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AzureD

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Posts posted by AzureD


  1. Ok thanks. Final question. How do slows stack in this game? Will hitting somebody with 3 10% slows give them 30% slower ms or will be more like the first slow will be 10% and the second 9% of that and the third even less because they do not directly stack? For example in some custom maps hitting somebody with 2 50% slows will not slow them by 100% but more like 75%.

    If so then does this mean 3 10% slow towers are inferior to 1 30% slow tower?


  2. I am wondering how certain buffs work with towers that do special attacks like Lightning Tower, Solar Tower or any other tower that has 1-1 damage. Will buffing the damage or speed make this tower do more damage? Will negative armor make AoE attacks do more damage?

    Also do any of the buffs override each other? I mean can there be a conflict of status effects where one will override the other? For example Nova Tower and Supernova tower? Will a Nova Tower firing make the Super Nova slow get replaced with Nova Tower slow?


  3. Polar is not considered a "slow" tower. The status of creeps says slowed because of the way Polar was coded. They are not actually getting slowed.

    All abilities that have a damage dealing effect on attack get buffed by Blacksmith, so I would say Well and Blacksmith are fairly equal. One consideration though is that speed > damage because of "overkill" potential (i.e. killing a creep with too much damage, wasted). So in that regards, Well has a slight advantage.

    Finally, holepercent mentioned a couple of builds. I too have one in mind, but funny thing is that it also uses WFE. I personally love the WFNE build. In my opinion it is one of the harder builds to play for a couple reasons. Frankly two (Vapor, Mushroom) of the four (+Flame, Hydro) damage duals it has are "under development" (i.e. they suck in my opinion, design wise). Furthermore, it doesn't feature any support triples. No slows, no armor reduction etc.. So you're thinking why is he recommending this build? Because it features two dual supports (Blacksmith and Well) along with what I consider to be the perfect damage trifecta. Mainly, the combination of Quaker, Zealot, and Impulse. Quaker is a great "softening up" tower that doesn't need slowing to do good (since it's AoE around the tower). Zealot is the perfect "finisher" if you place it such that it charges while Quaker is doing its thing. Finally, Impulse is a great "leak catcher" along with just being a great tower. You get Earth, Fire, and Nature damage so you can always avoid weaknesses. Don't forget that this good damage combination gets boosted by two different support duals too! Finally, you'll have an extra pick which you can spend on interest or pure depending on your mood. Avoid the two damage duals I said suck, and max out Well over Blacksmith. It's a different way to play really (the build as a whole I mean, with no triple supports) but it's fun :).

    Speed>Damage? This sounds like nonsense because it goes both ways. You can potentially hit a dead creep twice from attacking too fast in the same way. However if I where to put it in terms of effectiveness then speed is better on slow attacking towers and damage is better on fast attacking towers. It is best to have a balance of the two. If you calculate it then you get the highest dps potential of all by having a bit of both.

    Well it also depends on things like speed of projectile, range, and special effects of the tower.


  4. I have been trying this build recently and there are some things about it that go against what I would normally do. Mainly I am at odds whether to build my upgraded life towers asap or hold of till later. Build them so early kills my interest rate and my towers overkill the creeps with sometimes triple or quadruple damage what is necessary to kill them. However getting the upgraded life towers early gets me more lives latter on.

    Getting the lives is necessary because when Ronald comes along it becomes a long war of attrition. For every 3 Ronalds that leak I kill a Ronald and get a life back. So far doing this I got around 300 Ronald kills. 232 Ronald kills on multiplayer on Normal difficulty with people screwing me up.

    Basically what my end game build ends up is 5 Pures and the rest of the entire map covered in Soul Catchers. I make a team of the Pures and focus fire each Ronald and have the Soul Catchers clean up the resurrected Ronalds. I try to make sure the Pures do not kill low hp Ronalds. I make 2 more teams of 12 Soul Catchers near the end of the run to snipe low hp Ronalds.

    Basically the build is LNILNILNPPPPPP which has gotten me about 200 lives by the time Ronald comes along.

    I try and rush those life towers as fast as I can so I can start getting lives right away.

    I have been thinking of going LNIILNLNPPPPP to get more money early on instead and using slightly cheaper towers placed in ultra high efficiency locations that are like a combination of 2 pass + long pass at the same time.

    Maybe it would be better to get double interest first and save up money to go strait to the high end life towers where you only need a few kills per tower to gain a life.

    Also what would you say is the best location for the Nature Pure? I am not sure if I should use 4 Light Pures and 1 Nature Pure or just go ahead and use 5 Light Pures for the Ronald Stage.

    I also heard it is worth selling the Pure Towers and rebuilding them to gain more interest. Is this really worth it? I mean you lose 25% of the gold on it every time you sell and it takes forever to rebuild it right?

    Anyway how would you guys go about using this type of tactic?

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