Pierce: Difference between revisions

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Added a section on non-integer pierce
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===Expiration===
===Expiration===
Most projectiles expire immediately upon consuming all pierce. Certain projectiles have effects that trigger when they run out of pierce (such as a bomb projectile spawning an explosion projectile). Some projectiles do not expire when they run out of pierce (such as most area-of-effect style projectiles), though they become unable to collide with any more Bloons if they have zero pierce remaining.
Most projectiles expire immediately upon consuming all pierce. Certain projectiles have effects that trigger when they run out of pierce (such as a bomb projectile spawning an explosion projectile). Some projectiles do not expire when they run out of pierce (such as most area-of-effect style projectiles), though they become unable to collide with any more Bloons if they have zero pierce remaining.
=== Non-integer pierce ===
{{Research|Confirm whether this is true outside of Bloons TD 6|section=Non-integer pierce}}
In the case where a projectile's pierce isn't whole number, it will be rounded down and the decimal value will stored and transferred to the next projectile.  For example, if a projectile has 1.4 pierce, the first two attacks will have 1 pierce and the third will have 2 pierce with 0.2 piercing carrying over into the next attack.  So the projectiles pierce will go through a cycle of 1, 1, 2, 1, and 2 pierce before repeating.  With towers that fire multiple projectiles in one attack, such as the [[Tack Shooter]], the carryover will occur in a single attack. (e.g. with 1.5 pierce, half the tacks in a volley will have 1 pierce and the other half 2)


===Pierce penalty===
===Pierce penalty===