Sinner's Sacrifice: Difference between revisionsGive feedback
Gammaton32 (talk | contribs) added trivia |
Tags: Manual revert Visual edit |
||
| (19 intermediate revisions by 10 users not shown) | |||
| Line 1: | Line 1: | ||
[[File:SinnersSacrifice InGame ISO.png|right|150px|thumb|Sinner's Sacrifice in-game]] | [[File:SinnersSacrifice InGame ISO.png|right|150px|thumb|Sinner's Sacrifice in-game]]{{Quotation|[[Victor]]|In the end, the pain will pay dividends. | ||
'''Sinner's Sacrifice''' | }} | ||
'''Sinner's Sacrifice''' machines are [[breakables | breakable]] objects in the [[map]] that may be broken using a [[Melee Attack | melee attack]] to earn {{Souls}} [[Souls]] and other rewards. | |||
== Locations == | == Locations == | ||
| Line 11: | Line 12: | ||
They spawn '''{{#expr:{{NpcData|neutral_sinners_sacrifice|InitialSpawnDelay}}/60}}''' minutes after game starts and respawn '''{{#expr:{{NpcData|neutral_sinners_sacrifice|SpawnInterval}}/60}}''' minutes after being broken (solo) or fully cleared ("hybrid"). | They spawn '''{{#expr:{{NpcData|neutral_sinners_sacrifice|InitialSpawnDelay}}/60}}''' minutes after game starts and respawn '''{{#expr:{{NpcData|neutral_sinners_sacrifice|SpawnInterval}}/60}}''' minutes after being broken (solo) or fully cleared ("hybrid"). | ||
Sites are shown on the map with a [[File:MapSacrificeMachineIcon.png|frameless|32x32px]] icon (a | Sites are shown on the map with a [[File:MapSacrificeMachineIcon.png|frameless|32x32px]] icon (a rectangle with a circle within it). It should be noted that the icon represents the site and not the Sinner's Sacrifice machine. The icon of a "hybrid" camp will not disappear from the map after breaking the machine but instead when fully cleared. | ||
== Behavior == | == Behavior == | ||
=== Interacting with the | === Interacting with the machine === | ||
[[File:Vault music.mp3|right|thumb|Music that plays on loop from the Sinner's Sacrifice]] | [[File:Vault music.mp3|right|thumb|Music that plays on loop from the Sinner's Sacrifice]] | ||
Each machine has 500 health and can only be damaged by [[Melee Attack|melee attacks]]. A light melee deals 50 damage, and a heavy melee deals 100 damage. | Each machine has 500 health and can only be damaged by [[Melee Attack|melee attacks]]. A light melee deals 50 damage, and a heavy melee deals 100 damage. | ||
The machine retaliates against attackers by dealing {{NpcData|neutral_sinners_sacrifice|RetaliateDamage}} damage back per a melee hit with the total retaliation damage to a hero being 320-640 depending on the mixture weights of melee strikes: Primarily eight light melee strikes 8 x 80 = 640 retaliation damage vs. four heavy melee strikes 4 x 80 = 320 retaliation damage. There is virtually no time difference between light or heavy melee exclusivity. | The machine retaliates against attackers by dealing {{NpcData|neutral_sinners_sacrifice|RetaliateDamage}} damage back per a melee hit with the total retaliation damage to a hero being 320-640 depending on the mixture weights of melee strikes: Primarily eight light melee strikes 8 x 80 = 640 retaliation damage vs. four heavy melee strikes 4 x 80 = 320 retaliation damage. There is virtually no time difference between light or heavy melee exclusivity, with the exception of {{HeroIcon|Billy}}, who has faster light melee recovery and thus can hit jackpot faster than with heavy melees. | ||
Abilities that deal melee damage, such as {{HeroIcon|Viscous}}' {{AbilityIcon|Puddle Punch}} or {{HeroIcon|Calico}}'s {{AbilityIcon|Leaping Slash}}, will not affect the machine. | Abilities that deal melee damage, such as {{HeroIcon|Viscous}}' {{AbilityIcon|Puddle Punch}} or {{HeroIcon|Calico}}'s {{AbilityIcon|Leaping Slash}}, will not affect the machine. | ||
The machine's health is indicated by the lightbulbs at the top of the machine: The first melee attack will cause all the lights to turn on and further hits will cause them to turn off from right to left. A light melee will turn off one bulb per hit and a heavy melee turns off two bulbs. | The machine's health is indicated by the lightbulbs at the top of the machine: The first melee attack will cause all the lights to turn on and further hits will cause them to turn off from right to left. A light melee will turn off one bulb per hit and a heavy melee turns off two bulbs. | ||
Note: {{HeroIcon|Pocket}} with {{AbilityIcon|Barrage}} stacks can deal more damage per hit to the Sinner's. This is likely a bug. | |||
=== Jackpot === | === Jackpot === | ||
| Line 39: | Line 42: | ||
Each Sinner's Sacrifice internally holds a total bounty value that increases over the course of a match. This value starts at {{Souls|{{#expr: {{NpcData|neutral_sinners_sacrifice|GoldReward}} * 2}}}} and grows by {{Souls|{{#expr: {{NpcData|neutral_sinners_sacrifice|GoldReward}} * {{NpcData|neutral_sinners_sacrifice|GoldRewardBonusPercentPerMinute}} / 100 * 2 round 2}}}} per minute from the beginning of the match. | Each Sinner's Sacrifice internally holds a total bounty value that increases over the course of a match. This value starts at {{Souls|{{#expr: {{NpcData|neutral_sinners_sacrifice|GoldReward}} * 2}}}} and grows by {{Souls|{{#expr: {{NpcData|neutral_sinners_sacrifice|GoldReward}} * {{NpcData|neutral_sinners_sacrifice|GoldRewardBonusPercentPerMinute}} / 100 * 2 round 2}}}} per minute from the beginning of the match. | ||
{{SoulsValueTable|sinners=1}} | |||
{| | |||
This total value is distributed in [[Souls#Unsecured Souls|Unsecured Souls]] with each hit: | This total value is distributed in [[Souls#Unsecured Souls|Unsecured Souls]] with each hit: | ||
| Line 87: | Line 55: | ||
=== Buffs === | === Buffs === | ||
Successfully hitting the Jackpot provides the player with stacks of | Successfully hitting the Jackpot provides the player with stacks of [[permanent buffs]]. | ||
* Hitting the jackpot with a '''light melee''' gives the player 1 buff. | * Hitting the jackpot with a '''light melee''' gives the player 1 buff. | ||
* Hitting with a '''heavy melee''' gives 4 buffs. | * Hitting with a '''heavy melee''' gives 4 buffs. | ||
To get the jackpot with a heavy melee last hit, the heavy melee needs to be charged before the 2nd-to-last lightbulb lights up. | To get the jackpot with a heavy melee last hit, the heavy melee needs to be charged before the 2nd-to-last lightbulb lights up. | ||
{{Permanent buffs}} | |||
== Update history == | == Update history == | ||
{{Update history}} | {{Update history}} | ||
== 3D model == | |||
{{3D Model|Sinner's Sacrifice machine|alt_name=Sinner's Sacrifice}} | |||
== Trivia == | == Trivia == | ||
* In [[Neon Prime]] and early ''Deadlock,'' Sinner's Sacrifices were originally designed as '''Vaults''', and didn't have the jackpot mechanic. | [[File:Vault NP.png|thumb|223x223px|''Neon Prime'' Vault]] | ||
* In [[Neon Prime|''Neon Prime'']] and early ''Deadlock,'' Sinner's Sacrifices were originally designed as '''Vaults''', and didn't have the jackpot mechanic. | |||
** Their current minimap icon is still based on the Vaults, being depicted as a rectangle with a circle in the middle. | |||
{{Clear}} | |||
== Navigation == | |||
{{Navbox gameplay}} | {{Navbox gameplay}} | ||