Lane Guardian: Difference between revisions

LVL (talk | contribs)
Added more info on damage resistances and reworded some stuff. Player Vulnerability stat still needs testing on if it works like troopers and only affects bullet damage or all damage.
Resistances: adjusted some lines for clarity and added damage formulas
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== Resistances ==
== Resistances ==
Guardians mitigate incoming damage from players using three separate mechanics 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. Starts at 50% and decays linearly down to -50% (taking increased damage) over the first 12 minutes of the match.
* '''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 hidden modifier that gives them {{NpcData|npc_boss_tier1|PlayerDamageResistPct}}% [[Damage Resist]] against players (effectively making them take 25% increased damage from players).
* '''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.
For lane guardians, the resists are stacked together in the following formulas:
* For bullet damage:
<math>Damage = Bullet Damage * [(1 - Base Damage Resist) + (time/720)] * (1-Player Resist) * (1-Bullet Resist)</math>
* For spirit damage:
<math>Damage = Spirit Damage * [(1 - Base Damage Resist) + (time/720)] * (1-Player Resist)</math>
In which "time" is the match time in seconds.
Applying the bullet damage values, we get:
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==
==Base Guardian==