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[[File:Unstable Rift.png|thumb|124x124px|Unstable Rift icon]] | [[File:Unstable Rift.png|thumb|124x124px|Unstable Rift icon]] | ||
'''Unstable Rift''' is an Objective in ''[[Deadlock]]''. | '''Unstable Rift''' is an Objective in ''[[Deadlock]]''. | ||
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== Overview == | == Overview == | ||
When an Unstable Rift spawns, it first appears as an in-world only visual effect on top of a random side lane's bridge. 60 seconds after this effect appears, an announcement is made to all players and the Rift becomes visible on the map. | When an Unstable Rift spawns, it first appears as an in-world only visual effect on top of a random side lane's bridge. 60 seconds after this effect appears, an announcement is made to all players and the Rift becomes visible on the map. 25 seconds after the announcement, the Rift opens and creates a capture point with a {{#expr:{{MiscData|citadel_koth_cashin|AuraModifier|AuraRadius}} * 0.0254 round 0}}m radius around the bridge, indicated by a green circle effect. The Rift takes {{MiscData|citadel_koth_cashin|TotalTimeToCapture}}s to be captured (not counting comeback modifiers). Both teams earn progress as long as they have at least one player in the capture point, but the Rift can only be claimed once there's only one team in the point. The progress rate is the same regardless of how many players per team are in the point. Any players in the rift point are revealed on the [[Minimap]]. | ||
The Rift takes {{MiscData|citadel_koth_cashin|TotalTimeToCapture}}s to be captured (not counting comeback modifiers). Both teams earn progress as long as they have at least one player in the capture point, but the Rift can only be claimed once there's only one team in the point. The progress rate is the same regardless of how many players per team are in the point. Any players in the rift point are revealed on the [[Minimap | |||
=== Timing === | === Timing === | ||
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The team that is trailing in souls receives bonuses that scale linearly based on how behind they are, up to a {{#expr:{{DataProp|Convar|citadel_trailingteam_bias_threshold_max|value}}*100}}% difference in total net worth. These bonuses are (at maximum difference): | The team that is trailing in souls receives bonuses that scale linearly based on how behind they are, up to a {{#expr:{{DataProp|Convar|citadel_trailingteam_bias_threshold_max|value}}*100}}% difference in total net worth. These bonuses are (at maximum difference): | ||
* Capture time reduced to '''{{MiscData|citadel_koth_cashin|TotalTimeToCaptureFavored}}s''' ({{#expr:(1 - {{MiscData|citadel_koth_cashin|TotalTimeToCaptureFavored}} / {{MiscData|citadel_koth_cashin|TotalTimeToCapture}}) * 100 round 0}}% shorter) for the trailing team, and increased to '''{{MiscData|citadel_koth_cashin|TotalTimeToCaptureUnfavored}}s''' ({{#expr:({{MiscData|citadel_koth_cashin|TotalTimeToCaptureUnfavored}} / {{MiscData|citadel_koth_cashin|TotalTimeToCapture}} - 1) * 100 round 0}}% longer) for the leading team. | * Capture time reduced to '''{{MiscData|citadel_koth_cashin|TotalTimeToCaptureFavored}}s''' ({{#expr:(1 - {{MiscData|citadel_koth_cashin|TotalTimeToCaptureFavored}} / {{MiscData|citadel_koth_cashin|TotalTimeToCapture}}) * 100 round 0}}% shorter) for the trailing team, and increased to '''{{MiscData|citadel_koth_cashin|TotalTimeToCaptureUnfavored}}s''' ({{#expr:({{MiscData|citadel_koth_cashin|TotalTimeToCaptureUnfavored}} / {{MiscData|citadel_koth_cashin|TotalTimeToCapture}} - 1) * 100 round 0}}% longer) for the leading team. | ||
* +{{MiscData|citadel_koth_cashin|ComebackAuraModifier|modifierProvidedByAura|BulletResist}}% [[Damage Resistance|Bullet]], +{{MiscData|citadel_koth_cashin|ComebackAuraModifier|modifierProvidedByAura|TechResist}}% [[Damage Resistance|Spirit]], and +{{MiscData|citadel_koth_cashin|ComebackAuraModifier|modifierProvidedByAura|StatusResist}}% [[Debuff Resist]] | * +{{MiscData|citadel_koth_cashin|ComebackAuraModifier|modifierProvidedByAura|BulletResist}}% [[Damage Resistance|Bullet]], +{{MiscData|citadel_koth_cashin|ComebackAuraModifier|modifierProvidedByAura|TechResist}}% [[Damage Resistance|Spirit]], and +{{MiscData|citadel_koth_cashin|ComebackAuraModifier|modifierProvidedByAura|StatusResist}}% [[Debuff Resist]]. | ||
They also receive bonus rewards if they capture the rift (see below). | They also receive bonus rewards if they capture the rift (see below). | ||
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When a team wins the rift: | When a team wins the rift: | ||
* Rift Troopers will spawn in that lane for the winning team. They are larger | * Rift Troopers will spawn in that lane for the winning team. They are larger, colored black, and have +{{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|1}}% health and damage compared to normal troopers, increasing by +{{#expr:{{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|2}}-{{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|1}}}}% (additively) for each consecutive rift, up to {{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|4}}%. Rift Troopers don't drop souls when killed. They spawn at a minimum of 5 troopers. | ||
* All souls are distributed instantly and equally to all team members. | * All souls are distributed instantly and equally to all team members. | ||
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=== Comeback reward === | === Comeback reward === | ||
If the trailing team wins the rift, they get a soul bonus that scales based on game time and the team's soul deficit. They also get up to + | If the trailing team wins the rift, they get a soul bonus that scales based on game time and the team's soul deficit. They also get up to +7 Rift Troopers (12 total). | ||
== Update history == | == Update history == | ||
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File:Unstable rift unready.png|In-world visual effect of unopened Unstable Rift | File:Unstable rift unready.png|In-world visual effect of unopened Unstable Rift | ||
</gallery> | </gallery> | ||
== Trivia == | == Trivia == | ||