Unstable Rift: Difference between revisions

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The Rift's first spawn is at either {{#expr:({{DataProp|Convar|citadel_koth_spawn_initial_delay}}-{{DataProp|Convar|citadel_koth_spawn_window}})/60}}, {{#expr:{{DataProp|Convar|citadel_koth_spawn_initial_delay}}/60}}, or {{#expr:({{DataProp|Convar|citadel_koth_spawn_initial_delay}}+{{DataProp|Convar|citadel_koth_spawn_window}})/60}} minutes. After the first spawn, it respawns at an interval of {{#expr:{{DataProp|Convar|citadel_koth_respawn_interval}}/60}} minutes. It creates a capture point of {{#expr:{{MiscData|citadel_koth_cashin|AuraModifier|AuraRadius}} * 0.0254 round 0}}m radius around the bridge in one of the side lanes, indicated by a green circle effect. A visual effect shows in which lane the rift will spawn {{#expr:{{DataProp|Convar|citadel_koth_early_warning_time}}/60}} minute ahead, followed by a global announcement {{DataProp|Convar|citadel_koth_warning_time}}s before spawn.
The Rift's first spawn is at either {{#expr:({{DataProp|Convar|citadel_koth_spawn_initial_delay}}-{{DataProp|Convar|citadel_koth_spawn_window}})/60}}, {{#expr:{{DataProp|Convar|citadel_koth_spawn_initial_delay}}/60}}, or {{#expr:({{DataProp|Convar|citadel_koth_spawn_initial_delay}}+{{DataProp|Convar|citadel_koth_spawn_window}})/60}} minutes. After the first spawn, it respawns at an interval of {{#expr:{{DataProp|Convar|citadel_koth_respawn_interval}}/60}} minutes. It creates a capture point of {{#expr:{{MiscData|citadel_koth_cashin|AuraModifier|AuraRadius}} * 0.0254 round 0}}m radius around the bridge in one of the side lanes, indicated by a green circle effect. A visual effect shows in which lane the rift will spawn {{#expr:{{DataProp|Convar|citadel_koth_early_warning_time}}/60}} minute ahead, followed by a global announcement {{DataProp|Convar|citadel_koth_warning_time}}s before spawn.


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 in 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]].


=== Comeback mechanics ===
=== Comeback mechanics ===
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== Rewards ==
== Rewards ==
[[File:Rift_troopers.png|thumb|389x389px|Rift Troopers in York lane]]
[[File:Rift_troopers.png|thumb|389x389px|Rift Troopers in York lane]]
The rift's base soul bounty is {{Souls|{{#expr:{{DataProp|Convar|citadel_koth_reward_base}}+{{DataProp|Convar|citadel_koth_reward_time_multiplier}}}}}} Souls and increases by '''{{Souls|{{DataProp|Convar|citadel_koth_reward_time_multiplier}}}}''' Souls per minute of game time. However, unlike other objectives, the rift's bounty starts scaling from 13 minutes, instead of scaling from minute 0 of game time.
The rift's base soul bounty is {{Souls|{{#expr:{{DataProp|Convar|citadel_koth_reward_base}}+{{DataProp|Convar|citadel_koth_reward_time_multiplier}}}}}} Souls and increases by '''{{Souls|{{DataProp|Convar|citadel_koth_reward_time_multiplier}}}}''' Souls per minute of game time. However, unlike other objectives, the rift's bounty starts scaling from 13 minutes, instead of from minute 0.
{{SoulsValueTable|rift=1|rift_base=1482|rift_min_time=13}}
{{SoulsValueTable|rift=1|rift_base=1482|rift_min_time=13}}


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, 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.
* 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.


If the rift has been contested for over {{MiscData|citadel_koth_cashin|TimeToWarnAboutGivingUp}}s, a warning shows up. After {{MiscData|citadel_koth_cashin|TimeToGiveUp}}s of being contested, all souls will be released as {{MiscData|citadel_koth_cashin|GiveUpOrbs}} [[Soul Orbs]] to be claimed by either team. The orbs float for several seconds, and if unclaimed they disappear and the souls are lost.
If the rift has been contested for over {{MiscData|citadel_koth_cashin|TimeToWarnAboutGivingUp}}s, a warning shows up. After {{MiscData|citadel_koth_cashin|TimeToGiveUp}}s of being contested, all souls will be released as {{MiscData|citadel_koth_cashin|GiveUpOrbs}} [[Soul Orbs]] to be claimed by either team. The orbs float for several seconds, and if unclaimed, they disappear and the souls are lost.


=== 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 +7 Rift troopers (12 total).
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 ==