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== Overview == Troopers appear to be small humanoid puppet-like automata, {{PageRef|The Hidden King|alt_name=Amber}} Troopers have candles serving as their heads while {{PageRef|The Archmother|alt_name=Sapphire}} Troopers have lamps as their heads instead. Troopers visually appear to become more damaged depending on their health. There are 3 types of basic troopers: Ranged Troopers, Melee Troopers and Medic Troopers. Each trooper wave has 2 Ranged, 1 Melee and 1 Medic. Troopers serve as the primary means to pushing lanes. The waves spawn as follows: {| class="wikitable" |+Trooper wave spawn rate !Match duration !Spawn frequency |- |0 to 20 min |30s |- |20 to 35 min |25s |- |over 35 min |20s |} Initially the waves consist of 3 Ranged Troopers and 1 Medic Trooper; after 5 minutes they become 2 Ranged, 1 Melee and 1 Medic. Troopers enter lanes by riding [[Ziplines]] in a vessel, which can be shot down to force them to drop early. Once on the ground, Troopers will attempt to move down the lane, attacking other enemy Troopers, [[Heroes]] and [[structures]] on the way. During laning phase, Troopers are also the most reliable source of [[Souls]]. Slain Troopers will drop a [[Soul Orb]] on the ground that can be picked up by nearby ally players for {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% of the soul bounty, and release a floating Soul Orb that can be confirmed or denied by players for the remaining {{#expr:100-({{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100)}}% souls. Killing a Trooper with a [[melee attack]] prevents orbs from spawning and awards 100% of the value on kill. === Combat Stats === Troopers have a complex set of resistances and vulnerabilities that change based on the game's state and their opponents. {| class="wikitable sortable mw-collapsible" |+Trooper Combat Stats !Enemy Type !Damage Output (DPS) !Damage Resist (%) |- |Players | style="text-align: center" |{{NpcData|trooper_normal|VSPlayer|BaseDPS}} | style="text-align: center" |{{NpcData|trooper_normal|VSPlayer|DamageResist}} |- |Troopers | style="text-align: center" |{{NpcData|trooper_normal|VSTrooper|BaseDPS}} | style="text-align: center" |{{NpcData|trooper_normal|VSTrooper|DamageResist}} |- |Guardians | style="text-align: center" |{{NpcData|trooper_normal|VSGuardian|BaseDPS}} | style="text-align: center" |0 |- |Walkers | style="text-align: center" |{{NpcData|trooper_normal|VSWalker|BaseDPS}} | style="text-align: center" |{{NpcData|trooper_normal|VSWalker|DamageResist}} |- |Base Guardians | style="text-align: center" |{{NpcData|trooper_normal|VSWatcher|BaseDPS}} | style="text-align: center" |{{NpcData|trooper_normal|VSWatcher|DamageResist}} |- |Shrines | style="text-align: center" |{{NpcData|trooper_normal|VSShrine|BaseDPS}} | style="text-align: center" |0 |- |Patron | style="text-align: center" |{{NpcData|trooper_normal|VSPatron|BaseDPS}} | style="text-align: center" |{{NpcData|trooper_normal|VSPatron|DamageResist}} |} Note: Player damage resist is applied against [[Bullet Damage]], but not against [[Melee Damage]]. '''Other combat stats''' * They gradually gain spirit resistance over time, reaching 20% at 25 minutes and 70% at 50 minutes. * Troopers gain {{NpcData|trooper_base|EnemyBaseDamageReduction}}% damage resistance when near/in the enemy base. * At 35 minutes, all Troopers gain +50% HP. '''Sight Range''' * Troopers have two different sight ranges: ** '''Vs. NPCs:''' {{NpcData|trooper_normal|SightRangeNPCs|2}}m ** '''Vs. Heroes:''' {{NpcData|trooper_normal|SightRangePlayers|2}}m === Health Regen === Troopers have 7 out of combat [[Health Regen|health regen]]. === Math === Trooper bounty is divided by {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% in the ground Orb and {{#expr:100-({{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100)}}% in the floating Orb, or 100% on death if killed by a melee attack. The total Soul bounty per Trooper is equal to {{Souls|{{DataProp|Convar|citadel_trooper_gold_reward}}}} + ({{Souls|{{DataProp|Convar|citadel_trooper_gold_reward_bonus_per_minute}}}} per min). {{SoulsValueTable | trooper = 1 }} Additionally, they are divided among nearby ally players at the rates listed in table below: {| class="wikitable" |+ !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}}% |}
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