#Spear Point [Needs Rework]
2154 messages · Page 3 of 3 (latest)
You will still use it because units will naturally die on sno sno and fie
Even if you decide to
No
If more people die with no scaling you'll get more damage
And that's the only way to get anything out of no scaling
Death farming like buster bombing
You still get something without intentionally dying
because itll still happen
you get more from doing it
You'll be rewarded with almost nothing
And it won't even match your tide level
Making it a gimik at best for the first 5 waves
Because you aren't letting it's requirement fulfill
Then your forced into building around it
I gave you an example how it can be used past tide 5
So suddenly letting units die will not let you use towers aswell
It would work with my system too
But it would nerf itself for 0 reason at all
Why add scaling if you are going to force it to maintain at a dps
But the net of the gavel might be able to kill the enemies before the get to your tower
So can current gavel...
It's not a nerf, it's a countermeasure
You don't take account how much you can let your towers die with a fish wall or stun pad
So it scales with the tide
A countermeasure that nerfs your damage for killing units
It can stay with the tide amount by adding more towers/units
Itll naturally be better dps than it was 10 tides ago
but no
you don't take that into account
It nerfs your damage if the gavel is going to so an unproportionsl amount of damage
So don't let it be able to do that amount of damage by not letting it scale in the first place
as I said
you can just increase base damage
Sure there might be more dead on tide 30 than 15
Nothing will change early, itll be better late
But the 20 damage dealt on wave 15 will have more impact than 100 damage dealt on wave 30
Make it scale
You will be having a LOT more than 100 dmg on 30
300
Still the same difference
Thats still a boost
Not as much as a red cardinal should give
so increase the base damage so it does more
Scallinggg
If it scales with divided parameters you'll just stop using gavel
Base damage would boost buster too much at the start
It has to be a constant
It'll still so more dps when you upgrade things
10 -> 15 wouldnt matter because you still 1 shot spears and daggers before the buff
It just won't do more damage when you flood things
And it will still do that with a base dmg buff
as you have more things to use it from
Only if you upgrade paths that decrease hp
Otherwise flooding is always better
paths that have less hp would benefit from it more
balibut would still benefit bc of its aoe + it gains a single target beam
But you wouldn't get rewarded for upgrading
You'd get rewarded for placing more
Takes too long to die
Slowing down the dying rate
Half hp?
You will have enough fish to cycle by then
And this comes back to the same problem as building around Tmthe cardinal
with a 1:3 ratio you can still hold just fine
If it's a tight map
However you can do this without the cardinal to get more balibut explosions
The cardinal BOOSTS it
not MAKES it happen
If you can't understand that, there is no reason to go on
It's would do fine with only 0hp proc
But with the suggested one it wouldn't be as easy to abuse with spam placement
And buster would maintain bs
That's still being punished for placing more units
because you'll have more deaths naturally
It wont change the dps
It'll stay the same
We've spent too long on this so im just goanna leave it as it is
And it'll increase w/ money spent on it
Give a reference that would perfectly do that then
Buddy
I'm not doing more math than I need to
What would you even want?
40 dps endgame?
There will be parts will itll be a detriment to have more units that die than less that live slightly longer because of how it would decrease dmg
30?
I can guarrantee you if it was switched to on 0 hp proc 3/5 vessels have a way to get 200 dps
What would be a fair
Which is above most red cardinals (probably on par with drink stand on paper, but that costs 500 red)
Endgame wave 30 dps
I'm asking you
What would be a good dps
I said 100-200
What about on wave 10?
Yeah
Then around 20-30
Forgot the 0
Depending when your econ spikes itll also spike with it
Sports drink/paper give more than that
I'll have the equation done in a few days
problem with them is that your limited to what it can do, gavel can effect everything but paper is your first tower
alr then
grats
I'm going to sleep
gn ig
Gn
Why does this have over two thousand messages posted
there was an alright argument for both sides
Although I got the formula that'd balance gavel
If X = Damage
and Z = Ore Spent
and G = Amount of Units hitting 0 Hp per minute
(minimun of 0.5 deaths per minute)
And stacking more deaths doesn't punish you
It'll still give you more damage, but not a straight up increase like we have with current gavel and old gavel
If a tower costing 4K worth of ores hits 0 hp, it will do 36.6 damage
If a 4K dog spawning tower is killing 1 dog a second (60 dogs in a minute)
Each dog will deal 4.7 Gavel damage
Still doing around 200 sum damage per minute
if you have a slower one
Killing 30 dogs per minute
It'll do higher damage
but still less dps than the one w/ 60 dogs
Showing that it rewards you for getting more quantity
but not at a gamebreaking rate
282 damage per minute
198 damage per minute
If a Dev sees this