User blog:IFeelSoSubjective!/War Criminal (Evolved Pyromancer tower concept)
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- "It’s not a War Crime if they‘re already dead! A biohazard user than can cause burns, poison enemies, and make enemies bleed. "
- ―Store Description
Description
editThe War Criminal is an Evolved tower that costs 15,000 and Template:Gems to buy from the store. It is a damage over time specialist with the ability to burn enemies, slow them down and damage them with poison, and deal massive damage with bleed. This tower can melt a face value of 25% defense on an enemy, and then 50% of the enemies defense after all of the face value defense is taken. This takes an enemy with 100% defense to 75% defense, and then half of that taking the defense to 37.5. This defense melt has the unique ability to bypass the Blessed attribute.
I ain’t writing all this today 😭
Upgrades
editStatistics
editTo see all the previous statistics of this tower, see the History page.
{{neow|<nowiki> $NDPS$ = Normal Damage / Firerate $BDPS$ = Burn Damage / Tick $DPS$ = $NDPS$ + $BDPS$ $MDPS$ = DPS * Max Hits $TED$ = Burn Damage * (Burn Time / Tick) $CE$ = Total Price / DPS $TP$ = $FNC-TOTALPRICE$ $FNC-COST$ = 900; 325; 1000; 2000; 3777; 11111 $FNC-PVP-COST$ = 850; 350; 950; 1500; 3800; 9000 $FSE-DETECTION$ = 2; 0; $FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac $FSE-UPGRADEICON$ = 3280081327; 3304823121; 3304823988; 3304824958; 3304825822 $FSE-CATEGORY$ = Intermediate $TREF$ = [3] $DREF$ = [4]
|-|Regular =
| Level | Total Price | Normal Damage | Burn Damage | Firerate | Range | Defense Melt | Burn Time | Tick | Max Hits | Hitbox | Total Elapsed Damage$TREF$ | DPS$DREF$ | Max DPS | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | $$TP$ | 1 | 2 | 0.275 | 9 | 1% | 3 | 1 | 3 | 1.25 | $TED$ | $DPS$[5] | $MDPS$ | $$CE$ |
| 1 | $$TP$ | 1 | 2 | 0.175 | 11 | 1% | 3 | 1 | 4 | 1.5 | $TED$ | $DPS$[6] | $MDPS$ | $$CE$ |
| 2 | $$TP$ | 2 | 2 | 0.175 | 11 | 1% | 3 | 1 | 5 | 1.5 | $TED$ | $DPS$[7] | $MDPS$ | $$CE$ |
| 3 | $$TP$ | 3 | 5 | 0.175 | 12.5 | 5% | 6 | 1 | 7 | 1.5 | $TED$ | $DPS$[8] | $MDPS$ | $$CE$ |
| 4 | $$TP$ | 5 | 10 | 0.175 | 12.5 | 10% | 10 | 1 | 7 | 1.75 | $TED$ | $DPS$[9] | $MDPS$ | $$CE$ |
| 5 | $$TP$ | 9 | 25 | 0.175 | 14 | 10% | 10 | 1 | 10 | 2.5 | $TED$ | $DPS$[10] | $MDPS$ | $$CE$ |
- ↑ At Levels 0, hidden enemies may be hit and/or burned indirectly if another detectable enemy is nearby, but this tower can never directly target hidden enemies at this level.
- ↑ At Levels 0-1, hidden enemies may be hit and/or burned indirectly if another detectable enemy is nearby, but this tower can never directly target hidden enemies at these levels.
- ↑ Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).
- ↑ DPS assumes the flames only hit one enemy.
Total DPS is calculated as Normal DPS + Burn DPS.
Burn DPS is calculated as Burn Damage ÷ Tick. - ↑ $NDPS$ Normal DPS + $BDPS$ Burn DPS
- ↑ $NDPS$ Normal DPS + $BDPS$ Burn DPS
- ↑ $NDPS$ Normal DPS + $BDPS$ Burn DPS
- ↑ $NDPS$ Normal DPS + $BDPS$ Burn DPS
- ↑ $NDPS$ Normal DPS + $BDPS$ Burn DPS
- ↑ $NDPS$ Normal DPS + $BDPS$ Burn DPS