Kingdom Rush Wikia - Official Discussion Thread

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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Tue Jul 03, 2018 1:58 am

Test subject: KRO's Elven Training (level-4 star upgrade for archer) which improves all Archer special abilities.

Results:
Arcane Archers
-Burst Arrow: damage is increased by 10%.
-Slumber Arrow: No change in duration and cooldown, regardless of the upgrade.

Golden Longbows
-Crimson Sentence: ??? (I didn't test this. It would take me a lot of time. :| )
-Hunter's Mark: No change in duration and cooldown.

Given these facts, it is an almost useless upgrade. It might be a bug though.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Tue Jul 03, 2018 4:44 am

Spider Goddess' HP in veteran mode is 18000.
Wiki had it listed 17000.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Tue Jul 03, 2018 5:01 pm

Gloomies came back alive after being phased out by tier 3 Timelapse of High Elven Mage!
Even tier 1 deals 100 damage and Gloomies have what? 40 HP on veteran mode.
Timelapse cannot kill them but bring down HP to 1?
Needs further tests...
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Wed Jul 04, 2018 1:29 am

Test subject: High Elven Mage's Timelapse

I conducted some tests on its damage.

Results:

1. Timelapse deals "magic damage".
Twilight Scourger's health is reduced by 30 after being phased out by Timelapse tier 3.

2. Timelapse is unable to kill targets. It can only bring them down to 1 health.
Thus, Gloomy (40 HP on veteran) and Satyr Cutthroat (150 HP on normal) can survive from the spell.

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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Wed Jul 04, 2018 7:17 am

Test subject: Bloodletting Shot damage


Results:

Bloodletting Shot's damage is dealt over 3 seconds, divided into 22 times.
In other words, it deals extra [X] damage per 0.136 second (recorded at 30 FPS)
And it stacks on each other - already bleeding target can be affected again. During tests, many Scourgers were seen being affected twice more before the first affliction wears out. :lol:

Hunter Arbor, Watcher Arbor: 22 damage (22*1)
Sentinel Arbor, Arcane Archer: 44 damage (22*2)
Golden Longbow's Bloodletting Shot deals 132 damage (22*6) in long range, and 66 damage (22*3) in close range.
When "CRIT" procs at the same time in long range, the damage is increased to 242 (22*11).
The short-range shot with Crit deals 154 damage (22*7).
Last edited by sunnydaler on Wed Jul 04, 2018 11:41 am, edited 5 times in total.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Wed Jul 04, 2018 7:44 am

Test subject: Obsidian Heads upgrade which is described as "Archers deal maximum damage against unarmored targets."


Results:
Only one archer is not affected by it; Golden Longbows. All the others deal their max damage to unarmored enemies.
Hunter Arbor: 6 damage
Watcher Arbor: 10 damage
Sentinel Arbor: 12 damage
Arcane Archers: 19 damage
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Fri Jul 06, 2018 3:39 am

Test subject: Arcane Archers's magic resistance weakening ability.

Results: -3% per shot.

Gnoll Blighter and Twilight Scourger have high magic resistance; 75% and 80% respectively.

To make their resistance to"Medium", it takes 5 shots for Blighter, and 7 shots for Scourger.
To reduce it further down to "Low", it takes another 10 shots.
To bring it down to "none", it takes yet another 10 shots.

So, Arcane Archers need 25 shots for Blighter and 27 shots for Scourger to remove their magic resistance completely.
Last edited by sunnydaler on Fri Jul 06, 2018 8:36 am, edited 1 time in total.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by RaZoR LeAf » Fri Jul 06, 2018 5:55 am

Sunnydaler, I have a job for you if you are up for it.

You did an awesome job with calculating the Tower Ranges, but in Frontiers there's the Falconer skill. Would you be able/willing to work out how much each Tower is expanded by each stage of the Falconer ability? If you don't want to, that's no problem because I understand it's a big task I'm asking (3 stages per 20 something towers), and if you want me to provide screen grabs to make it easier I will.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Fri Jul 06, 2018 8:00 am

RaZoR LeAf wrote:Sunnydaler, I have a job for you if you are up for it.

You did an awesome job with calculating the Tower Ranges, but in Frontiers there's the Falconer skill. Would you be able/willing to work out how much each Tower is expanded by each stage of the Falconer ability? If you don't want to, that's no problem because I understand it's a big task I'm asking (3 stages per 20 something towers), and if you want me to provide screen grabs to make it easier I will.


The formula is simple.

Without star upgrades:
Falconer 1 = standard*1.1
Falconer 2 = standard*1.15
Falconer 3 = standard*1.2

With range-increase star upgrades:
1) Archer Towers
Steady Hand = standard*1.1
Accuracy = (standard*1.1)*1.05
Steady Hand & Falconer 1 = (standard*1.1)*1.1 = standard*1.21
Steady Hand & Falconer 2 = (standard*1.1)*1.15 = standard*1.265
Steady Hand & Falconer 3 = (standard*1.1)*1.2 = standard*1.32
Accuracy & Falconer 1 = (standard*1.1*1.05)*1.1 = standard*1.27
Accuracy & Falconer 2 = (standard*1.1*1.05)*1.15 = standard*1.328
Accuracy & Falconer 3 = (standard*1.1*1.05)*1.2 = standard*1.386

2) Mage Towers
Rune of Power = standard*1.1
Rune of Power & Falconer 1 = (standard*1.1)*1.1 = standard*1.21
Rune of Power & Falconer 2 = (standard*1.1)*1.15 = standard*1.265
Rune of Power & Falconer 3 = (standard*1.1)*1.2 = standard*1.32

3) Artillery Towers
Smoothbore = standard*1.1
Smoothbore & Falconer 1 = (standard*1.1)*1.1 = standard*1.21
Smoothbore & Falconer 2 = (standard*1.1)*1.15 = standard*1.265
Smoothbore & Falconer 3 = (standard*1.1)*1.2 = standard*1.32

*Frankie, Death Rider, Dwarf Bastion, Pirate Watchtower, and Dark Forge are affected by Falconer, but not by range-increase star upgrades.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by RaZoR LeAf » Fri Jul 06, 2018 11:38 am

Nice. Maths is unfortunatelynot my fortes
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Fri Jul 06, 2018 1:05 pm

Now, I'm testing Wild Magus to calculate the amount of damage increase when she attacks the same target consecutively.
When enough samples are collected, the percentage of "BLAST!" chance can be figured out, too.
It'll be interesting. 8-)
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Sat Jul 07, 2018 8:12 am

:yey: I got the results. :yey:
When Wild Magnus attacks a single target consecutively (without being interrupted by another target in the range),
the damage increases incrementally.

To be more specific, the maximum damage and the minimum damage alternately increase by 1 per 2 shots, until they reach 34-43.
1st shot: deals basic damage.
2nd shot: the maximum damage increases by 1.
3rd shot: the minimum damage increases by 1.
4th shot: the max dmg increases again by 1.
5th shot: the min dmg increases again by 1.
(......)
48th shot: the max dmg. reaches a cap of 43.
49th shot: the min dmg. reaches a cap of 34.

Image

If the tower changes target, the damage is reset to basic.
Given its fast attack rate of 0.3 second, it takes about 14 seconds to reach the max.

This means...
Wild Magus would rather be placed in the back of a choke point.
Appropriate for big guys, but not for basic enemies like Harassers or Shrooms.

Hmm, now I can see the flaw in the tower's design; Ward of Disruption doesn't fit in with the tower's innate ability.
Because silencing ability is almost useless when the tower is in the back.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by RaZoR LeAf » Sat Jul 07, 2018 8:45 am

sunnydaler wrote::yey: I got the results. :yey:
When Wild Magnus attacks a single target consecutively (without being interrupted by another target in the range),
the damage increases incrementally.

To be more specific, the maximum damage and the minimum damage alternately increase by 1 per 2 shots, until they reach 34-43.
1st shot: deals basic damage.
2nd shot: the maximum damage increases by 1.
3rd shot: the minimum damage increases by 1.
4th shot: the max dmg increases again by 1.
5th shot: the min dmg increases again by 1.
(......)
48th shot: the max dmg. reaches a cap of 43.
49th shot: the min dmg. reaches a cap of 34.

Image

If the tower changes target, the damage is reset to basic.
Given its fast attack rate of 0.3 second, it takes about 14 seconds to reach the max.

This means...
Wild Magus would rather be placed in the back of a choke point.
Appropriate for big guys, but not for basic enemies like Harassers or Shrooms.

Hmm, now I can see the flaw in the tower's design; Ward of Disruption doesn't fit in with the tower's innate ability.
Because silencing ability is almost useless when the tower is in the back.


Wow, that's a lot of damage being dealt! Nice work!

Imagine if Ward of Disruption and Sentinal (from the other mage Tower) we’re switched around, and the Sentinal was subject to the same incremental gains. That would be a powerhouse. I don’t think I ever use Ward, I’ve never found a time it’s been useful. It doesn’t have the same range as Totem of Silence and there aren’t enough enemies to suffer from its effects.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Sat Jul 07, 2018 9:01 am

RaZoR LeAf wrote:
Wow, that's a lot of damage being dealt! Nice work!

Imagine if Ward of Disruption and Sentinal (from the other mage Tower) we’re switched around, and the Sentinal was subject to the same incremental gains. That would be a powerhouse. I don’t think I ever use Ward, I’ve never found a time it’s been useful. It doesn’t have the same range as Totem of Silence and there aren’t enough enemies to suffer from its effects.


Thanks, RaZoR.

Yeah, Ward of Disruption has little use in the game.
Now I'm doing tests on HEM's damage output. When I get the results, we'll see why Wild Magus is loved and HEM not. ;)
Last edited by sunnydaler on Sat Jul 07, 2018 11:20 am, edited 1 time in total.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by tmn loveblue » Sat Jul 07, 2018 11:05 am

I'd like to see that. HEM's damage is really weird, for the tower with the higher numbers, we expect HEM to hurt enemies visibly, but in reality, it is the Wild Magus that looks more satisfying in terms of damage.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Sat Jul 07, 2018 12:48 pm

<<The damage output of High Elven Mage>>

The test results are as followed.

1. Standard (w/o Empowered Magic): It is listed as 41-74.
-Main bolt: 31-54
-2 auxiliary bolts: 5-10 each
So, the damage ranges from (31+5*2) to (54+10*2).

2. Damage output with Empowered Magic upgrade: 46-83.
-Main bolt: 36-63
-2 auxiliary bolts: unchanged
The damage ranges from (36+2*5) to (63+10*2).

=======================================

HEM: 38.33 (43) damage per second
WM: 40 (48.33) damage per second
*Values in parentheses are due to Empowered Magic upgrade.



WM is superior to HEM in terms of DPS and attack speed.
In my tests for these two level-4 mages, I made the first Twilight Golem in Shrine of Elynie Heroic challenge as a target.
By virtue of its fast attack speed, WM can slow it down massively and has no problem killing it on veteran mode as the damage increases when attacking the same target. Whereas, HEM can neither slow it down much nor even halve its health before the ugly go out of the range.
With Unstable Magic upgraded, those weak additional bolts can also have a chance to deal triple damage, reducing the chance for the main bolt in the long run.

If you are going to build HEM anyway, Sentinel upgrade is a must. Or, you will suffer from your decision. :twisted:

-----------------------------------------------------------------------
My next test subject is Sentinel.
I just conducted a short test and its damage output varies greatly. I've seen as low as 1 :shock: , and as high as 31.
Have a look at this.
Image
3, 1, 4, 11, 22, 17, 6, 31, 14, 5, 8, 10, 21, 26, 6, 15, 1, 10, 22, 4, 13, 4, 5, 10, 22, 14, 23, 12, 10, 18, 26, 7, 14, 11, 31, 25, 2, 22, 5...
Very strange.
Last edited by sunnydaler on Sat Jul 07, 2018 3:15 pm, edited 3 times in total.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Sat Jul 07, 2018 1:56 pm

[[Unstable Magic upgrade: Mage attacks have a small chance of dealing triple damage. It is shown as a "BLAST!".]]


I tested it only on Wild Magus.
BLAST! happened 71 times out of 1327 attacks; 5.35%. Let's just say 5%. :mrgreen:
This upgrade benefits Wild Magus the most as its attack rate is insanely fast.
Have a look at the following gif. Once it occurred 4 times in the span of 5 attacks. And this is it. :yey:
Image

==================
I test the blast chance on HEM and found that 3 bolts share the chance. Not triple times of the single-bolt shooting Wild Magus.
So, as I assumed before, this isn't a good thing. The main bolt has only 1.67% (5% divided by 3) chance to proc BLAST! :evil: and those weak little bolts get to have a more chance.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Sun Jul 08, 2018 8:56 am

Here's the test result of HEM's Sentinel.

Damage: 1-31 damage each.
Average: 14.75 damage (253 samples) It needs more tests to get a more precise value but I'm quitting here. :)
Standard deviation: 8.31
Attack rate: 0.5 second

It attacks very fast and has a very wide range. However, sometimes it doesn't attack enemies even in a near range. :evil:
Also its range of damage is uncomfortably wide. During the test, the damage inflicted in the span of 5 attacks varied from 21 (avg. 4.2) to 117 (avg. 23.4).
On the positive side, 2 Sentinels can deal more damage per second than the main bolt from HEM.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Wed Jul 11, 2018 1:57 am

Test subject: Holy Order's Holy Strike
Platform: flash (armorgames.com), Steam, Android

Results:
1. Holy Strike's chance is 10%.
2. Holy Strike deals true damage ONLY on flash.
On Steam and Android, it deals physical damage and Dark Slayer receives just 4-7 damage from level 3 Holy Strike.
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Re: Kingdom Rush Wikia - Official Discussion Thread

by sunnydaler » Wed Jul 11, 2018 11:18 am

Test subject: Twilight Evoker

Melee: attacks very fast at 0.6 second.
Ranged: it deals 20-30 damage and attack rate is 2.1-2.2 seconds.
Silencing ability: it lasts 4 seconds. They don't silence archers (and barracks).
Healing ability: heals themselves and nearby allies by 80 health every 6 seconds.
Last edited by sunnydaler on Sun Aug 19, 2018 3:53 pm, edited 2 times in total.
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