Souls: Difference between revisions

Soul Container 3d model
 
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* 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.
* 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 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)
* The losing team gains up to '''{{#expr:({{DataProp|Convar|citadel_player_gold_comeback_npc_max_mutliplier_value}}-1)*100}}%''' more souls from Troopers, Neutrals, 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.
* 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.


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[[File:Soul orbs spawn.png|thumb|226x226px|Dark and light soul orb. Only light orbs can be claimed or denied]]
[[File:Soul orbs spawn.png|thumb|226x226px|Dark and light soul orb. Only light orbs can be claimed or denied]]
[[File:Ground orb.png|thumb|214x214px|Ground orbs -- ally (green) and enemy (white)]]
[[File:Ground orb.png|thumb|214x214px|Ground orbs -- ally (green) and enemy (white)]]
[[Trooper|Troopers]] release souls in '''Soul Orbs''', unless they are killed by a [[Melee Attack]]. They drop two orbs on death, one that floats and one that falls on the ground. Each orb has {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% of the kill bounty. The ground orb cannot be denied (they appear as white to enemies) and remains for 18 seconds before disappearing (scaling to 40 seconds after 10 minutes).  
[[Trooper|Troopers]] release souls in '''Soul Orbs'''. They drop two orbs on death, one that floats and one that falls on the ground. However, if they are killed by a [[Melee Attack]] they only release the ground orb, and the player instantly receives the remaining souls. This also includes [[abilities]] that deal [[Melee Damage]], and {{HeroIcon|Mina}}'s {{AbilityIcon|Rake}}.
 
Each orb has {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% of the kill bounty. The ground orb cannot be denied (they appear as white to enemies) and remains for 18 seconds before disappearing (scaling to 40 seconds after 10 minutes).  


The floating orbs spawn dark-colored, and can be shot and confirmed (or denied) once they light up. Ally orbs are green and enemy orbs are orange. Hitting an enemy orb will deny their souls and grant them to the player who hit it and nearby allies. The ally team has a "grace period" of roughly 80ms to confirm their orbs. If the orb "pops" without being claimed after roughly 1 second, it's automatically rewarded to nearby allies, and if there are no allies nearby the souls are lost.  
The floating orbs spawn dark-colored, and can be shot and confirmed (or denied) once they light up. Ally orbs are green and enemy orbs are orange. Hitting an enemy orb will deny their souls and grant them to the player who hit it and nearby allies. The ally team has a "grace period" of roughly 80ms to confirm their orbs. If the orb "pops" without being claimed after roughly 1 second, it's automatically rewarded to nearby allies, and if there are no allies nearby the souls are lost.