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yoitzhiok

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Everything posted by yoitzhiok

  1. To-do list: Cleanup... Update Log 9/5/2016: Table 1.1.1 is up! Includes minor fixes to inaccurate data values. Table 1.2 will be up soon! 23/4/2016: Table 1.1 is up! Includes color, a 'Light vs Nature' section, and two other lists sorted out differently. Also, shortened the chart so more important values are shown, while the rest are hidden. 17/4/2016: The rise of the new table!
  2. Hey, guys, the updated table is here instead:
  3. Update 1.1: Fixed some values that were incorrect, added color, added Light vs Nature, added Sorted Lists Update 1.1.1: Fixed more values that were incorrect. Only accurate until 1.7. Version 1.8's damage is coming soon! To view the old data (like base attack, multiplier etc, click on the arrow at the top. It's just hidden, not removed) ------------------------------------------------------------------------------------------- After 5 days of grueling work, approximately 40 hours later, I may have completed an 99.9% accurate representation of DPS per gold for each tower in the game, factoring abilities, splash, considering different scenarios and possibilities (I'm looking at you Quake). So here it is! Clickity: Damage Table 1.1.1. <<<<< Just to clarify, damage is assumed if creeps don't have special abilities and are walking in a straight line; corners have a 10% possibility of a little higher DPS. PSA: Legend says my data is so raw even cows worship it and learn its ways. ------------------------------------------------------------------------------------------- Legend (Look for Row W and X mostly) Row A: Name of Tower Row B - K: What one attack from the target hits. Ignore unless you're looking for specifics. Row M: Range Row N: AoE Row O: Base Attack. May be different from the tower's because abilities are factored in (especially if it's easier to calculate by changing this instead of the damage multiplier) Row P: APS (Attacks per second).. (If you want to calculate BAT, BAT is (1/APS)) Row Q: Single-target damage multiplier. Usually it's 100% unless it's cases like Hail Tower whose crits affect the DPS. Row R: Single-Target DPS. Row S: AoE multiplier. Similar to Row Q, except AoE, bounces and other fun stuff are calculated. Row T: AoE DPS Row V: Cost of Tower Row W: Single-target DPS per gold Row X: Multi-target DPS per gold Row Y: Comments usually related to the calculation Row Z: Mind your own business, pal. Much thanks to WindStrike for providing much timely assistance and providing his old data table! Now, for fun facts. 1) If you group 30 mobs into a small AoE, at a whooping 46500% multiplier, resulting in 68.2 DPS / Gold, the highest DPS in the game goes to Vapor Tower! 2) Can't decide on a pure element tower? If you want, at an impressive 8.09 DPS / Gold, Fire takes it home! If you want Single-target oriented towers, at a massive 9.2 DPS / gold, Nature destroys the competition! 3) Support Towers (Well, Blacksmith, Trickery Tower) has the 3rd highest Single-target DPS among the T1 Dual-Elements, 6th if you consider non-pure Mono-Elements (tied with Nature 3 and Jinx 2), and 9th highest Single-target DPS at lvl 3! It's even higher then the Periodic Tower?! Who says Supports can't kill? Too bad we can't support a support, huh? If you spot the 0.01% error on the table, garden gnomes have hacked my computer while I wasn't looking and changed their values. I aplogise on the behalf of my garden gnomes (stay put, Larry! I'm looking at you!). However, please inform me of any discrepancies and errors I may incurred while trying to ward off flying dragons and space monkeys while gathering this data.
  4. Hmm, let's say on average, speed builds earn 25% more score. Are you saying that Slow builds can earn that 25% through frogs? Also, I don't know the builds of the people on the leaderboards. I've heard of the income + gold tower trick for frogs, but I'm not too sure about points.
  5. I... I don't know. You tell me why, good sir. My original idea was that the attack speed would decrease if it's further away, but I scrapped that idea. Wanted to make a versatile tower that could function like a rapid-fire gate, or a long-ranged sniper-tower. Plus I wanted to utilize the 2 x 2 on the top left more. Edit: And technically with 13 hail towers, you can hit the whole map all the time Edit2: Why is there a dot under my title, and why is my title Basic Tower. Edit3: I think I just leveled up...
  6. Actually, this penalizes non-speed build. Instead, have the scoring mechanism 50% of each?
  7. Basically title suggestion. Allow players with Slow builds to actually compete for leaderboard and not be about being the fastest, but the most efficient.
  8. I like this, but essentially, what's the difference between adding another said tower? All T3 duals / T2 tri / T3 singles cost the same. The only cost efficient ones are the Periodic Tower, the Pure Element towers (T4), and even so, that's a late game aspect. By then, you'll have plenty of AoE, and cloning those towers would result in much more DPS then trying to change its mid/early-level strats. In fact, right now, lvl 1 support towers are so buffed, they have the fourth best 500 gold single-target DPS/gold, right behind Nature, Light and Dark. (Bar certain towers at certain thresholds). Go a Light Dark Water, you have access to Poison / Ice towers, all of which have amazing AoE. Go LDF, and there's electricity / magic (Well magic is single-target with range). LDE, and you get Quake / Gunpowder, which are two amazing AoEs. LDN, and you get Life / Disease, which is kinda weird so don't go there. I would say Trickery Tower as a lvl 15+ tower while you have two other main elements. ---- Side note: Trickery Tower can be manually casted, so for stages that are harder (aka stages your tower do badly on), you can rush a T2 dual ele / T1 tri ele, and clone it only specifically for that stage. You get that extra 20 seconds of DPS from that tower, which saves you all that gold to allow you to build other towers more necessary / accrue interest.
  9. Telsa Tower (to replace Electricity) DMG: 50 BAT: 0.66 Ability: Creates two Beacon within 1100 AoE of the Telsa Tower, causing the Telsa Tower to fire lightning rapidly in their directions. Enemies within 300 AoE of the Beacon takes damage as well. The further away the beacon is from the tower, the stronger the damage. Pros - Plays with that Reverse Electricity idea - Allows interesting placement of towers - With micro, able to cover the whole map if necessary. - Potential single-target with decent AoE (in a line) Cons - Too much micro (?) for the casual - Might be too strong? K. +1 to forum posts.
  10. Frankly, I've reached 212k on normal, so by logic, 250k + on insane? Totally doable.
  11. Ah. Look at the buffs. Just to let you know, I've been playing Poison, and I managed to clear 48 frogs with Poison. This buffs might make it more. I'm testing as I type. I'll comment more (most likely PM) about other stuff, but as of 2 hours ago, Nature + Water dominates the meta right now.
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