Lane Guardian: Difference between revisions

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Resistances: adjusted some lines for clarity and added damage formulas
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Guardians mitigate incoming damage from players using three different modifiers that stack together multiplicatively:
Guardians mitigate incoming damage from players using three different modifiers that stack together multiplicatively:


* '''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).
* '''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 them {{NpcData|npc_boss_tier1|PlayerDamageResistPct}}% [[Damage Resist]] against players (taking increased damage). Applies to both lane and base guardians.
* '''Player Vulnerability:''' A modifier that gives them {{NpcData|npc_boss_tier1|PlayerDamageResistPct}}% Damage 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]], while Base Guardians have {{NpcData|npc_barrack_boss|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.