Tower's range

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Tower's range

by sunnydaler » Thu Apr 19, 2018 8:04 pm

I measured the diameter [unit: pixel] of the range in 1920x1080 resolution.
(condition: full star upgrades http://kingdomrushtd.wikia.com/wiki/Upgrades)

KR
Musketeer Garrison: 802
Rangers Hideout: 683
Arcane Wizard: 621
Sorcerer's Mage: 621
Big Bertha: 557
Tesla: 511
Holy Order: 491
Barbarian Mead Hall: 491

KRF
Crossbow Fort: 647 (Falconer I, II, III: 711, 744, 776)
Necromancer Tower: 615
Archmage Tower: 615
Tribal Axethrowers: 585
DWAARP: 557
Assassin's Guild: 498
Knights Templar: 498
Battle-Mecha: 492

-----------------
Rangers Hideout's range is 85% of Musketeer Garrison's.
Crossbow Fort's range is 80% of Musketeer Garrison's.
Without star upgrades, Rangers Hideout's range is only tiny bit bigger (a few pixels) than Crossbow Fort's.
KR's star upgrades increase archer's range by 21% (100x1.1x1.1)
KRF's star upgrades increase archer's range by 15.5% (100x1.1x1.05)
Last edited by sunnydaler on Sun Apr 22, 2018 5:54 am, edited 1 time in total.
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Re: Tower's range

by RaZoR LeAf » Fri Apr 20, 2018 1:37 pm

I’d like to see these figures incorporated into the wiki somehow, but it would need to be in a meabs other than ‘pixel length’ for obvious reasons.

Perhaps as a percentage of the Stratgeic Point, and then an additional increase from the first level one tower? For example (and these are made up figures) the Strategic point is 20 pixels wide, the level one tower has a range of 20%, but then level 4 is 50% (+30%).

You've done a great job with so much if the minute detail I don’t know what to say.
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Re: Tower's range

by sunnydaler » Fri Apr 20, 2018 2:39 pm

Thanks for the kind words. :)

Image
The width between the 2 closest signposts is 132 px. The diameter of the yellow circle in the above picture is 132 px. And the width of the narrow path is around that number, too. The range diameter of level 1 archer and mage is almost 3 times (2.99) of 132. Musketeer Garrison's range diameter is about 5 times (5.02) of 132.

BTW,
Just found out that
KRF level 1 archer's range is about 70% of CF's and
Marksmen: 80% of CF's, Sharpshooter: 90% of CF's.
Tribal Axethrowers's range is 2-pixel narrower than Sharpshooter's and I think it can be neglected.
---------------------------------------

[condition: without star upgrades]
KR
Archer: Archer 395 - Marksmen 450 (14% increase) - Sharpshooter 506 (about 12% increase) - Rangers Hideout 565 (about 12% increase) / Musketeer Garrison 663 (31% increase)
Mage: Mage 395 - Adept 450 - Wizard 506 - Arcane Wizard 563 / Sorcerer Mage 563
Artillery: Bombard 450 - Artillery 450 - Howitzer 507 - Big Bertha 507 / Tesla 465
Barracks: 408

KR's star upgrades increase....
archer's range by 21%
mage and artillery by 10% each
barracks by 20%

KRF
Archer: Archer 395 - Marksmen 450 (14% increase) - Sharpshooter 506 (about 12% increase) - CrossbowFort 558 (10% increase) / TribalAxethrowers 504 (precisely 12% increase from Marksmen)
Mage: Mage 395 - Adept 450 - Wizard 506 - Necromancer 558 / Archmage 558
Artillery: Bombard 450 - Artillery 450 - Howitzer 504 (exactly 12% increase) - DWAARP 504 /Mecha 492
Barracks: 408

KRF's star upgrades increase....
archer's range by 15.5%
mage and artillery by 10% each
barracks by 20%
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Re: Tower's range

by sunnydaler » Mon Jun 25, 2018 1:18 am

KRO tower range
First I took screenshots of KR mobile version and compared them to those of Steam version to find the expansion ratio.
Then took screenshots of KRO mobile version and scaled them to the size of Steam version. Now we can compare KRO towers ranges with those of the previous 2 games.

[condition: without star upgrade]
the diameter of the range measured in pixel

Archers
Hunter Arbor: 446
Watcher Arbor: 500 (12% increase)
Sentinel Arbor: 560 (12% increase from level 2)
Arcane Archers: 560
Golden Longbows: 840 (50% increase from level 3)

Mages
Mystic Dais: 392
Arcanist Dais: 447 (14% increase)
Eldritch Dais: 501 (12% increase from level 2)
Wild Magus: 501
High Elven Mage: 501

Druids
Stone Circle: 418
Boulder Circle: 476 (14% increase)
Menhir Circle: 529 (11% increase from level 2)
Arch-Druid Henge: 529
Weirdwood: 587 (11% increase from level 3, 40% increase from level 1)

GL's range is insane. 840 out of 1920 is about 44%. :shock:
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Re: Tower's range

by nova_n » Tue Aug 07, 2018 2:43 am

how did you measure the pixels? and btw now we can have more accurate tower gauging. DPS * Range

The range will be only the circumference of the tower, since the tracks are wide and an enemy can only go through it 1 way. So the max an enemy can walk through a radius is by walking in a circle around the tower where the tower can just barely reach it. Of course this will never happen.But this is the max the tower can fire. And yes, a circular track is possible. Just make it look like ohm.
Image
Except you bring the ends so close together that they touch, but not overlap. This also assumes the enemy moves 1 pixel per second.

Archers
Musketeers: (25 dps * 802π pixels)/230gold = 273.726086957 max value points(yeah the range did NOT conpensate for the tower. it is officially confirmed that unupgraded, this is underpowered)

Axethrowers: (32.5 dps * 585π pixels)/230gold = 259.561957 max value points(surprisingly weaker than the musketeers, but its value really lies in the totems. This is also reduced as later on with stars, the tower gains more range and more damage. Its abilities are also much better than the musketeers)

Rangers: (40 dps * 683π pixels)/230gold = 372.977391304 max value points

Crossbow: (38dps * 647π pixels)/230gold = 335.652347826 max value points


Mages
Archmage: (60dps * 615π pixels)/300gold = 386.22 max value points

Sorcerer: ((40dps + 10 dps) * 621π pixels)/300gold = 324.99 max value points(remember, the damage is dispersed between 3-4 targets at a time usually. So the total damage wont be as high, even in an ideal "ohm" shaped track like the one i mentioned This also does not account for the de-armorization, which i cannot find out how to convert to damage) WORK IN PROGRESS

Necromancer: (45dps * 615π pixels)/300gold = 289.665 max value points (obviously do not judge it this way. This does not even account for the number of skeletons, which i cannot figure out the max value of skeletons, which i must convert to stall time) WORK IN PROGRESS

Arcane wizard: (54dps * 621π pixels)/300gold = 350.989 max value points (Yes, this is weaker than the archmage, but this does not account for special abilities, whcih arcane wizard arguably outshines the archmage in)


Artillery
Tesla: (28.333dps * 551π pixels)/375gold = 121.230484853 max value points (hey 121 gigwats! this is surprisingly low. Its damage is good, but its cost is very high.)

Battle mech:(100 dps * 492π pixels)/375 gold = 411.968 max value points (very powerful tower. Though it does seem to have high value, it is usually overwhelmed by fast enemies. This is why the numbers make it seem powerful, even though when playing, you can feel it is sort of weak.)

Dwaarp: (11.66666dps * 557π pixels)/400gold = 51.0090017 max value points.(Really remember what this tower is meant for. In addition, its cost is high)

Big berhta 500mm: (25dps * 557π pixels)/400gold = 109.31125 (confirmed that this tower is inferior to the tesla, but not by much. Its abilities also are very powerful)
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Re: Tower's range

by tmn loveblue » Tue Aug 07, 2018 3:40 pm

Battle Mecha opinion. If you can stall enemies right beneath the mecha, it obliterates hordes in seconds! The Mech is a beast, if used right. We have Wasp Missiles, too.

Big Bertha, not as much DPS, but its outright damage per shot is amazing. Combine with the low HP of KR enemies, this tower is actually very powerful. Just not for the fliers. Do NOT use Berthas for fliers.

DWAARP don't kill anything. It weakens everything. However, Falconer + Fire = Failure.
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Re: Tower's range

by AerisDraco » Tue Aug 07, 2018 11:32 pm

Did you account for the fact that tower ranges are ovals, not true circles?
KRA is now complete.
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