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  • MasterKnight

    I thought I would do these two tables because Dark Knights and Trolls are notable enemies with defenses. Dark Knights for being cluster DEF enemies, and Trolls for having regeneration. I will use rally-buff defenses for Trolls as well.

    (This stuff isn't complete. It's a WIP.)

    For Dark Knights (80% DEF):


    Tower Damage (Cursed) Per Second (Cursed) Per 100G (Cursed)
    Militia 0~0 0~1 0~0 0~3 0~0 0~4.28
    Footmen 0~0 1~2 0~0 1.8~3.6 0~0 1~2
    Knights 1~2 3~6 1.8~3.6 5.4~10.8 0.53~1.06 1.59~3.18
    Paladins 2~3 7~10 3.6~5.4 12.6~18 0.63~0.95 2.21~3.68
    Holy Strike L1 25~45 25~45 5.67~9.18 + G(2.25~4.05) 14.22~21.15 + G(2.25~4.05) 0.72~1.16 + G(0.28~0.51) 1.8~2.68 + G(0.28~0.51)
    Holy Strike L2 50~90 50~90 7.92~11.43 + G(4.5~8.1) 16.47~25.2 + G(4.5~8.1) 0.84~1.41 + …






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  • MasterKnight

    I thought I'd make a table of DPS values to help make points in the future. Especially the one where it's sound game design to make more expensive units have less cost-effective (though still not useless) DPS.


    Building Min ATK Max ATK Average ATK Attack Rate (Seconds/60) Min DPS Max DPS Average DPS Total Cost (Gold) Min DPS/100G Max DPS/100G Average DPS/100G
    Militia Barracks 3 9 6 60 3 9 6 70 4.29 12.86 8.57
    Footmen Barracks 9 12 10.5 100 5.4 7.2 6.3 180 3 4 3.5
    Knights Barracks 18 30 24 100 10.8 18 14.4 340 3.18 5.29 4.24
    Holy Order 36 54 45 100 21.6 32.4 27 570 3.79 5.68 4.74
    Barbarian Mead Hall 48 72 60 100 28.8 43.2 36 570 5.05 7.58 6.32
    Knights Templar 60 90 75 140 25.71 38.57 32.14 570 4.51 6.77 5.64
    Assassins Guild 30 42 36 60 30 42 36 570 …







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  • MasterKnight

    Enemy stats table

    August 29, 2013 by MasterKnight

    Before I make the tower analysis, I ought to at least make a table of enemy stats. Version 1.13, by the way.


    Enemy Type HP Min ATK Max ATK Avg ATK DEF MDF SPD HP * SPD Bounty Penalty B/P
    Goblin 20 1 4 2.5 0% 0% 1.2 24 3 1 3
    Orc 80 4 8 6 30% 0% 0.8 64 9 1 9
    Shaman 100 3 5 4 0% 85% 1 100 10 1 10
    Ogre 800 40 60 50 0% 0% 0.7 560 50 3 16.67
    Bandit 70 20 30 25 0% 0% 1.2 84 8 1 8
    Brigand 160 6 10 8 50% 0% 0.8 128 15 1 15
    Marauder 600 16 24 20 60% 0% 0.8 480 40 3 13.34
    Giant Spider 60 10 18 14 0% 65% 1.5 90 6 1 6
    Spider Matriarch 250 15 25 20 0% 80% 1 250 20 2 10
    Gargoyle 90 (1) (2) (1.5) 0% 0% 1.2 108 12 1 12
    Shadow Archer 180 10 20 15 0% 30% 1.2 216 16 1 16
    Dark Knight 300 15 25 20 80% 0% 0.7 210 25 1 25
    Wulf 35 1 3 2 0% 0% 2.5 87.5 5 1 5
    Worg 120 12 18 15 0% …














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  • MasterKnight

    Some time back, I recorded Icewind Pass on the No Star Upgrades Challenge. (I am not doing the challenge on Hard Mode because certain scenarios are virtually impossible to handle there without losing lives.) And I need to talk about Wave 12, because I find that to be the pinnacle of the game's level design. (Although the Premium Content could leave me to stand corrected.) Why? Well, I'll get to that.

    First, let me tell you the enemy makeup for that wave: there are 18 Dark Knights and 12 Shadow Archers that come from the north. 4 of the Dark Knights and 6 of the Shadow Archers will go through the mine passageway, while all of the other baddies will move through the open path. The wave before involves Gargoyles and Spider Matriarchs, so you w…

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  • MasterKnight

    Soldier Matchups

    June 27, 2013 by MasterKnight

    I thought I'd do a list of how well soldiers fare against baddies. Most of them are lopsided in favor of the baddies, but it helps to know how well the baddies can be stopped.

    If you're wondering, each guy on foot (both friend and enemy) attacks every 80 frames (1 1/3 seconds), and when damage is applied, ATK is multiplied by (100 - DEF) / 100 and then it gets truncated. Yeah it is truncated, a blatant example being that Rangers Hideout can't damage Dark Slayers without Wrath of the Forest because both their regular arrows and Poison Arrows fail to deal more than 19 damage in a single hit, and 1/20 of 19 is 0.95, which is below 1.


    '

    Enemy type


    HP


    ATK


    DEF


    Militia


    Footmen


    Knights


    Paladins


    Barbarians


    KO hits (1-3) KOed hits (50, 0%) KO hits (3-4) KOed hi…


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