Skasi wrote:Monos, Duos and Trios hate Warps
I've just realized something evil.. Warpnuds do decrease the efficiency of basic nuds! I've just had a round on Bifurcation as I wanted to break Nyme's record (hi!
hehe) and watched my Monos-Trios missing with their shots due to Warps every now and then.
Here it should be taken to account that Monos get to shoot more times on the same creep when it is thrown back by a Warpnud. I have actually got better results even with some shots missing, because the creep stays at range for longer time.
Skasi wrote:As an addition, I've seen Warps creating something like strong warp effects. I think these are their criticals.
Now I want to know, if anybody knows, what it's doing? Wat's that "special effect"? Did you people ever take a closer look?
I took a closer look as you mentioned it. It seems that when the Warp crits, the range is increased by a large amount, at least 50% more. It doesn't throw the creeps back any more than a normal warp effect, though.
Skasi wrote:Mononuds, Duonuds, Trionuds and.. an Orb!
Besides, I think I understand how Orbs power can be increased. If you place an Orb and four Tris around it, then its reload time will decrease from 30 by 24 to 6. So you've increased it's damage per second by 400%! The additional overall power increase for your Tris (as Tris are your damage dealers, this is most useful on them, while less for other towers).
Nice find, I must try it out.
Skasi wrote:At last I've got a question related to stats and bonuses.
Orbs increase the range by towers. Lancets multiply the range of towers.
How exactly does the math work?
It shows for example 80+10x1.10; A calculator would say "that's 91", I'd say "that's 99", while it could also be 98.
Additionally Orbs have a "x2" in their stats, if selected to be built. Does this also double damage bonuses received by nearby Orbs?
In this case, calculator is right. Math has an order for different operations.
1. exponentiation (2^3) and roots (sqrt 2)
2. multiplication (2*3) and division (2/3)
3. addition (2+3) and subtraction (2-3)
In the above 80+10x1.10., first you multiply 10x1.10=11, then you add 80+11=91.
Edit:
On orbs (headings in posts rock)
I examined the Orbnud more closely. You all see the tiny, blue orbs that the nud creates and stores around it. Fire rate affects how fast these orbs regenerate. Also, they do A LOT damage when they hit en masse. Hitting is the problem. The Orbnud tracks creeps poorly, and thus if the creep is not coming straight towards the Orbnud, the nud has a large chance of missing. I would say that each of those blue orbs have the damage stated in the nud's stats (10 for basic, unenhanced Orb). Thus, when all orbs are generated, the first enemy that comes in range is shot at with some 10 orbs, each doing 10 damage. After that, it just fires the orbs as they regenerate. So, the Orbnud can "store" DPS when nothing's in range.
Yet another edit (someone, post so I don't have to make this post 2 pages long):
Beat my record on Bifurcation.
NUD v3
Wave reached: 43
Hardest round: normal, tough, but also three-groups because I had no lancets
Survival
Bifurcation
Being more and more intrigued about Orbnuds and now seeing their strength and weaknesses, I used them in this round. Orbs have to be placed like Lancets: so that creeps walk towards them. Otherwise, the Orb will miss. Care must be taken to let an Orb only shoot in one place so it can regenerate its weapon orbs.
In this run a lot of damage was done by Tris/Duos, but I was surprised how well this worked out without Warps slowing down creeps' advance. The Orbs were most powerful against single, hard targets, in other words the normal creeps (and bosses, but those are pieces of cake anyway).