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=== Comeback Mechanics === | === Comeback Mechanics === | ||
{{Main|Souls}} | {{Main|Souls}} | ||
* Killing an enemy hero will award more souls if that hero is stronger than the killer team's average networth, regardless of which team is leading in souls. | When a team is behind on [[souls]], there are some "comeback mechanics" that come into play to allow the losing team to quickly catch up. | ||
* The losing team gains up to {{#expr:({{DataProp|Convar|citadel_player_gold_comeback_npc_max_mutliplier_value}}-1)*100}}% more souls from Troopers, | |||
* | * Killing an enemy hero will award up to '''{{#expr:({{DataProp|Convar|citadel_player_gold_comeback_multiplier}}-1)*100}}%''' more souls if that hero is stronger than the killer team's average networth, regardless of which team is leading in souls. | ||
* The Soul Urn will give additional souls to the team that is behind based on game duration and total soul deficit. (see [[Soul Urn#Reward scenarios|Soul Urn]] for details) | |||
* The losing team gains up to '''{{#expr:({{DataProp|Convar|citadel_player_gold_comeback_npc_max_mutliplier_value}}-1)*100}}%''' more souls from Troopers, Denizens, Sinner's Sacrifices and Objectives, based on how behind they are (peaks at {{#expr:({{DataProp|Convar|citadel_player_gold_comeback_npc_max_mutliplier_delta}}-1)*100}}% max net worth difference). The first 3k in net worth difference is ignored. (This means that the first 3k souls should be subtracted when calculating comeback values, e.g. 100k to 105k is calculated as a 2k difference) | |||
* After 10 minutes in a match, killing a player whose net worth is above 15% higher than the killer team's average net worth increases that player's [[Death|respawn time]]. The increase varies based on the net worth difference and match duration, from +6s for 15% net worth at 10 minutes to +22s for 30% net worth at 25 minutes. | |||
=== Pausing === | === Pausing === | ||