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

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The 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

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Statistics

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To 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]

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|-|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$
  1. 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.
  2. 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.
  3. Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).
  4. 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.
  5. $NDPS$ Normal DPS + $BDPS$ Burn DPS
  6. $NDPS$ Normal DPS + $BDPS$ Burn DPS
  7. $NDPS$ Normal DPS + $BDPS$ Burn DPS
  8. $NDPS$ Normal DPS + $BDPS$ Burn DPS
  9. $NDPS$ Normal DPS + $BDPS$ Burn DPS
  10. $NDPS$ Normal DPS + $BDPS$ Burn DPS