Souls: Difference between revisions

Soul Container 3d model
 
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[[File:Soul released by the trooper..png|thumb|Soul released by the trooper.]]
[[File:Soul released by the trooper..png|thumb|Soul released by the trooper.|282x282px]]
[[File:Weakened troop..png|thumb|A weakened trooper.]]
{{Quotation|[[Graves]]|The more they die, the stronger I become!||Necro killstreak start 01.mp3}}
{{souls|Souls}} are a crucial element in ''[[Deadlock]]'', serving both as currency and experience points (XP) for heroes. Players collect Souls by various means, including shooting Soul Orbs released when certain entities die, last-hitting enemy [[Trooper]]s, taking [[Guardian]]s/[[Walker]]s, killing enemy players, and finding Unsecured Souls in boxes or crates. Unsecured Souls are added to your total immediately but can drop upon death for other players to collect.
{{souls|Souls}} are a crucial element in ''[[Deadlock]]'', serving both as currency and experience points (XP) for heroes. Players collect souls by various means, including shooting '''Soul Orbs''' released when [[Trooper|Troopers]] die, taking [[Guardian]]s/[[Walker]]s, killing enemy players, and finding '''Unsecured Souls''' in boxes or crates. The amount of souls earned from a kill is a '''Bounty'''. Unsecured souls are added to your total immediately but can drop upon death for other players to collect.


==Soul Orbs==
Every player starts the game with {{souls|{{DataProp|Convar|citadel_player_starting_gold|value}}}}.


Many killed targets will not give Souls to the killer on death, but will instead release Souls in a Soul Orb. These orbs may be attacked in melee or with guns to "confirm" the Souls and grant them to the attacker. If they are not attacked, then the Souls will be granted to the killer automatically after around 3 seconds.
== Soul Values ==


An opposing player may [[Strategy#Troop Management|deny]] these Souls by attacking the Soul Orb instead. These will grant the Souls to the attacker and '''not''' the original killer.
* '''Soul Value:''' Value of the target at the time. Starts at 0 min unless noted otherwise
* '''Soul Gain:''' How the value changes over the time of the match, measured in minutes


Soul Orbs can be divided into "local" and "global" Soul orbs:
{{SoulsValueTable|heroes=1|trooper=1|denizen=1|mid-boss=1|sinners=1|crates=1|rift=1|urn=1|objectives=1|egg=1|trophy=1|well=1|summons=1}}
=== First Blood bonus ===
* A player gets {{Souls|{{DataProp|Convar|citadel_player_gold_reward_first_kill_bonus}}}} bonus souls when they get the first kill in a match.


; Local : These orbs grant Souls to the killer/attacker and are shared with any nearby allies. These are the most common kind of Soul Orb and are gained from killing Troopers and players
===Comeback Mechanics===
; Global : These orbs grant Souls to the entire team of the killer/attacker, often with a boost to the last-hitter. These are earned from destroying [[Guardian]]s and [[Walker]]s as well as turning in the [[Soul Urn]]


===Local Soul Sharing===
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.


When Souls are to be shared, the game checks two distances to add allied heroes to the "pool" of heroes to split the received 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 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.


* 45m from the soul orb itself when it is broken
=== Catch up Mechanics ===
* 30m from the hero that killed the Trooper
Catch up mechanics allow for players with low net worth to catch up to the other players on their team.


If an allied hero is within '''either''' of these distances, Souls are shared between the killer and those allied heroes.  
* The two players per team with the lowest net worth have a passive gain of souls per second based on the total souls per second gathered by the team ('''{{#expr:{{DataProp|Convar|citadel_tick_gold_payout_for_lowest}}*100}}%''' and '''{{#expr:{{DataProp|Convar|citadel_tick_gold_payout_for_second_lowest}}*100}}%''' for the lowest and second-lowest player, respectively). This occurs after laning phase (8 min).
** For example, if a team gathered 200 souls in the last second, the lowest player earns 5 extra souls.


== Gathering Souls ==
== Gathering Souls ==


===Hero Kills===
* Teams with fewer souls will gain more souls from all sources (see '''''Comeback Mechanics''''').


* Souls from player kills are influenced by the team's overall Soul count: teams with fewer Souls gain more from kills.
===Soul Distribution===
[[Heroes|Hero]] kill souls are distributed between nearby players with the following rate:


===Last Hitting===
* To count as an assister for a player kill, you have to have damaged them in the last 10 seconds.
{| class="wikitable"
|+Hero Kill Soul Distribution
!Players
!% share to each player
!Total %
|-
|1
|{{#invoke:GenericData|get_hero_gold_share_frac|1}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|1}}|0|-1}} * 1}}%
|-
|2
|{{#invoke:GenericData|get_hero_gold_share_frac|2}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|2}}|0|-1}} * 2}}%
|-
|3
|{{#invoke:GenericData|get_hero_gold_share_frac|3}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|3}}|0|-1}} * 3}}%
|-
|4
|{{#invoke:GenericData|get_hero_gold_share_frac|4}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|4}}|0|-1}} * 4}}%
|-
|5
|{{#invoke:GenericData|get_hero_gold_share_frac|5}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|5}}|0|-1}} * 5}}%
|-
|6
|{{#invoke:GenericData|get_hero_gold_share_frac|6}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|6}}|0|-1}} * 6}}%
|}


* Souls are only gained when the player lands the "Last hit" on a target that kills them. Troopers that are killed by other troopers or structures award '''no''' Souls
Additionally, for kills with two or more players, the player who got the kill receives bonus souls.
** After a Trooper reaches 0 HP, there is a very short time where a Last Hit may still be landed by a Hero's attack.
** Players cannot "deny" a last hit on a Trooper by killing their own Trooper, but they can deny the Soul Orb.
* Soul Orbs are released by dying entities and can be shot to collect Souls. If not collected, the orbs eventually expire, awarding the same amount of Souls automatically.
* Shooting these orbs will Deny the kill and '''steal''' the Souls from the orb for yourself.


===Soul Distribution===
[[Trooper]] souls are distributed between nearby players with the following rate:
{| class="wikitable"
|+Trooper Kill Soul Distribution
!Players
!% share to each player
!Total %
|-
|1
|{{#invoke:GenericData|get_trooper_gold_share_frac|1}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|1}}|0|-1}} * 1}}%
|-
|2
|{{#invoke:GenericData|get_trooper_gold_share_frac|2}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|2}}|0|-1}} * 2}}%
|-
|3
|{{#invoke:GenericData|get_trooper_gold_share_frac|3}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|3}}|0|-1}} * 3}}%
|-
|4
|{{#invoke:GenericData|get_trooper_gold_share_frac|4}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|4}}|0|-1}} * 4}}%
|-
|5
|{{#invoke:GenericData|get_trooper_gold_share_frac|5}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|5}}|0|-1}} * 5}}%
|-
|6
|{{#invoke:GenericData|get_trooper_gold_share_frac|6}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|6}}|0|-1}} * 6}}%
|}


'''Before 8 minutes (Lane Phase)'''
Soul distribution is the same regardless if the Trooper drops a Soul Orb or if it is killed by a melee attack.
* When a [[Trooper]] is killed, the killer will receive 65% of the Trooper's souls at once, then 35% again when the Soul Orb is destroyed by themselves, an ally, or it expires.
* For two players, Souls from Troopers are 'duplicated' between both players as long as they are within range (See range [[Souls#Local Soul Sharing|here]]. This means a Trooper kill worth 80 souls will grant 80 souls to ''each'' player.
* If 3 or more players attempt to receive souls from a creep, the killer will receive the full Trooper value, while all other players will equally divide the duplicated amount.
** For example: for a Trooper creep worth 80 Souls in a lane of 3 heroes, the killer will receive 80 Souls and both other players will receive 40 Souls each. <ref>https://youtu.be/4I1YH4xNxfA?t=230 - Timestamped video showing Trooper Soul split in lane before 8 minutes</ref>


'''After 8 minutes (Post-lane Phase)'''
===Neutrals (Jungle Creeps)===
* Trooper Souls are no longer granted on kill, instead 100% souls are granted when the Soul Orb is destroyed or expires.
* Souls are no longer duplicated between sharing players, and are instead distributed with the following formula:
** 100/60/35/25/20/16% (for 1/2/3/4/5/6 players)
*** EX: 120 Souls between 4 players would grant each player 30 Souls (120 * 25%)
<!-- THIS IS HOW IT WAS PRIOR TO SEPT 26th PATCH
KEEP AROUND IN CASE IT CHANGES AGAIN
* When the game begins, each lane is "designated" as either a 1-player (Solo) lane or a 2-player (Duo) lane.
* When a [[Trooper]] is killed, the killer will receive half of the Trooper's Souls at once, then half again when the Soul Orb is destroyed by themselves, an ally, or it expires.
* For Duo lanes with two players in it, Souls from Troopers are 'duplicated' between both players (about 50m from the kill). This means a Trooper kill worth 50 Souls will grant 50 Souls to ''each'' player.
* If 3+ players in a Duo lane OR 2+ players in a Solo lane attempt to receive Souls from a creep, the killer will receive the full Trooper value, while all other players will equally divide the duplicated amount.
** For example: for a Trooper creep worth 50 Souls in a lane of 3 heroes in a Duo lane, the killer will receive 50 Souls and both other players will receive 25 Souls each. <ref>https://youtu.be/4I1YH4xNxfA?t=230 - Timestamped video showing Trooper soul split in lane before 10 minutes</ref> -->


===Denizens (Jungle Creeps)===
* Jungle camps contain [[Neutrals]] that give souls to players on kill. They do not release soul orbs. 
** In order for Neutrals to give souls to both players, both players must deal damage to the Neutral.
** Souls from Neutrals are split between all allied players who dealt damage to said Neutrals. Unlike Hero and Trooper souls, Neutral souls are always shared equally.
*Souls from Neutrals are '''unsecured''' souls.


* Jungle camps contain [[Denizens]] that give Souls to players on kill. They do not release Soul Orbs. 
=== Sinner's Sacrifices ===
** In order for Denizens to give Souls to both players, both players must deal damage to the Denizen.
* Some jungle camps contain one or two [[Sinner's Sacrifice]] machines, which grants souls to the player by hitting them with [[Melee Attack|melee attacks]]. Those souls are unsecured.
** Souls from Denizens are split between all allied players who dealt damage to said Denizens.
*Souls from Denizens are '''Unsecured''' Souls


===Breakables===
===Breakables===
* Breaking the wooden crates scattered throughout the map will have a chance to spawn some Souls.
* Breaking the wooden crates scattered throughout the map will have a chance to spawn some souls.
** Chance for any given crate to drop Souls when broken is approximately 40%
** Chance for any given crate to drop souls when broken is approximately 60%
** Amount of Souls dropped is a function of in-game time:
** Amount of souls dropped is a function of in-game time:
*** ''[Souls Dropped] = 45 + 3*([Game Time in Minutes] - 3)''
*** ''[Souls Dropped] = 23 + 2.0*[Game Time in Minutes]''
*** For example: At 25:00 game time, a broken crate will drop 111 Souls.
*** For example: At 30:00 game time, a broken crate will drop 83 souls.
 
===Other===


Be aware that Soul Orbs can be denied from events like [[Soul Urn]] turn-ins, Guardian destruction, or [[Sinner's Sacrifice]] machines.
* {{ItemIcon|Trophy Collector}} and {{ItemIcon|Golden Goose Egg}} give the player passive souls per minute.
* Killing cockroaches in underground tunnels grants the player 1 soul each.


==Unsecured Souls==
==Soul Orbs==
[[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)]]
[[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).
 
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 may be shot or hit with a [[Melee Attack]] to claim the souls. Orbs can be claimed by a single bullet or pellet, regardless of damage. The bullet that hit the orb is refunded to the player's magazine. Certain abilities like {{AbilityIcon|Serrated Knives}} or {{AbilityIcon|Malice}} can also confirm or deny orbs.


Souls earned from killing Denizens and destroying Sinner's Sacrifice machines are '''Unsecured'''. These Souls will be dropped on death, allowing any player to collect the Soul Container. Dropped Unsecured Souls will despawn after 3 minutes.
Soul confirmation accounts for latency, which in some situations can cause the player to lose the orb even if they visually seem to have hit it first.  


Unsecured Souls are converted into Secured Souls at a standard rate, meaning they will no longer be dropped on death.
===Local Soul Sharing===


* With fewer than 100 unsecured souls, they are converted to Secured souls at a rate of 1 Soul / Second
When souls are to be shared, the game checks two distances to add allied heroes to the "pool" of heroes to split the received souls:
* With more than 100 unsecured souls, they are converted at a rate of 1 Soul / second per 100 Unsecured Souls
** '''Example:''' 570 Unsecured Souls is converted at 5 Souls/second


[[Image:Unsecured_Souls_HUD.png|thumbnail|300px|Souls UI for Heroes]]
* 45m from the soul orb itself when it is broken
* 30m from the hero that killed the Trooper


Unsecured Souls may be spent in the shop, but are spent ''after'' Secured Souls. They are indicated by the silver-green ball on the Hero's hip known internally as a Soul Container, as well as in the number on the HUD with a red icon.
If an allied hero is within '''either''' of these distances, souls are shared between the killer and those allied heroes.


On the character UI, the large Souls number is the '''total''' number of Secured and Unsecured Souls added together.
=== Soul Well ===
After 3 minutes of game time pass, the well in each team's base starts releasing orbs worth 10 souls each, every few seconds. These orbs can be either green or orange-colored but behave the same regardless. The souls are split equally across all nearby living allies when the orb expires, or go entirely to the player who confirms them before expiration.


Unsecured Souls can be instantly converted to Secured by buying an item and returning it without leaving the Shop's perimeter. The player will regain all the Souls spent on the item, and any Unsecured Souls spent will be returned as Secured.
==Unsecured Souls==
[[File:Unsecured souls.png|thumb|Unsecured souls icon]]{{Quotation|[[The Hidden King]]'s herald|Great job, you didn't just take their money, you took a little bit of their self respect!
}}
Souls earned from killing [[Neutrals]], destroying Sinner's Sacrifice machines, and destroying [[Crates]] are '''unsecured''' and are lost on death. If a player dies with at least {{DataProp|Convar|citadel_player_neutral_gold_drop_min}} + {{DataProp|Convar|citadel_player_neutral_gold_drop_min_increase_per_minute}}/minute unsecured souls they will be dropped in a '''Soul Container''', which can be claimed by any player by hitting it with a [[Melee Attack|Heavy Melee]]. Soul Containers will despawn after 3 minutes. These containers are marked with a circle icon on the [[Minimap]] and have a green glow effect. If a player dies with fewer than {{DataProp|Convar|citadel_player_neutral_gold_drop_min}} + {{DataProp|Convar|citadel_player_neutral_gold_drop_min_increase_per_minute}}/minute unsecured souls, no Soul Container will drop-they are permanently lost.


== Leveling Up ==
Unsecured souls are converted into secured souls over time, meaning they will no longer be dropped on death. This conversion rate is dynamic:
Gathering Souls will directly "level up" your hero gain skill points, Boons and other upgrades. See [[Leveling Up|leveling up]] for more information.


== Soul Values ==
* '''Percentage Drain:''' Each second, '''{{#expr:{{DataProp|Convar|citadel_secure_gold_percent}}*100}}%''' of the player's ''current'' unsecured souls are converted. This means larger amounts of unsecured souls secure faster initially.
* '''Base Drain:''' In addition to the percentage, a flat amount is secured every second. This starts at '''{{DataProp|Convar|citadel_secure_gold_fixed}} souls/second''' and increases as the match progresses (scaling with the global bounty growth of {{#expr:{{DataProp|Convar|citadel_secure_gold_fixed_growth}}*100}}% per minute).
** '''Example at 10 Minutes:''' A player carrying '''1,000 unsecured souls''' will secure them at a rate of roughly '''7.9 souls/second''' (5 from percentage + ~2.9 base).
** '''Example at 20 Minutes:''' That same player carrying '''1,000 unsecured souls''' will secure them faster, at a rate of roughly '''9.2 souls/second''' (5 from percentage + ~4.2 base), due to the base rate scaling over time.


* '''Soul Value:''' Value of the target at the time = 0m
[[Image:Unsecured_Souls_HUD.png|thumbnail|300px|Souls UI for Heroes]]
* '''Soul Gain:''' How the value changes over the time of the match, measured in minutes
* '''10m/20m/30m:''' Value of the target at certain game times


<!--
Unsecured souls may be spent in the shop, but are spent ''after'' secured souls. They are indicated by the silver-green ball on the Hero's hip known internally as a Soul Container, as well as in the number on the HUD with a red icon.
What needs testing:
* What's the initial split between trooper instant & orb souls gained?
** In the data we can see that it is currently 40 for a trooper orb initially, but we cannot see the initial souls for kills interestingly. See [[Data:GenericData.json]]
* Does soul growth apply as a % to both the instant & orb amounts, and equally?
-->
<!--See [[Module:GenericData]]--><!--
-->{{#vardefine:GuardianKill|{{#invoke:GenericData|get_objective_param|Tier1GoldKill}}}}<!--
-->{{#vardefine:GuardianOrb|{{#invoke:GenericData|get_objective_param|Tier1GoldOrbs}}}}<!--
-->{{#vardefine:WalkerKill|{{#invoke:GenericData|get_objective_param|Tier2GoldKill}}}}<!--
-->{{#vardefine:WalkerOrb|{{#invoke:GenericData|get_objective_param|Tier2GoldOrbs}}}}<!--
-->{{#vardefine:BaseGuardianKill|{{#invoke:GenericData|get_objective_param|BaseGuardiansGoldKill}}}}<!--
-->{{#vardefine:BaseGuardianOrb|{{#invoke:GenericData|get_objective_param|BaseGuardiansGoldOrbs}}}}<!--
-->{{#vardefine:ShrineKill|{{#invoke:GenericData|get_objective_param|ShrinesGoldKill}}}}<!--
-->{{#vardefine:ShrineOrb|{{#invoke:GenericData|get_objective_param|ShrinesGoldOrbs}}}}<!--
-->{{#vardefine:WeakenedPatronKill|{{#invoke:GenericData|get_objective_param|PatronPhase1GoldKill}}}}<!--
-->{{#vardefine:WeakenedPatronOrb|{{#invoke:GenericData|get_objective_param|PatronPhase1GoldOrbs}}}}
{| class="wikitable" style="margin:auto"
|-
! Source !! Soul Value (Kill) !! Soul Value (Orb) !! Combined Soul Gain (/m)
|-
| [[Heroes]] || colspan="2" | 175 Total || +31.6
|-
| [[Trooper]] || colspan="2" | 75 Total || +1.10
|-
| Small [[Denizen]] || colspan="2" | 44 Total || +0.528
|-
| Medium [[Denizen]]  || colspan="2" | 88 Total || +1.06
|-
| Large [[Denizen]]  || colspan="2" | 220 Total || +2.64
|-
| [[Sinner's Sacrifice]]  || colspan="2" | 330 Total || +3.96
|-
| [[Soul Urn]]* || colspan="2" | 1500 Total || +200
|-
| [[Guardian]]** || {{#var:GuardianKill}} || {{#var:GuardianOrb}} || N/A
|-
| [[Walker]]** || {{#var:WalkerKill}} || {{#var:WalkerOrb}} || N/A
|-
| [[Guardian|Base Guardian]] || {{#var:BaseGuardianKill}} || {{#var:BaseGuardianOrb}} || N/A
|-
| [[Shrine]]** || {{#var:ShrineKill}} || {{#var:ShrineOrb}} || N/A
|-
| [[Patron|Weakened Patron]] || {{#var:WeakenedPatronKill}} || {{#var:WeakenedPatronOrb}} || N/A
|-
| [[Souls#Breakables|Crates]] || colspan="2" | 36 Total || +3s
|}


&#42; Soul Gain for Urns is divided amongst the team. The Courier gets slightly more souls.
Unsecured souls count towards leveling up. However, if the player dies and loses those souls, they will remain at the last unlocked level but lose progress to the next level equivalent to their dropped souls.


&#42;* Soul Gain for structures is given to ''every'' allied hero in-game
On the character UI, the large souls number is the '''total''' number of secured and unsecured souls added together.


===Comeback Mechanics===
== Leveling Up ==
Gathering souls will gradually "level up" your hero, granting a variety of benefits. See [[Boon|boons]] for detailed information.


When a team is behind on Souls, there are two "comeback mechanics" that come into play to allow the losing team to quickly catch up.
== Update history ==
{{Update history|default=Souls}}


* Killing an enemy Hero will award more Souls if your team is behind.
== 3D model ==
* Killing an enemy Hero that has a Kill Streak will reward a "Bounty" of extra Souls.
{{3D Model|Soul Container|alt_image=Unsecured_souls}}
* The Soul Urn will give additional Souls to a team that is behind.


==References==
==References==
<references />
<references />
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