapsible mw-collapsed center-col-1 center-col-3 center-col-4" | {| class="wikitable mw-collapsible mw-collapsed center-col-1 center-col-3 center-col-4" | ||
|+Cooldown multipliers in BTD6 | |+Cooldown multipliers in ''BTD6'' | ||
!Icon | !Icon | ||
!Source | !Source | ||
Revision as of 19:33, 3 January 2025

Attack speed is a mechanic in the Bloons TD series and Bloons Supermonkey series 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.
Name
There is not a unique way to name this mechanic, not even in the same game or in official patch notes. In the list below there are examples of different notations across the Bloons franchise:
- Attack Speed is used in the description of the Rapid Reload upgrade in Bloons TD 5.
- Reload time is used in the description of the Monkey Knowledge
Veteran Monkey Training in Bloons TD 6. - Attack rate in the description of Jungle Drums upgrade in the Flash version of Bloons Monkey City.
- Attack cooldown or reload rate is used sometimes in official patch notes[1]. Attack cooldown is sometimes simply referred as cooldown, but the former is preferred because it can also be used to refer to the recharge time of an Activated Ability.
- Rate of fire is used in Adora Level 20 description in Bloons TD 6.
Mechanics
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.
While there is no way of buffing attack speed in the Flash version, in the mobile version Turbo Boost will reduce the attack cooldown of Supermonkeys by a certain multiplier. In the mobile version, it is mechanically similar with how Attack Speed is handled in Bloons TD 6, where if an attack exceeds 1 attack per frame, it will simulate multiple attacks per frame. The entire Energy arm weapon line (excluding Epics) has a fixed cooldown of 0, resulting in it attacking every frame, and cannot be buffed by attack speed.
| This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: flash game stuff, such as attack speed caps |
In the mobile versions, most attacks have a separate CooldownTime and FireDelayTime stat. The cooldown time determines the amount of time it takes to initiate the next attack, while the fire delay time determines the delay between when an attack is initiated and when the attack fires. The sum of these two values determines the overall attack speed of a tower. For example, the Dart Monkey has a CooldownTime of 0.7 seconds and a FireDelayTime of 0.2 seconds, giving it an overall delay between attacks of 0.9 seconds, or roughly 1.11 attacks per second. Most tower buffs that "increase attack speed" reduce both the cooldown time and fire delay time, but some, such as the Attack Speed modifier of the Monkey Lab, only reduce the cooldown time. This makes them less effective on attacks with long fire delay times, such as the Mortar Monkey's main attack.
Attack speed in BTD6 is implemented with a mechanic internally named cooldown. This cooldown is the amount of time in seconds which a tower will take before executing an attack or performing certain actions such as producing spikes or spawning sub-towers. This is measured in seconds, and the upgrades modify the value of this stat to a certain number. 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.
For example a 0-0-0 Dart Monkey has an attack cooldown of 0.95s, this is the amount of time that will pass between shots. Upon being upgraded to 0-1-0 Quick Shots, which claims to increase the attack speed by 15%, this cooldown is reduced to 0.8075s, which is a 15% reduction of the cooldown of the 0-0-0 tower, and the 0-2-0 Very Quick Shots upgrade further reduces it to 0.6365s which is a 33% reduction of the base monkey giving the number stated in the upgrade's description.
However if the Dart Monkey is tested in a mode such as Sandbox, the upgrades will seem to be doing better than expected, with the 0-1-0 upgrade increasing the damage a little bit higher than the 15% expected increase in damage, and the 0-2-0 doing nearly 50% more damage.
To explain this difference, the first thing that should be noticed is that what most people understand as Attack Speed is a similar but not exactly same thing as the Attack Cooldown concept used in the game. Attack Speed could be defined as the number of attacks a tower performs in a certain amount of time, and Attack Cooldown as the inverse, the amount of time that the tower needs to perform an attack. This definition makes Attack Speed directly proportional to the damage (higher attack speed equals more damage) and the attack cooldown inversely proportional to the damage (lower cooldown equals more damage).
With those definitions and going back into the Dart Monkey example, the cooldown of 0.95s means the tower will throw ~63 darts per minute, with the 0-1-0 upgrade this increases to ~74 darts per minute and the 0-2-0 goes to ~94 darts per minute. The proportions of those numbers mean a ~17% and ~49% increase of the amount of darts, corresponding with the amount of damage that the tower produces.
In general if an upgrade of buff description states that the attack speed of a tower is being increased by a certain percentage, what it actually does is reducing the cooldown in that proportion by applying a multiplier, which in most situations is . And different bonuses stack multiplicatively:
A list of all attack cooldowns available in BTD6 are listed in the following table (multipliers in this table are rounded to 4 decimals and percentages to the nearest integer).
| Icon | Source | Cooldown multiplier | Attack speed / damage increase | Applies to | Notes |
|---|---|---|---|---|---|
| Turbo Charge ability | 0.1429 | 600% | Itself | ||
| Glaive Dominus | 0.9 | 11% | Primary towers in range | ||
| Absolute Zero ability | 0.6667 | 50% | All Ice Monkeys | ||
| Elite Sniper | 0.75 | 33% | All Sniper Monkeys | ||
| Elite Defender Bloon progress passive ability | 1.0 to 0.5 | 0% to 100% | Itself | Attack speed increase percentage is the same as the Bloons progress in the track. Not standard multiplier, see notes of Heart of Vengeance. | |
| Elite Defender lives lost passive ability | 0.25 | 300% | Itself | Triggers when lives are lost. | |
| Nautic Siege Core | 1.3 | –23% | Heroes in range | Only while submerged. | |
| Carrier Flagship / Navarch of the Seas | 0.85 | 18% | All towers placed in water | ||
| Artillery Battery ability | 0.25 | 300% | Itself | ||
| Sun Temple / True Sun God / VTSG | 0.9 or 0.8 | 11% or 25% | All other towers in range | Depends on the amount of Support sacrifices given to the tower. | |
| Shinobi Tactics | 0.92Stacks
0.92 at 1 stack 0.1887 at 20 stacks |
9% at 1 stack
430% at 20 stacks |
All Ninja Monkeys in range | Shinobi tactics buff is 0.92 elevated to the power of the number of stacks. For intermediate values, attack speed increase can be calculated with the formulas below. | |
| Berserker Brew | 0.9 | 11% | Towers targeted by the potion | ||
| Stronger Stimulant / Permanent Brew | 0.85 | 18% | Towers targeted by the potion | ||
| Heart of Vengeance | 0.9091 at no lives lost
0.6667 at 40 lives lost |
10% + 1% per life lost
50% maximum (40 lives lost) |
Itself | This multiplier is not standard, the bonus actually works over the attack speed. The multiplier can be calculated by . | |
| Druid of Wrath | 0.9524 at 10 damage
0.5 at 200 damage |
5% per 10 damage inflicted
100% maximum at 200 damage |
Itself | Not standard multiplier, see notes of Heart of Vengeance. Multiplier expires at the end of the round, or after not dealing damage for 2s. | |
| Poplust | 0.8696 at 1 stack
0.5714 at 5 stacks |
15% per stack
75% at 5 stacks |
All other Druids in range | Not standard multiplier, see notes of Heart of Vengeance. | |
| Smart Spikes passive ability | 0.25 | 300% | Itself | ||
| Jungle Drums | 0.85 | 18% | All other towers in range | ||
| Call to Arms | 0.6667 | 50% | All towers | Not standard multiplier, see notes of Heart of Vengeance. Overrides Homeland Defense if active. | |
| Homeland Defense | 0.5 | 100% | All towers | Not standard multiplier, see notes of Heart of Vengeance. Overrides Call to Arms if active. | |
| Overclock | 0.6 | 67% | Targeted tower | ||
| Ultraboost | 0.96Stacks
0.96 at 1 stack 0.6648 at 10 stacks |
4% at 1 stack
50% at 20 stacks |
Targeted tower | Ultraboost buff is 0.96 elevated to the power of the number of stacks. For intermediate values, attack speed increase can be calculated with the formulas below. Also applies the Overclock boost but does not stack with it. | |
| Master Builder passive ability | 0.7692 after 1 round | 30% per round | Itself | Keeps stacking until Master Builder attack speed is 0.15s. Not standard multiplier, see notes of Heart of Vengeance. | |
| Gwendolin passive ability | 0.9 at Level 5+
0.8 at Level 18+ |
11% at Level 5+
25% at Level 18+ |
All Ring of Fire, Signal Flare or Dragon's Breath and their upgrades | ||
| Striker Jones passive ability | 0.9 at Level 5+
0.8 at Level 18+ |
11% at Level 5+
25% at Level 18+ |
All Bomb Shooters and Mortar Monkeys | ||
| Obyn Greenfoot Nature's Wrath | 0.75 | 33% | Druids in range | ||
| Obyn Greenfoot Nature's Clarity | 0.95 | 5% | Magic towers in range | ||
| Ezili Sacrificial Totem | 0.85 | 18% | All towers in range | ||
| Ezili Sacrificial Totem | 0.95 | 5% | All towers in range | Additional buff to Wizard Monkeys. | |
| Adora Blood Sacrifice | 0.9 – 0.01 per $100 on the sacrificed tower | 11% minimum
100% maximum |
Herself, Sun Avatars and their upgrades | Multiplier capped to 0.75 ($1,500) in Levels 7 – 19 (33% maximum attack speed increase), and 0.5 ($4,000) at Level 20. | |
| Admiral Brickell Naval Tactics | 0.5 | 100% | Herself and all towers placed in water in range, at Level 19+ is all towers in water | ||
| Geraldo Jar of Pickles | 1.3333 | –25% | Targeted tower | Not standard multiplier, see notes of Heart of Vengeance.e. | |
| Corvus Aggression | 0.5 | 100% | Spirit | ||
| Phayze Slow Aura | 1.1 (1st skull)
1.15 (2nd skull) 1.2 (3rd skull) |
–9% (1st skull)
–13% (2nd skull) -17% (3rd skull) |
All towers | ||
| Elite Phayze Slow Aura | 1.1 to 2.2 | –9% to –55% | All towers | Varies depending on the tier and skull, consult Phayze's page for more information. | |
| One Two Tree / Polyphemus map mechanic | 0.85 | 18% | All towers placed in the corresponding area | ||
| Ancient Portal map mechanic | 0.7 | 43% | Heroes placed in the corresponding area | ||
| Fast Glue | 0.9 | 11% | Glue Gunners | ||
| Fast Tack Attacks | 0.92 | 9% | Tack Shooters | ||
| Come On Everybody! | 0.95 | 5% | Primary towers of Tier 2 or lower | ||
| Gun Coolant | 0.9 | 11% | Monkey Aces | ||
| Flanking Maneuvers | 0.9 | 11% | Monkey Snipers, Subs and Buccaneers | ||
| Speedy Brewing | 0.95 | 5% | Alchemists | ||
| Veteran Monkey Training | 0.97 | 3% | All towers | ||
| Paragon of Power | 0.8333 | 20% | Paragons | ||
| Quick Hands | 0.96 | 4% | Heroes | ||
| Monkey Boost | 0.5 | 100% | All towers | ||
| Time Stop | 1.6667 | –40% | All towers | Not standard multiplier, see notes of Heart of Vengeance. | |
| Energizing Totem | 0.75 | 33% | All towers in range |
For example, the attack cooldown of a 0-0-0 Dart Monkey which is in the range of a 2-4-0 Monkey Village (Jungle Drums, Call to Arms) and 4-0-0 Stronger Stimulant while all temporal bonuses are active and the player has the
Come On Everybody! and
Veteran Monkey Training Monkey Knowledge is:
The actual attack speed / damage increase can be calculated as follows:
Or if the percentage indicated in the game is known:
For example, in the attack cooldown example, the total attack speed increase is:
And going back into the the 0-1-0 upgrade for a Dart Monkey the actual attack speed increase is:
And for the 0-2-0 upgrade:
The attack cooldown has no correlation with the frame rate of the game, as it is possible to have 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.