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laronel_thone

Junior Defender
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About laronel_thone

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  1. Ending in in 18 hours (1600 CST). reserve not yet met.
  2. 28/28 woo! https://imgur.com/a/LsWQBQc https://steamcommunity.com/profiles/76561198231425176
  3. Currency I Accept: Coal, cubes, diamonds (5/10/15) Events:Magi(120), Celebracers(70), NPC(100), FPC(120), EPC(100), Celebration(120), Gaias(50), Ginger(40), Butterscotch(40) PM me on forums for other events. auction will run for 1 week or 48 hours from last bid, whichever is later. I reserve the right not to sell if I am not happy with the offer.
  4. Currency I Accept: Coal, cubes, diamonds (5/10/15) Events:Magi(120), Celebracers(70), NPC(100), FPC(120), EPC(100), Celebration(120), Gaias(50), Ginger(40), Butterscotch(40) PM me on forums for other events. auction will run for 1 week or 48 hours from last bid, whichever is later. I reserve the right not to sell if I am not happy with the offer. Pii wins it.
  5. Cat will reach 203 boost and cap hero damage. Escev wins with bid of MoL
  6. NGL the chickenballer is hillarious and IMO embodies what DD is all about https://steamcommunity.com/profiles/76561198231425176
  7. 2 months of 2 accounts running Kings Game to finally get a 241k pawnshot for my EV https://steamcommunity.com/profiles/76561198231425176
  8. Updated fixed raw numbers on ballista seperated tabs for single and multi-target dps rankings. added tab to show combined defense rate needed to cap rate (asc+shard+mod).
  9. I've put together a google spreadsheet that has a compilation of raw stats for each damaging defense in the game. In the formatted tab you can see how each defense performs on a damage per second per defense power per defense unit scale. as well as how much is gained per upgrade. Google Spreadsheet I hope some of you are as in to this stuff as i am and find this useful.
  10. wait so you're going to 4? no... 5? damn this is terrible! /s
  11. title. i wanted to test group inclusion on all the high HP enemies so i ran a low onslaught to test enemy groupings. Test lanes had only ramsters. on the ramsters i swapped out relics with various boom properties to verify mob inclusion in groups. zerker: chaos, melee cyborc: chaos, melee, orc frost orc: frost, melee, orc lava orc: melee, orc is there any reason why the orc berserkers were unaffected by the orc-boom module? most importantly is this bug specific to orc-boom or is anti-orc also excluding berserkers? edit: formatting, typed wrong info
  12. When auto-sort is on you can't fuse anything. this applies to your bags as well.
  13. TL;DR: If boost is viable, it will be in every build, if it's not it will never be used because yes, it's simple math. yes, but that exact same argument could be made for every single defense in the game. Instead of revisiting all defenses, raising the overall DU would address them all at the same time. The real question is - is balance already there, but we just don't have the spare DU to spend on it, or is the overall DU off and does not allow for secondary type defenses? I think it is a little of both actually. the same argument *is* made for every defense in the game. boost defenses, though, are especially effected by this math. What makes a boost worth it is when using one provides more to a lane than just one more defense. Say you have 250 du to work with: and your build is 30 for a tree, 150 for 5 hornets, and 30 for a frosty and you have 40 du left... In boost aura's current form if if you have a similar relic, transfer, and destruction in it, you will gain about 10% dp and 20% dcd. and this bonus is added *after* other rune effects so the actual gain is less than those numbers. In game i just checked and it's a 13% boost to my flame aura. So if you want to add damage to the lane the choice you are left with is: add one more hornet for a 25% increase in damage or use boost for a 13% increase in damage. It's not really a choice though. There is no utility that the aura *can* bring that will make it worth it. The damage increase is the important thing here and what makes it hard to balance. At 13% increase it is never worth it. At 13% it needs to buff 8 dps towers to make it worth placing *if it were the same du cost. since it is 40, not 30, and most dps towers are 30, it would take 11 towers. That percentage increase is your break-even point on your du investment and 11 is unreasonable, we have the du to place 330 worth of a dps tower *and* a 40 du boost and that's not even considering fitting all 11 dps towers inside the aura's radius. If the break-even point is brought to where it fits reasonably into our available du, boost becomes a best choice in every lane, period. Some complained about *needing* boost before when it boosted as high as 60 or 70 percent if i remember correctly, in that case if you had two towers boost was your most efficient choice for the third, and if boost returns to anything over 33% actual increase in dps it will once again be a best choice in every lane because even if you only break even you now gain the utility shards from the boost (damage resistance, blockade health, slow, whatever you slot in it). In the end, there is no balancing boosts, either they are viable or they are not, and if they are viable they will be in every build (or players will 'feel pressured to use them'). The FOTM metas that arise currently have to do with defense type and damage application. Bees are tops right now because they are untargetable (immune to kobolts) with enough range to be clear of cyborks and frosty lanes while still getting time on target and don't use projectiles (immune to geodes) and that's it. Sure when dryads go corrupt it does take bees' dps past cannon-ball's but there is still more time between targets with bees than with cannons and bees and bees require 3 targets to actually do that dps... moving into the territory of mass clear, where flame auras would be tops if it weren't for cyborks and frosty lanes. Outside of this environment of hard-counters everywhere, bees are a mediocre dps defense with superior range for a non-targetable defense. edit: typo'd a number, fixed.
  14. and three spawns on greystone that gaurantee loss of a subcore, one of which gives you very little space before it's in range of the main core. Nothing says "well thought out" like losing xp because of RNGesus. It *is* stunnable though and if it dies while stunned it won't explode, problem with that is you have to "burst" 5-10m hp during that stun because if it wears off it'll explode.
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