Walker: Difference between revisions

LVL (talk | contribs)
Automated souls gained math for destruction
LVL (talk | contribs)
Automated and fixed some stuff up. Provided more info for the rocket barrage
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| bullet_resist = 60%→ -30
| bullet_resist = 60%→ -30
| spirit_resist = {{NpcData|npc_boss_tier2|IntrinsicAbilityResistance}}
| spirit_resist = {{NpcData|npc_boss_tier2|IntrinsicAbilityResistance}}
| dps = 125
| dps = {{#invoke:Abilities|get_ability_prop|Laser|DPS}}
| attack_range = {{NpcData|npc_boss_tier2|SightRangePlayers}}
| attack_range = {{NpcData|npc_boss_tier2|SightRangePlayers|3}}m
| melee_damage = {{NpcData|npc_boss_tier2|StompDamage}}
| melee_damage = {{NpcData|npc_boss_tier2|StompDamage}}
| soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}}
| soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}}
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| bullet_resist = 60%→ -30
| bullet_resist = 60%→ -30
| spirit_resist = {{NpcData|npc_boss_tier2_weak|IntrinsicAbilityResistance}}
| spirit_resist = {{NpcData|npc_boss_tier2_weak|IntrinsicAbilityResistance}}
| dps = 125
| dps = {{#invoke:Abilities|get_ability_prop|Laser|DPS}}
| attack_range = {{NpcData|npc_boss_tier2_weak|SightRangePlayers}}
| attack_range = {{NpcData|npc_boss_tier2_weak|SightRangePlayers|3}}m
| melee_damage = {{NpcData|npc_boss_tier2_weak|StompDamage}}
| melee_damage = {{NpcData|npc_boss_tier2_weak|StompDamage}}
| soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}}
| soul_value = {{#invoke:GenericData|get_objective_param|Tier2GoldKill}}
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==Overview==
==Overview==
Walkers are the second line of defense in each lane, and can only be damaged after their corresponding Guardian has been destroyed. In total, there are '''3''' Walkers on each team with one individual in each lane. The side lane (Yellow and Green) Walkers have {{NpcData|npc_boss_tier2_weak|MaxHealth}} HP, and the Blue lane Walker has {{NpcData|npc_boss_tier2|MaxHealth}} HP. Walkers provide nearby allied heroes {{NpcData|npc_boss_tier2|FriendlyAuraBulletArmor}}% Bullet and {{NpcData|npc_boss_tier2|FriendlyAuraSpiritArmor}}% Spirit Resistance. Walkers currently do not take headshot damage anywhere on their bodies.  
Walkers are the second line of defense in each lane, and can only be damaged after their corresponding Guardian has been destroyed. In total, there are '''3''' Walkers on each team with one individual in each lane. The side lane (Yellow and Green) Walkers have {{NpcData|npc_boss_tier2_weak|MaxHealth}} HP, and the Blue lane Walker has {{NpcData|npc_boss_tier2|MaxHealth}} HP. Walkers provide nearby allied heroes ({{NpcData|npc_boss_tier2|FriendlyAuraRadius}}m) {{NpcData|npc_boss_tier2|FriendlyAuraBulletArmor}}% Bullet and {{NpcData|npc_boss_tier2|FriendlyAuraSpiritArmor}}% Spirit Resistance. Walkers currently do not take headshot damage anywhere on their bodies.  


Like Guardians, Walkers are immune to all damage until an enemy [[Trooper]] or [[Heroes|Hero]] has entered its attack radius, prioritizing the closest target to it.
Like Guardians, Walkers are immune to all damage when no enemies are within {{NpcData|npc_boss_tier2|InvulnerabilityRange}}m. When an enemy enters this range, the Walker becomes vulnerable, prioritizing the closest target to it.


When attacking, a Walker has three attacks it can use:
When attacking, a Walker has three attacks it can use:
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====Stomp====
====Stomp====
The Walker stomps the ground, dealing damage and stunning enemies for {{NpcData|npc_boss_tier2|StompStunDuration}} seconds in a very large radius. Deals {{NpcData|npc_boss_tier2|StompDamageMaxHealthPercent}}% Max HP as damage. A Walker will only ever use this attack if an enemy gets too close to it.
The Walker stomps the ground, dealing damage and stunning enemies for {{NpcData|npc_boss_tier2|StompStunDuration}} seconds in a {{NpcData|npc_boss_tier2|StompRadius}}m radius. Deals {{NpcData|npc_boss_tier2|StompDamage}} damage as well as {{NpcData|npc_boss_tier2|StompDamageMaxHealthPercent}}% Max HP as damage. A Walker will only ever use this attack if an enemy gets within {{NpcData|npc_boss_tier2|MeleeAttemptRange|3}}m of it.


====Fireball Spray====
====Rocket Barrage====
The Walker catapults a series of fireballs out of its head, which damage enemies and leave fire trails on the ground where they land.
The Walker's {{NpcData|npc_boss_tier2|BoundAbilities|1|Name}} (also known as Fireball Spray) launches a volley of {{#invoke:Abilities|get_ability_prop|citadel_ability_tier2boss_rocket_barrage|GrenadesInVolley}} projectiles. Each projectile deals {{#invoke:Abilities|get_ability_prop|citadel_ability_tier2boss_rocket_barrage|Damage}} damage on impact and leaves a patch of fire on the ground. The fire lasts for {{#invoke:Abilities|get_ability_prop|citadel_ability_tier2boss_rocket_barrage|FireDuration}} seconds and deals {{#invoke:Abilities|get_ability_prop|citadel_ability_tier2boss_rocket_barrage|FireDPS}} damage per second to enemies standing in it. This ability has a cooldown of {{#invoke:Abilities|get_ability_prop|citadel_ability_tier2boss_rocket_barrage|AbilityCooldown}} seconds.


== Resistances ==
== Resistances ==
Walkers take 60% less [[Weapon Damage|weapon damage]] from heroes and troopers at the start of the game; this progresses to +30% increased weapon damage from heroes at 16 min, and +40% increased damage from troopers at 20 min.
Walkers take 60% less [[Weapon Damage|weapon damage]] from heroes and troopers at the start of the game; this progresses to +30% increased weapon damage from heroes at 16 min, and +40% increased damage from troopers at 20 min.


Walkers also take less weapon damage for each additional enemy near to it, from {{NpcData|npc_boss_tier2|NearbyEnemyResistanceValues|index=4}}% (3 enemies) to {{NpcData|npc_boss_tier2|NearbyEnemyResistanceValues|index=7}}% (6 enemies). If there's only one or two enemies nearby, it has no additional resistance.
Walkers also take less weapon damage for each additional enemy within {{NpcData|npc_boss_tier2|NearbyEnemyResistanceRange}}m, from {{NpcData|npc_boss_tier2|NearbyEnemyResistanceValues|index=4}}% (3 enemies) to {{NpcData|npc_boss_tier2|NearbyEnemyResistanceValues|index=7}}% (6 enemies). If there's only one or two enemies nearby, it has no additional resistance.


=== Backdoor protection ===
=== Backdoor protection ===
Like [[Shrine|Shrines]] and [[Guardian|Base Guardians]], the Walker has a backdoor protection represented by a green circular effect around them, if the player attacks the Walker while their lane hasn't been [[Strategy#Pushing Lanes|pushed up]] to its position. When backdoor protection is active, the Walker takes much less damage, and damage taken under protection is regenerated.
Like [[Shrine|Shrines]] and [[Guardian|Base Guardians]], the Walker has a backdoor protection represented by a green circular effect around them, if the player attacks the Walker while their lane hasn't been [[Strategy#Pushing Lanes|pushed up]] to its position. When backdoor protection is active, the Walker gains {{NpcData|npc_boss_tier2|BackdoorPlayerDamageMitigation}}% damage reduction from players and regenerates {{NpcData|npc_boss_tier2|BackdoorHealthRegen}} health per second.


Since the lane progress depends on the position of the last trooper wave, the Walker still has backdoor protection until the active enemy trooper wave reaches the Walker's position.
Since the lane progress depends on the position of the last trooper wave, the Walker still has backdoor protection until the active enemy trooper wave reaches the Walker's position.
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{{#vardefine:total_souls|{{#invoke:GenericData|get_objective_param|Tier2GoldKill}}}}
{{#vardefine:total_souls|{{#invoke:GenericData|get_objective_param|Tier2GoldKill}}}}


When a team destroys a Walker, it awards a total of '''{{#var:total_souls}}''' [[Souls]]. The bounty is divided among attackers in two parts: First, 40% ({{formatnum:{{#expr:{{#var:total_souls}}*0.4 round0}}}} Souls) is split between all nearby attacking players (including those that did damage to the walker in the last 20 seconds). The remaining 60% ({{formatnum:{{#expr:{{#var:total_souls}}*0.6 round0}}}} Souls) is then distributed equally among all six members of the attacking team, regardless of their location.
When a team destroys a Walker, it awards a total of {{Souls|{{#var:total_souls}}}}. The bounty is divided among attackers in two parts: First, 40% ({{Souls|{{formatnum:{{#expr:{{#var:total_souls}}*0.4 round0}}}}}}) is split between all nearby attacking players (including those that did damage to the walker in the last 20 seconds). The remaining 60% ({{Souls|{{formatnum:{{#expr:{{#var:total_souls}}*0.6 round0}}}}}}) is then distributed equally among all six members of the attacking team, regardless of their location.


====Extra Slots====
====Extra Slots====