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WindStrike

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Posts posted by WindStrike


  1. Just about everything is OP on normal. I haven't attempted a normal run yet, but some of my stronger builds get 250+ frog kills on Hard difficulty. Good tower, but I honestly wouldn't try to spam it for frog wave. If you want proof of its relatively low DPS, check out my thread on DPS/Gold Values. Having a few at the end might be worth it to finish the creeps, but spam a different tower if you really want damage.


  2. Blacksmith/Well/Trickery towers, on autocast, will prefer various towers over others. Generally it goes from the highest in power down to the lowest. This list isn't posted in game, just hidden in the game stats. Here's the list, prioritizing from top to bottom:

    1. Pure & Periodic
    2. Level 3 Duals
    3. Level 2 Triples
    4. Level 2 Support Triples
    5. Level 3 Singles (Refined)
    6. Level 2 Duals
    7. Level 1 Triples
    8. Level 1 Support Triples
    9. Level 2 Singles (Focused)
    10. Level 1 Duals
    11. Level 1 Singles
    12. These towers cannot target any of each other with their buffs.

    A general tip, build one of these towers within range of 4 other towers you have to maximize its efficiency.


  3. Towers are already set to specified sets, namely all the tower upgrades. I don't think this would be possible, unless you don't wanna be able to tell the difference between your Tier 1 Fire Towers and your Pure Fire Towers, lol. I'd say that'd be nice for Wisp... except I don't believe Wisp has any sets that are actually out. However, we might be adding a feature down-the-road where you can change the model of your summoner from Wisp to, well, non-Wisp. Sooo perhaps via that way, we might be able to do the items/sets, but that's about it.


  4. Abuse trick that's getting fixed in next patch. That, and some issue with Jinx Tower. Don't expect it to last.

     

    Also, there's an issue with the leaderboard where it often doesn't record single-player games. If someone's spectating you or there's someone else in the game, it should record it, but otherwise, single-players have like a 20% chance to get posted. Not sure of the cause.


  5. Incoming more suggestions. Sticking names next to some of these, since credit isn't all mine.

    • Forcestaff Tower
      • Credits: Pierfrancesco
      • Forces a creep to move forward in the maze, but in doing so, the creep takes major damage.
    • Rocket Tower
      • Credits: nb
      • Constantly unleashes a barrage of single-target damage rockets at nearby creeps. Randomizes targets on each rocket.
    • Tunneling Tower
      • Credits: nb
      • Short-ranged tower that deals cleave damage. Has a medium-ranged ability that lets it swap positions with another tower. Leveling it up decreases the cooldown.
    • Hook Tower
      • Credits: nb
      • It's pudge time! It rots away, naturally dealing damage to all creeps that within short range of it. Has a medium-ranged ability that lets it hook another tower to its location. Leveling it up decreases the cooldown.

  6. Regarding the life + interest abuse trick, where you kill all but one creep, let it leak, and rinse + repeat by abusing life towers, that's getting fixed, soooo that "abuse" will no longer work. Life towers are definitely strong, buuuut until I see someone beat my 360k score build w/ life towers without that abuse trick, I don't think they need to be nerfed.


  7. Linked here is a chart of all DPS values in the game, including their DPS per gold values, allowing you to figure out what (theoretically) does the most damage. Each tab grouping (see the bottom of the spreadsheet) is organized by range.

    DPS/Gold Values Spreadsheet

    Note that it does not take any buffs or debuffs into account. That said, explanation of what each category listed is:

    • DMG: The amount of damage it does per attack.
    • BAT: The attack rate of the tower.
    • SDPS: Stands for Single-Target DPS. It's DMG / BAT = SDPS
    • AoE: Displays what its AoE is. For some towers, it doesn't list the standard 100/200 or 150/300.
    • AoE Mult: Stands for AoE Multiplier, which is approximately how much its SDPS should be multiplied by to account for its AoEAll of these are approximations, based on no slowing. There is no way to possibly account for all the factors without a super duper complex chart that no one can read.
    • ADPS: Stands for Area DPS. This is the approximate DPS it deals that isn't Single-Target.
    • DPS: This is ADPS + SDPS, so damage to the main target, and damage to all targets hit by whatever splash it deals.
    • Gold Cost: The total cost of the tower, including all upgrades.
    • SDPS/Gold Value: The value of the tower's Single-Target DPS per point of gold.
    • ADPS/Gold Value: The value of the tower's Area DPS per point of gold.
    • DPS/Gold Value: The value of the tower's Total DPS per point of gold.

     

    A general tip, based on this chart, Quality > Quantity. However, rushing straight for higher level towers might be rather difficult due to lack of gold and trying to kill the Levels 2 & 3 Elemental Bosses, so you'll need to experiment around to find the proper balance.

     

    I hope this chart helps you all out!


  8. I accidentally dropped part of the secret somewhere else on this forum in one of my replies, but until someone beats my score, I shall refrain from posting my build. Actually, my top score is skewed, cause I got screwed over by a bug involving trickery + pure essence. I'm pretty sure I can get it a little bit higher. Good luck trying to beat mah score, sire!


  9. I'm curious, I see this build on the leaderboard multiple times, all of which uses primarily single-target damage (Tidal, after attacking long enough, is more single-target than AoE , especially with Level 3 Well buffs), buuut with two slowing towers. Why not try it with Earth as the last element and get two damage amplification towers? I find they synergize better with single-target than slowing does. Great guide, by the way!


  10. Gold tower build is tricky as heck. As a straight rush, it's a terrible idea, undead and swarm will screw you over, plus anyone camping the entrance will screw you over instantly. As a second or third tower though, it can be fantastic, and it's easily attributed to giving me about a 20k networth leap by end-game (which is part of how I got that top score on the leaderboard). Generally, how I do it is get a tower with lots of AoE first, so Flamethrower, Nova, or Quake, and then yoink a Gold tower, and then whatever 4-element combo you've got, get one of each of the remaining triple-element towers. From there, aim for level 2 versions of those, and then you can build into level 3 elements or go 5-ele or 6-ele.


  11. 36 minutes ago, Megadramon said:

    Just played a few games of this on Dota2 and the experience is just as it was in previous versions of the game. :P Still a lot to get used to such as not being able to upgrade basic towers, hot keys; etc... Scoreboard unfortunately wasn't working, and there's a huge lag issue in 8 player games. It's also weird how basic towers in AP don't give 100% refund value, but i'm assuming it's intended now? Also the income timer should have a proper timer instead of a bar for visuals. Overall, though, great map! Might be playing this map over Dota for a while hahaha

    Yeah, that's fully intended. It was to prevent a certain abuse trick where you pop the towers down and then sell right before each interest tick. Now, attempting to do so will give you net gain of +0.

    On the flipside, it's totally doable in random still, though even despite that trick, I've still gotten trashed on random due to bad randomized orders, lol. Glad to know you like it!


  12. 41 minutes ago, Twilice said:

    I will probably be a bit ringrusty, but is anyone interested in some competitive, very hard, same-random after the release?

    There's a better, more hilarious mode combination. Very Hard, Same Random, Chaos, Rush, Express. The stupidity is real and glorious. But yes, I'd be up for either for sure.

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