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<tabber> | |||
|-|Guardian= | |||
{{Infobox unit | {{Infobox unit | ||
|name=Guardian | |name=Guardian | ||
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</table> | </table> | ||
}} | }} | ||
|dps={{NpcData|npc_boss_tier1|PlayerDPS}} | |dps={{NpcData|npc_boss_tier1|PlayerDPS}} | ||
|attack_range={{NpcData|npc_boss_tier1|SightRangePlayers}}m | |attack_range={{NpcData|npc_boss_tier1|SightRangePlayers}}m | ||
|soul_value={{#invoke:GenericData|get_objective_param|Tier1GoldKill}}}}{{ | |soul_value={{#invoke:GenericData|get_objective_param|Tier1GoldKill}}}} | ||
''' | |-|Base Guardian= | ||
{{Infobox unit | |||
|name=Base Guardian | |||
|Image=Base guardians.png | |||
|max_health={{NpcData|npc_barrack_boss|MaxHealth}} | |||
|dps={{NpcData|npc_barrack_boss|PlayerDPS}} | |||
|attack_range={{NpcData|npc_barrack_boss|SightRangePlayers}}m | |||
|soul_value={{#invoke:GenericData|get_objective_param|BaseGuardiansGoldKill}}}} | |||
</tabber> | |||
'''Guardians''' are one of the two types of defenses protecting the [[Patron]], along with [[Walker]]s. They are large metal automatons with a fiery brazier as a head. They fight by dealing continuous damage with a laser emitted from their torch, targeting all [[Trooper|Troopers]] and [[Heroes]] that enter its radius.[[File:Archmother base guardians.png|thumb|[[Archmother]] Base Guardians]][[File:Hidden King base guardians.png|thumb|[[Hidden King]] Base Guardians]] | |||
== Overview == | == Overview == | ||
In total, there are '''9''' Guardians on either side of the [[Map]]; one in each lane acting as the first line of defense, and three sets of '''Base Guardians''' defending the base. | |||
When there are no enemy troopers or players within '''{{NpcData|npc_boss_tier1|InvulRange}}m''', the Guardian enters an invulnerable state, where it cannot be damaged by any means. When a trooper or enemy player enters the guardian's range, it will become vulnerable, targeting its laser onto the closest nearby enemy and dealing constant damage over time. However, the Guardian will not take any damage from the player if the player is outside the Guardian's range, even if it is vulnerable to troopers. Guardians take headshot damage to their "head," the brazier on top of their body. | When there are no enemy troopers or players within '''{{NpcData|npc_boss_tier1|InvulRange}}m''', the Guardian enters an invulnerable state, where it cannot be damaged by any means. When a trooper or enemy player enters the guardian's range, it will become vulnerable, targeting its laser onto the closest nearby enemy and dealing constant damage over time. However, the Guardian will not take any damage from the player if the player is outside the Guardian's range, even if it is vulnerable to troopers. Guardians take headshot damage to their "head," the brazier on top of their body. | ||
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When a Guardian is destroyed, its soul bounty is granted to every alive hero on the team that destroyed it. | When a Guardian is destroyed, its soul bounty is granted to every alive hero on the team that destroyed it. | ||
== Resistances == | == Resistances == | ||
Guardians mitigate incoming damage from players using | Guardians mitigate incoming damage from players using three different modifiers that stack together multiplicatively: | ||
* '''Time Scaling [[Damage Resist]]:''' Lane Guardians | * '''Time Scaling [[Damage Resist]]:''' (Lane Guardians only) Applies to all damage types, except [[Pure Damage]]. Starts at 50% and decays linearly down to -50% (taking increased damage) over the first 12 minutes of the match (-{{#expr:100/720round2}}% resist per second). | ||
* '''Player Vulnerability:''' A modifier that gives {{NpcData|npc_boss_tier1|PlayerDamageResistPct}}% Bullet Resist against players (taking increased damage). | * '''Player Vulnerability:''' A modifier that gives them {{NpcData|npc_boss_tier1|PlayerDamageResistPct}}% Bullet Resist against players (taking increased damage). Applies to both lane and base guardians. | ||
* '''Bullet Resist:''' Lane Guardians have {{NpcData|npc_boss_tier1|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}}% Bullet Resist. | * '''[[Bullet Resist]]:''' Lane Guardians have {{NpcData|npc_boss_tier1|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}}% Bullet Resist, while Base Guardians have {{NpcData|npc_barrack_boss|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}}% Bullet Resist. | ||
Because these modifiers stack multiplicatively, players will deal significantly less damage than their base weapon damage in the early game, and significantly more in the late game. | Because these modifiers stack multiplicatively, players will deal significantly less damage than their base weapon damage in the early game, and significantly more in the late game. | ||
For lane guardians, the resists are stacked together in the following formulas: | |||
*For bullet damage: | * For bullet damage: | ||
<math>Damage = Bullet Damage * [(1 - Base Damage Resist) + (time/720)] * (1-Player Resist) * (1-Bullet Resist)</math> | <math>Damage = Bullet Damage * [(1 - Base Damage Resist) + (time/720)] * (1-Player Resist) * (1-Bullet Resist)</math> | ||
*For spirit damage: | * For spirit damage: | ||
<math>Damage = Spirit Damage * [(1 - Base Damage Resist) + (time/720)]</math> | <math>Damage = Spirit Damage * [(1 - Base Damage Resist) + (time/720)]</math> | ||
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Damage = BD * [0.5 + (t / 720)] * {{#expr:1-({{NpcData|npc_boss_tier1|PlayerDamageResistPct}}/100)}} * {{#expr:(100-{{NpcData|npc_boss_tier1|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}})/100}} | Damage = BD * [0.5 + (t / 720)] * {{#expr:1-({{NpcData|npc_boss_tier1|PlayerDamageResistPct}}/100)}} * {{#expr:(100-{{NpcData|npc_boss_tier1|IntrinsicModifiers|1|BULLET_ARMOR_DAMAGE_RESIST}})/100}} | ||
=== | ==Base Guardian== | ||
The Base Guardian or "Shrine Guardian", referred to in the files as "Watcher", is a variant of the normal guardian found in pairs outside each team's base. Base Guardians have a different model and slightly different mechanics and stats. Like the standard Guardian, they will use a melee attack on enemies within '''{{NpcData|npc_barrack_boss|MeleeAttemptRange}}m'''. Once the base guardians have been killed, a permanent speed boost is applied to the attacking team's zipline in that lane. | |||
{{ | |||
Unlike Lane Guardians, Base Guardians don't take [[Headshot]] Damage and their melee attacks cannot be parried. | |||
=== Durability === | |||
Unlike Lane Guardians, Base Guardians do not have the 12-minute time scaling resist. Instead, they have an additional scaling [[Bullet Resist]] (similar to [[Shrines]]). It starts at {{NpcData|npc_barrack_boss|BackdoorBulletResistModifier|BulletResist}}%, losing {{NpcData|npc_barrack_boss|BackdoorBulletResistModifier|BulletResistReductionPerHero}}% per enemy hero nearby, up to 0% minimum for 3 or more enemies. | |||
When [[Backdoor Protection]] is active, they have {{NpcData|npc_barrack_boss|BackdoorProtectionModifier|BackdoorProtectionDamageMitigationFromPlayers}}% [[Damage Resist]] and {{NpcData|npc_barrack_boss|BackdoorProtectionModifier|HealthPerSecondRegen}} [[Health Regen]] per second. | |||
===Boons=== | |||
After defeating the two base guardian for a lane, the team who took the guardians get a Zipline speed boost for the rest of the game on that lane. | |||
== Update history == | == Update history == | ||
{{Update history}} | {{Update history}} | ||
== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
File:Sapphire Guardian vs Trooper.png|Old version of | File:Sapphire Guardian vs Trooper.png|Old version of Base Guardians fighting a [[Trooper]]. | ||
File:Amber Guardians..png|Old version of Base Guardians with backdoor protection. | |||
</gallery><!-- | </gallery><!-- | ||
== Trivia == | == Trivia == | ||