DJ Booth: Difference between revisions
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The Green track is unlocked on Level 0. It grants a 5% [[Discount Buff]] to towers, which with Levels increases to 15%. When the ''Drop the Beat'' ability is used, it will generate cash. There is a base amount of cash given, which is {{Money|250}}, which is increased by {{Money|35}} for every tower in range of the '''DJ Booth''', up to a total of {{Money|600}}. All three statistics are able increase to up to {{Money|750}} base cash, {{Money|75}} increase per tower and {{Money|2,250}}. It applies a 7.5% [[Discount Buff]] at Level 5 if the Green track is not selected.
The Red track is unlocked at Level 2. It grants a 10% [[Damage Buff]] to towers, which with Levels increases to 20%. When the ''Drop the Beat'' ability is used, it will create three (four at Level 5) pulses that deal 15 damage to enemies. It can damage hidden, lead and flying enemies. This damage increases to 50 at Level 5. The pulses also drops the defense of enemies. The base defense drop is 5%, which increases by 1% for every tower in the '''DJ Booth's''' range up to 25%. The pulses only drops defense once, as it cannot drop more defense than what its defense drop is. For example, if the '''DJ Booth''' has 15 towers in its range, it will only drop 20% defense from a [[Fallen
There is a limit of one '''DJ Booth''' per player.
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*: where ''Range'' and ''[[Discount Buff]]s'' are the buffs supplied by the '''DJ Booth''' in decimal form (for example, 10% is 0.1). Additionally, damage is rounded down.
**For example, a Level 5 '''DJ Booth''' set on the Green Track (15% [[Discount Buff]], 12.5% [[Range Buff]], 10% [[Damage Buff]]) will decrease the cost of a Level
**However, the [[Range Buff]] cannot increase the range of the following towers:
***The [[Shotgunner]], as its bullets do not extend into the gained range.
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