The following write-up provides guidance on things you should take into consideration when using traps. It's not a walk-through/tutorial that says 'do this, do that' (because defenses and traps are modular by nature to facilitate creativity in their usage and combination) but by absorbing the knowledge within you will be able to (at a glance) identify use cases or perk combinations that are nonsensical (despite how popular they may be).
Game Mechanic Basics
In the context of defensive maps (where you need to protect an objective to outlast a timer, instead of reaching a certain kill count) there are certain rules/restrictions everyone should be aware of
- Husks spawn at fixed intervals in waves with a maximum number of spawns per wave
- The interval between spawns is 10 seconds (even if nothing is spawning).
- Mission power level influences the total number of husks that can spawn (of any given type/group)
- Spawn locations (standard) will be approximately 10 tiles away from the objective to be defended (counted in the same way you'd count B.A.S.E tile connectivity).
The 10 tile distance is not an exclusion zone, it's an approximation of the central seed point for any given cloud cluster. The actual purple stuff (and where the husks can come out of) can be closer than 10, but when they seed and re-seed upon rotation the central location of the clouds will be 10 tiles out (the edges/wings can be closer). Defenders (regardless of type) don't engage targets beyond 5 tile distance of their defender pads (so if you place them half way between a spawn and the objective, they essentially have full coverage of the entire husk walking distance, though most people won't use them this way).
In a p1 mission (as an example) the
'husk cap' is 14 standard husks. You can see from this video that no more husks are spawning from the clouds even though time is passing. It is the same concept that is applied to games with 'wave respawns' or 'maximum unit caps'. No additional units will enter the field until you drop below the cap to create 'space' for a new unit to be created/loaded in.
When you only need to 'outlast' a timer (and not reach objectives like 1,000 kills) then any and all husk kills are completely optional. Unless you're using abilities (energy) to kill husks then there is going to be some sort of material cost for every attack you make. Your weapons will take durability damage (and you'll need to recraft them). If you're using ranged weapons you'll need to find resources to provide the ammo. Killing a husk on the field potentially results in a stronger/deadlier replacement at the next respawn/wave. The video makes it very clear that no more husks will spawn if the cap is reached so from a gameplay perspective you (ideally) keep husks alive as long as possible and only eliminate them when you don't have any alternative option and it is absolutely necessary. A player needs to consider
- How much time can a husk be granted (allowed to live) without it being a risk/threat to the success of the mission.
- How much time it'll require in order to kill the husk (time to kill)
- What the 'safe-zone' is (buffer distance/threshold, after which a husk must be exterminated no matter what).
If you're intent on killing every single husk that spawns (e.g. spawn camping) then even stonewood missions will easily go through 300 husks within an 8 minute defense timer. Weapons like the Obliterator (Sniper) only last for ~ 488 shots (ore, no durabilty perks) and that sort of gameplay gets very expensive rather quickly if you have to keep re-crafting the weapon every other mission. The main point of this is just to consider
- Does a target need to be killed?
- Is there a more cost (and time) effective way to eliminate a target?
Traps (by design) are consumables, one-time-use items that are gone once you place them on a map, however think about it this way
- Obliterator = 30 mechanical parts ~ 488 attacks
- Wall Dynamo = 3 mechanical parts
Assuming 1 kill per attack (yes, I'm aware the Obliterator can penetrate and hit multiple targets to get more value) then each mechanical part in the Obliterator is worth 16 – 17 attacks. If a Wall Dynamo (which costs 3 mechanical parts per dynamo) can get you ~ 49 kills it has the same cost-effectiveness as the Obliterator as far as mechanical parts are concerned. Obviously this isn't a perfect 1:1 relationship/comparison (and different weapons/traps have different rates of material consumption) but the point was to make you think about resource expenditure, and whether traps are all that costly, or insanely cheap when used well).
I'll be coming back to material consumption later on in the write-up. I'm hoping at this stage though that it is clear to you (from a gameplay mechanic perspective)
- Killing (husks) is optional (it's not necessary, but most people will choose to walk the path of blood)
- If you opt to kill husks, then it becomes a question of how much time you have to kill them (safely), how much damage you'd need to do in this time to get a kill.
Trap Cycle Time
Trap cycle-time essentially consists of two components
- Reload Time: What the 'cooldown' is on a trap after it has activated.
- Arm Time: How long it takes to prepare a trap to activate/trigger after the cooldown period has expired.
I need to point out that 'reload time' works as expected in accordance with an equation/formula, however 'Arm Time' does not strictly match the values suggested by the UI in all trap cases (assume these are bugs). This could be due to rounding or some other reason, but Epic have never made it clear in the first place how it's all supposed to work (so it could be bugs, rounding liberties on the UI or a bunch of things).
Trap Reload Speed
BaseTrapReload / (1 + ReloadSpeed_Perks)
As an example
- A "Ceiling Gas Trap" has a base reload speed of 8.0 seconds
- The "Arm Time" is 1.0 seconds
- A maxed Reload Speed perk is 42%
- With x1 Reload Speed Perk, Math: "8 / (1 + 0.42)" ~ 5.633… second reload
- With x2 Reload Speed Perk, Math: "8 / (1 + 0.42 + 0.42)" ~ 4.347… second reload
- The gas cloud (which is different to the effect duration, which is the number of ticks) lasts ~ 4.333… seconds
- The Blaster in both-cases is within the activation zone and will trigger the trap immediately once it is ready
- The 'red light' on the trap shows when it has finished reloading
- In both cases, there is a 1.0 sec delay (arm time) after the light becomes 'red' until the trap fires
- The trap with the x2 reload speed perks clearly goes through more trap cycles in the same period of time (you can see the faster cycle).
Keeping in mind that the spawn interval of husk waves are spaced 10 seconds apart
- Traps need to have a cycle time ("Arm Time + Reload Time" < 10 seconds) if you want them to be able to trigger on each and every wave.
- If you have a slower cycle time you might still catch parts of a wave, but you'll get out of sync (and potentially miss 1 wave every other wave or so).
- Husk Movement Speed (through your defensive set-up) will determine whether reload speed perks are necessary or worthwhile on your traps.
- Traps need to have enough durability to (ideally) last 8 minutes (which is fairly standard for defense phase timer duration on many missions).
Conceptually, we all understand that husks need to move within a traps activation range in order for the trap to trigger (and do whatever it is supposed to). Epic has never clearly stated how quickly husks move or what their criteria are in regards to movement, as far as I can tell there is an invisible way-point system, because otherwise this sort of deviant movement couldn't be explained, it isn't optimal, nor is it the shortest path and otherwise doesn't make sense.
As far as Husk movement is concerned you should be aware that
- Different Husk types have different movement speeds (Huskling faster than Husk, Husk faster than Husky Husk, etc).
- Due to the way-point system husks act a bit like drunk people, wandering side-to-side, randomly stopping and are otherwise very good at wasting time.
The way that traps interact with Husks isn't necessarily uniform either. A Wall Launcher (as an example) will influence a "Husk" differently to a "Husky Husk" when it punts them.
This video should make that very clear.
There is no universal rule that can be applied to husk movement (due to their different speeds, and ai pathing). Even their speed is a 'best-guess' based on observation and this (due to the pathing) is unlikely to be perfectly accurate. As best as I can tell (in regards to a standard Husk)
- Moves at ~ 0.58333 (repeating, obviously) tiles per second.
- It'd take ~ 1.714… (many more numbers) seconds to walk one tile (if they don't get side-tracked and stumble around)
Husks are (all things considered) one of the faster Husk types (movement wise), if we apply this to spawn positions
- It'll take slightly over 17 seconds for husks to travel the 10 tiles required (from spawn, to attack objective)
- You'll get at least 2 waves of husks alive before the first wave reaches (and can damage) the objective (assuming spawns at time = 0, 10, 20, 30, …)
Applying Snares/Slows to Husks
In general, you can take the snare amount (listed in the tooltips) at facevalue.
- 15% snare means the husk moves at 85% of the original speed
- 30% snare means the husk moves at 70% of the original speed
- Snares of different mechanical types (as far as how they're coded game-wise) will stack additively.
There's no real 'good' way to prove the effects of individual snares (on a case-by-case basis) due to the unreliable movement patterns of the husks, as demonstrated earlier. You can try to get them to walk in an optimal path but their very nature is going to slightly throw out your findings. Luckily for us different snare-mechanics are additive.
This video demonstrates) (and I sincerely hope it isn't going to be nerfed) addictively getting over 100% Snare (and thus immobolizing a husk)
- 15% Snare from Frozen Castle
- 30% Snare from Weapon Perk (6th slot)
- 30% Snare from Corrosive Strikes
- 30% Snare from Wooden Floor Spikes
- Total = 105% Snare
I need to point out that you could also get over 100% via "Scythe to Meet You+" which is a 30% snare (but otherwise not relevant to the point I'm trying to make right now). Harvester was used back in the days before patch 8.0 to do the same thing. Since it works on mini-bosses and player melee range exceeds husk melee range it's a great way to 'solo defend' with minimal risk, even against the toughest of husks.
As a quick reference (for Husks), the time it'll take them to travel 1 tile is roughly aligned to the table below
With the exception of Husklings (which are faster than Husks) it'd be fair to assume Husks/Mist Monsters take this long (or slightly longer) to move from one tile to the next.
|Speed||Time Per Tile|
For things like "Ceiling Gas Traps" which spawn a cloud that applies the debuff, having movement impairing effects applied before the trap is reached actually reduces the total number of husks you can 'debuff' for any given trap activation.
- If you had 15% Snare, then husks on the trap tile (activation) and approx 1.75 adjacent will be gassed.
- If you had No Snares, then husks on the trap tile (activation) and approx 2.00 adjacent will be gassed.
- This is making considerations for sub-optimal husk movement (realistic expectation, rather than absolute min/max coverage).
A Ceiling Gas Trap is a special case (since it applies a lingering gas cloud after activation) but keep in mind that Husks have different speeds and the various spawn points/pathfinding will result in a staggered formation (in addition to 'collision' when husks run into each other). It's likely to be very annoying if Husklings run/trigger traps and then the tankier husks get by without a scratch.
Specifically in regards to the Ceiling Gas Trap (since we now have an idea of the movement speed) we can take a deeper dive into the trap
- Husk spawns approx 10 tiles away from objective
- Husk spawn interval is 10 seconds (between waves)
- Default gas trap has a cycle time of 9.0 seconds (1.0 arm, 8.0 reload)
- x1 reload speed on the trap results in a cycle time of ~ 6.633… seconds
- x2 reload speed on the trap results in a cycle time of ~ 5.347… seconds
- Gas Cloud duration is ~ 4.333… seconds
Just looking at the numbers (Trap Timings and Movement Speed) it should be fairly clear that the gas traps will never cycle fast-enough to hit the same wave multiple times unless you're applying large amounts of snare onto the husks, or you're deliberately using stuns / knockback mechanics to make them cover the same ground (looping them).
In many cases people will use Ceiling Gas Traps as a 'filter' for the weaker husks (to act as a screen for stronger traps deeper in a defense), with Ceiling Gas Traps being placed at the front of any defensive position. For this type of application you're going to either want
- Zero reload speed perks (to max out the damage)
- Two reload speed perks (to max out the up-time/coverage)
For Ceiling Gas Traps specifically the 'reload speed' perk competes with 'damage increasing' perks (%damage, %crit damage), so there is a trade-off you need to make.
- No reload speed (but max damage) for single directional spawns with only one pass
- x2 reload speed (to max coverage) for multi-directional spawns funneled into a single choke (where distance between spawns is not equal, so husks are staggered and the 'groups' walk by at different times).
- x1 reload speed if you want a trap that can sort-of do both but isn't very good at either (it'll do less damage, or more likely be on cooldown).
Impact and Knockback
Impact and Knockback are (as far as UI indicators go) invisible to the player. If you've been looking at the video examples you'll have noticed that the same Wall Launcher trap sent a Husky Husk 'further backward' than regular Husks, even though they were hit by the same 'knockback' value. Impact will completely reset if you breach the impact threshold of a husk (and trigger the crowd control effect). If you don't breach the threshold it will decay over a period of time, but that period of time is unclear (and it's not all that practical to 'test' something that is invisible for obvious reasons).
Knockback (the stat)
- Is the same for all rarities (in the context of Wall/Floor Launchers: based on the UI)
- Doesn't increase/decrease due to power level
- Floor Launchers have more knockback than Wall Launchers.
You can increase 'Knockback' on traps via the perk (which also increases impact) but otherwise there's no way to do so. As far as 'Knockback' is concerned there's no difference between a 2 star 20/20 Floor/Wall Launcher trap and a 5 star 50/50 Floor/Wall Launcher trap. This leads to some interesting interactions/savings with Impact if you can be bothered to put a little thought into planning your defenses.
- A 1 star (10/10) Floor Launcher with x2 (legendary) impact/knockback perks
- A strange interaction with Launcher traps (which, is probably a bug)
The trap essentially triggers once for every husk within the area of effect. If you had 3 husks it would be the same as the trap triggering 3 times. The trap itself (being an area of effect) however means that each of these 'triggers' will each hit all of the husks. I wouldn't rely on this mechanic (as it is probably a bug that will be fixed), but as you can see in the video you could technically get away with using very low leveled traps. If you're just shoving husks off a cliff (so they spawn, run by together) you're probably fine with x1 star traps in sequence in most cases.
As a reference, testing with various weapons/traps suggests a p100 Husky Husk has somewhere between 9.4k to 10k impact tolerance (a p100 Smasher has a little over 20k impact tolerance).
- A 1 star 10/10 Floor Launcher Trap with x2 legendary impact/knockback perks should have ~ 4341.16 impact
- You could see from the video that 3 Husky Husks was sufficient to send them all flying every activation of the trap
- Having less than 3 Husky Husks required more trap activations (2 Husky = every 2nd activation)
- 2x 4341.16 = 8682.32 < 10k
- 3x 4341.16 = 13023.48 > 10k
If you're trying to 'fling' a solo p100 Smasher you could (assuming maxed impact/knockback perks)
- Use a single 5 star trap
- Use a 1 star + 4 star trap
- Use a 2 star + 3 star trap
- etc (as long as you breach the impact tolerance value)
In general, if you're using wall/floor launcher traps with maxed impact perks vs p100 targets you'd be fine doing so with 3 star traps.
- 3 stars (30/30) is enough to throw everything weaker than a solo p100 Husky Husk flying in a single trap activation
- x2 3 star traps will throw a p100 Smasher (and if your only impact sources are from launcher traps you'd need 2 traps, unless you use the 5 star version)
Math and Stuff so you can figure out Trap Stats.
Unless you're solo a lot of this probably won't be relevant for you (but still good to know)
- Trap Damage and Trap Durability is calculated based on the 'strongest' member of your party and then shared to everyone else.
- If you have x4 survivor bonuses to increase trap durability and your teammate has x5, their x5 bonuses get shared to everyone (all traps) and you effectively have x4 wasted survivor bonuses that are doing nothing at all.
- Hero Ability Damage/Hero Healing Modifier are not used for calculating trap values (traps are the same strength if you're on a Constructor or a Ninja, or any other class and hero loadout).
It is important to note that if you are not doing the math inside of a map you need to exclude the Tech and Survivor Bonuses. This is because these numbers are not factored into the UI/calculations (so if you're just browsing your collection, leveling up, changing perks etc. then don't factor those bonuses).
This example uses a 5 star (50/50) "Wall Dynamo" with maxed damage perks
- 20% damage from "Element: Nature and +% Damage"
- 60% damage from x2 "30% Damage"
I've also set up my survivors to have a 3,172 Tech, with zero trap damage bonuses and no bonus damage from hero perks.
|A||BaseDamage + EvolutionDamage||191 * 1.8 : Round Down to 343.00||191 * 1.8 : Round Down to 343.00|
|B||1 + (SchematicLevel-1) * 0.05||1 + (50 – 1) * 0.05||1 + (50 – 1) * 0.05|
|C||1 + Tech/100 + SurvivorBonuses||1||1 + (3172/100) + 0|
|D||1 + HeroBonuses + SchematicBonuses||1 + 0 + (0.2 + 0.3 + 0.3)||1 + 0 + (0.2 + 0.3 + 0.3)|
|E||Result = A * B * C * D||2,130.03||69,694.58|
For the values that you need to replace.
- Line A: You can find the BaseDamage values from external sites like 'stormshield.one'. EvolutionDamage is a multiplier based on number of stars for the schematic. 1 star = 1.0, 2 star = 1.2, 3 star = 1.4, 4 star = 1.6, 5 star = 1.8
- Line B: SchematicLevel is just a number from "1-50", based on how many times you've leveled up your schematic.
- Line C: Tech is just the value of your F.O.R.T stat. 5% increased trap damage (x3 survivors for SurvivorBonus) is 0.05.
- Line D: SchematicBonuses are just the amount of %damage you have from your perks (likewise from heroes if you have any, this may have slightly changed in patch 8.0). 30% damage is 0.3.
- Line E: Whatever value you get from A * B * C * D
Star Material Resource Management
This is slightly less important now that everyone can craft lower-tier items but everyone is probably aware that different power level missions/zones will drop different levels of material. Things like 'Mechanical Parts', 'Twine' and 'Powder' can be obtained/gathered from appropriate missions and have a corresponding star value. You're not going to get 5 star materials from Stonewood missions (as an example).
Star Materials are the only ones that are not universally compatible. You could pick up 'Bacon' from any zone and it'd still work out just fine, but not in the case of Mech Parts, Twine and Powder. These three items are also required to craft weapons. Your play style and weapon selection (not all weapons are equal) will heavily influence how many materials you have in surplus that you could use on traps. You'll need to find a balance that works for you. You can carry a weapon from one map to the next if you haven't broken it but once a trap is placed it's gone for good. If you use traps well the overall material consumption will be a fraction of what you would have spent on weapons but if you use them poorly it's a different matter entirely.
The following table provides a quick overview on the different weapon types and the star materials involved in their crafting.
Whilst ranged weapons are fairly consistent (ore or crystal) melee weapons seem to be all over the shop and change depending on their evolution paths. Ideally you'd a spread of different materials so you're not artifically straining your available resources.
The following table provides a quick overview on the different traps and the star materials involved in their crafting. Note: Healing Traps have been excluded.
|Impact Damage||Trap||Mech Parts||Twine||Powder|
|Y||Retractable Floor Spikes||○|
|Y||Ceiling Drop Trap||○||○|
|N||Wooden Floor Spikes||○|
|N||Ceiling Electric Field||○|
|N||Ceiling Gas Trap||○|
|N||Flame Grill Floor trap||○|
|N||Floor Freeze Trap||○|
Impact Damage is an important stat for applying crowd control effects to husks (stun, stagger, knockdown, etc).
- Not all traps will deal impact damage
- All weapons will deal impact damage of varying amounts (depends on the type of weapon)
Each husk (changes based on husk type and power level) has an impact tolerance threshold. This is essentially how much 'impact damage' they can suffer being being subject to a crowd control effect. Only the 'last hit' (the one that makes them exceed their threshold) determines on what sort of crowd control effect is applied.
- If a husks 'impact tolerance' is not exceeded when they take 'impact damage', nothing will happen to the husk in the way of crowd control effects.
- 'Impact Damage' is not visible to the player (no indicators on the UI) and it will decay over time (most likely similar to shield-regen mechanics).
- Floor/Wall Launchers will only send a husk flying if they exceed a husks impact tolerance when the trap activates. If the impact tolerance is not exceeded by the trap the husk will simply keep walking (you see this a lot with Smashers).
- Once the tolerance is exceeded (and crowd control applied) the impact tolerance value will reset (and you'll need to start from zero).
Not all crowd control effects are equal. You'd probably much rather a 'Floor/Wall Launcher' send a Smasher flying than a 'Wall Dynamo' applying a very short stun. Sending a Smasher flying off the edge of a map is probably a lot more 'cost-effective' then killing it by eliminating its health pool. This means that sequencing your sources of 'impact damage' is important. If you're unsure as to whether a Launcher will send a Smasher (or whatever husk really) flying it's a lot smarter to place something like a 'Wall Dynamo' so it will trigger before the target gets to a Launcher trap instead of the other way around. Placing too many 'impact damage' traps together in a cluster will (assuming the target survives the damage) potentially trigger and reset the impact tolerance sooner than you would want.
The 'selectable perks' differ on a trap-by-trap basis. The following table is to give you an idea of what perks you have to work with on any given trap.
|Level||Perk||Ceiling Electric Field, Ceiling Zapper, Wall Dynamo||Broadside, Ceiling Drop Trap, Retractable Floor Spikes, Wall Darts||Wall Spikes, Wooden Floor Spikes||Ceiling Gas Trap||Flame Grill Floor Trap||Floor Freeze Trap||Floor Launcher, Wall Launcher||Wall Lights|
|Default||Element: Fire and +x% Damage||○|
|Default||Element: Physical and +x% Damage||○||○||○|
|Default||Element: Nature and +x% Damage||○|
|5||Critical Rating, Damage, Durability||○||○||○||○||○|
|5||Durability, Impact and Knockback||○||○||○|
|10||Crit Damage, Damage, Durability, Reload Speed||○||○||○||○|
|10||Durability, Impact and Knockback, Reload Speed||○||○||○|
|10||Crit Damage, Damage, Durability||○|
|15 (i)||Critical Rating, Damage, Durability||○||○||○||○||○|
|15 (i)||Durability, Impact and Knockback||○||○||○|
|15 (ii)||Durability, Impact and Knockback, Reload Speed||○||○||○|
|20||Crit Damage, Damage, Durability, Reload Speed||○||○||○||○|
|20||Durability, Impact and Knockback||○||○||○|
|20||Crit Damage, Damage, Durability||○|
|25||Durability, %Healing/10sec, %Health Increase||○||○||○||○|
|25||Durability, Effect Duration, %Healing/10sec, %Health Increase||○||○||○||○|
You'll need to look up the Arm Time / Reload Speed values for each trap on your own, but at this stage if you've understood the information in this write-up you should be able to figure out good perk combinations for traps on your own (based on how you use the traps).
Playing 'solo' in a mission is likely the most expensive mission you'll ever need to run
- You don't get bonus shared-party F.O.R.T stats from other humans (because they don't exist)
- You need to build everything (defense wise) on your own.
If you opt to kill husks (rather than just 'tank' them at the husk cap) you're going to need to spend a lot more resources doing so safely. You're in complete control of how many resources you commit to a mission
- Do you just 'run and gun' with defenders?
- Do you just go crazy on traps and nothing else?
- Do you use a mixture of both?
Constructors can (fairly trivially) get up to 45% snare (which makes the husks take 85% longer to walk the same distance).
- 15% Frozen Castle
- 30% Wooden Floor Spikes
If you hit them with a weapon (once every 6 seconds, for an extra 30%) they take 300% longer to move from one tile to the next.
I've discussed the game mechanics you need to be aware of, given you the means to figure out how fast husks will move, trap cycle times and how to calculate trap damage. All that's left is for you to piece together the puzzle (and use this knowledge) when building your defenses. There is no 'right or wrong' way to set up your defenses, but if you put a little thought into it you can get away with very minimal expenditure. You don't need to throw down traps as far as the eye can see, just a few well placed ones will do. This is an oldie, but goodie. In this sort of set-up as long as you can kill off everything else (i.e. Husky Husks or weaker) before they get to the Floor Launcher then you don't even need to worry about Smashers.
BUG: Healing Pad (and probably Campfire as well)
There is a potential bug with the Healing Pad, specifically, the "Healing Amount" Perk on the Healing Pad. I claim this is a potential bug because
- We've never actually been told by Epic how the perk is supposed to work
- It doesn't seem to follow the rules/logic followed by every other perk (including user interface updates).
From the outside of a map the math works just fine and the UI updates accordingly. The following is done with a 5 star 50/50 Healing Pad with maxed perks (where appropriate)
|Var||Type||In-Lobby (No Healing Amount Perks)||In-Lobby (x3 "Healing Amount" Perks)|
|A||BaseDamage + EvolutionDamage||186 * 1.8 : Round Up to 335.00||186 * 1.8 : Round Up to 335.00|
|B||1 + (SchematicLevel-1) * 0.05||1 + (50 – 1) * 0.05||1 + (50 – 1) * 0.05|
|C||1 + Tech/100 + SurvivorBonuses||1||1|
|D||1 + HeroBonuses + SchematicBonuses||1||1 + (0.3 + 0.3 + 0.3)|
|E||Result = A * B * C * D||1,155.75||2,195.93|
Remember, Line C doesn't factor in SurvivorBonuses and Tech when you're outside of a map. This is based on the fact that it isn't included for any of the damage traps (so it'd be insanely weird to include it for the h
Once you load into a map and your Tech/SurvivorBonuses come into play the math updates as follows
- Note: Survivor Bonuses for increased TrapDamage do not grant extra healing, as such the value of any 'SurvivorBonus' in context of healing traps is always zero.
|Var||Type||In-Map (No Healing Amount Perks)||In-Map (x3 "Healing Amount" Perks)||In-Map (x3 "Healing Amount" Perks): How it should be|
|A||BaseDamage + EvolutionDamage||186 * 1.8 : Round Up to 335.00||186 * 1.8 : Round Up to 335.00||186 * 1.8 : Round Up to 335.00|
|B||1 + (SchematicLevel-1) * 0.05||1 + (50 – 1) * 0.05||1 + (50 – 1) * 0.05||1 + (50 – 1) * 0.05|
|C||1 + Tech/100 + SurvivorBonuses||1 + (3172/100) + 0 + (0.3 + 0.3 + 0.3)||1 + (3172/100) + 0 + (0.3 + 0.3 + 0.3)||1 + (3172/100) + 0|
|D||1 + HeroBonuses + SchematicBonuses||1||1||1 + (0.3 + 0.3 + 0.3)|
|E||Result = A * B * C * D||37,816.14||38,856.32||71,850.67|
For anyone paying attention you should have picked up
- That the 0.9 (x3 30% Healing Amount) value is being calculated on Line C instead of Line D (which, doesn't align with any of the other observations as to how traps should work)
- That the "Healing Amount" perks are being treated as the equivalent to a "SurvivorBonus", so 90% Healing Amount is essentially the same as 90 Tech.
- That the current implementation provides a very very very gimped amount of bonus healing.
Although it is possible that this is intentional it seems insanely unlikely (as it doesn't conform with any of the other trends/established rules). Hopefully Epic will address this in one way or another (even if it is to confirmed that this is intentional).!<
BUG: Impact Damage value calculation in UI
Trap Schematics that have perks that provide "+% Impact an Knockback" are displaying an "Impact" stat attribute which is far in excess of what the impact damage (done by the trap) actually is.
- Trap "Impact" stats are showing impact2
- Weapon "Impact" (ranged, melee) are unaffected.
The equation for determining impact on weapons/traps should comply roughly with the following
|A||Base Impact + Evolution Impact|
|B||1 + (SchematicLevel-1) * 0.05|
|C||(1 + ImpactPerks)|
|D||Result = A * B * C = D|
For Traps, the equation being represented in the UI follows
|A||Base Impact + Evolution Impact|
|B||1 + (SchematicLevel-1) * 0.05|
|C||(1 + ImpactPerks)|
|D||Result = A * B * C2 = D|
Due to C2 influencing the displayed value, a significant deviation occurs (expected(UI) vs actual gameplay).
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© Post "Considerations for Trap Usage (Defenses)" for game Fortnite.
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