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I know it's not perfect, but there is a lot of math that has been verified in here by myself and others, so I find it somewhat useful. You can put in your talents and arrow/laser coin upgrade levels and it will try to find the best combination of talents.
Some limitations:
- Only simulates damage against 1 target (i.e. boss) from arrows and laser
- There are some unknown variables that affect damage, I have done my best to identify them and allow the user to play around with different values. Example is rate of fire seems to be driven by browser framerate.
Here's a link to the web site:
https://games.dawg6.com/grow-defense-websim/
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Here is a bit of the math. Thanks to h4ch3r and Td in discord for providing much of this. Also thanks to endomlic for verifying some of the game mechanics for me!
Notes:
arrow_skill_level = arrow damage (coin upgrade)
laser_skill_level = laser damage (coin upgrade)
arrow_rof = 30 / (12 - (arrow_rate_of_fire_coin_upgrade_level)) // # arrows per second per archer (*** based on limited testing ***)
laser_rof = laser ticks per second on first monster hit (per mage tower) // depends on browser framerate (*** exact value unconfirmed, my testing has show this to be at least 30 ticks/second ***)
base_arrow_damage = 16 + ((14 + arrow_power_level) x arrow_skill_level) - arrow_power_level // per arrow per archer
base_laser_damage = 1.7 x (12 + (3 + laser_power_level/4) x laser_skill_level) // per tick per mage tower laser
// note stats page is currently bugged and shows # from previous patch:
// on stats page only: base_laser_damage = 1.3 x (12 + (3 x laser_skill_level) + floor((laser_skill_level - 1) x (laser_power_level / 4)))
arrow_talent_pct_damage = arrow_talent x 0.03 // % damage from arrow talent
laser_talent_pct_damage = laser_talent x 0.03 // % damage from laser talent
crit_chance_pct = 0.01 x crit_chance_talent // % chance of a critical hit
crit_damage_pct = 0.5 + (0.05 x crit_damage_talent) // % extra damage on critical hit
super_crit_chance = arrow_mastery x 0.1 // % chance of a super crit
arrow_mastery_pct_damage = 0.08 (tier 1) or 0.16 (tier 2) or 0.25 (tier 3) // % damage from arrow mastery unlocks
laser_mastery_pct_damage = 0.08 (tier 1) or 0.16 (tier 2) or 0.25 (tier 3) // % damage from laser mastery unlocks
arrow_normal = base_arrow_damage x (1 + arrow_talent_pct_damage) x (1 + arrow_mastery_pct_damage) // normal arrow damage (per arrow, per archer); the "white" numbers
laser_normal = base_laser_damage x (1 + laser_talent_pct_damage) x (1 + laser_mastery_pct_damage) // normal laser tick damage on first monster hit (per mage tower laser); the "red" numbers
arrow_crit = base_arrow_damage x (1 + arrow_talent_pct_damage) x (1 + arrow_mastery_pct_damage) x (1 + crit_damage_pct) // arrow critical hit damage; the "yellow" numbers
laser_crit = base_laser_damage x (1 + laser_talent_pct_damage) x (1 + laser_mastery_pct_damage) x (1 + crit_damage_pct) // laser critical hit damage; also "red" numbers
arrow_super_crit = arrow_crit x 2 // arrow super critical hit damage; the "orange" numbers
average_arrow = (super_crit_chance x arrow_super_crit) + ((1 - super_crit_chance) x crit_chance_pct x arrow_crit) x ((1 - super_crit_chance) x (1 - crit_chance_pct) x arrow_normal) // average arrow hit (per arrow, per archer)
average_laser = (crit_chance_pct x laser_crit) x ((1 - crit_chance_pct) x laser_normal) // average laser tick hit on first monster hit (per mage tower laser)
arrows_per_second = number_archers x arrow_rof // total # of arrows per second
laser_ticks_per_second = number_mage_towers x laser_rof // total # of laser ticks per second on first monster hit
laser_archer_ticks_per_second = number_laser_archers x laser_rof // total # of laser archer ticks per second on first monster hit
missile_damage = 500 + ((missile_damage_level - 1) x floor(missile_damage_level / 2) x (75 + (missile_power_level x 10)))
missiles_per_second = num_missiles x (3.0 - (missile_firing_rate_level x 0.1))
finger_base_damage = 14 + (6 x finger_coin_upgrade_level)
finger_talent_pct_damage = finger_talent_level x 0.03
finger_damage = finger_base_damage x (1 + finger_talent_pct_damage)
laser_bounce_damage_mult = 0.5 + (0.05 x laser_bounce_multiplier_level)
laser_bounce_damage = (bounce == 1) ? laser_bounce_damage_mult : (laser_bounce_damage_mult / (bounce_number x 0.8))
laser_archer_bounce_factor = 1 + (sum of laser_bounce_damage for each bounce)
arrow_dps = arrows_per_second x average_arrow
laser_dps = (laser_ticks_per_second x average_laser x laser_bounce_factor) + (laser_archer_ticks_per_second x average_laser x laser_archer_bounce_factor)
missile_dps = missles_per_second x missile_damage
finger_dps = finger_damage x finger_clicks_per_second
cannon_damage = 2000 + ((cannon_level - 1) x 150 x floor(cannon_level / 2))
cannon_bomb_damage = 2000 + ((cannon_bomb_level - 1) x 300 x floor(cannon_cannon_level / 2))
cannon_dps = cannon_attacks_per_second * (cannon_damage + cannon_bomb_damage)
total_dps = arrow_dps + laser_dps + missile_dps + finger_dps + cannon_dps
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Updated to account for power levels (red gems) for arrow and laser. Will update formulas above as well.
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Updated to add missile damage.
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Updated to add finger damage.
Note: When clicking "optimize" the simulator will not try to add any finger damage points if there are more than talent 100 points to allocate (this is because it takes too long to simulate every permutation of arrow, laser, finger, crit chance and crit damage). Currently yhis should still result in an optimal talent distribution, unless the coin upgrade for finger damage is orders of magnitude higher than laser or arrow (which is highly inefficient use of coins).
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Updated to properly calculate laser bounce damage.
Also updated to include cannon and cannon bomb damages.
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Updated to include formula for calculating arrow rate of fire. Limited testing done.
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Added several inputs to see at a glance the impact of adding a point to several of the attributes so you can quickly see which one will give the most % dps increase.
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Added highlighting of "best" upgrade option for each category (coins, talents, power gems).
Removed laser_archer_damage_multiplier (confirmed that it does not exist in game)
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Looks like endomlic lowered the laser tick rate to about 25 ticks/second and increased damage for laser by a flat 30%.
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endomlic confirmed in discord that the stats page is incorrect. the stats page shows a 30% increase in damage over previous patch, but the lasers actually do 70% more.
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Updated to display coin upgrade costs.
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you hsould add an option to allow us to choose the mastery points now you auto consider these that sbad maby we dont have theh bleu gem syet for the % upgrades
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> *Originally posted by **[lolXDXDXDlol](/forums/1013821/topics/1792735?page=1#13014572)**:*
> you hsould add an option to allow us to choose the mastery points now you auto consider these that sbad maby we dont have theh bleu gem syet for the % upgrades
good idea. I will see what I can do.
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Updated to split out arrow mastery and laser mastery tiers as separate input fields.
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Added power gem optimizer (in ancticipation of being able to reset power gems in game).
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add rings to your site (you can fairly easily see how much % a ring adds when leveligng up rings but let me try to see if i know values asumign all max at lvl 100
pearl ring: +5% finger dmg (+0.03% per pearl ring combined to a max of lvl 100)
wood ring: +5% arrow dmg
iron ring: +5% crit chance (to a max of 100% cirt chance ofc)
bronze ring: +5% hp
ruby ring: +5% laser dmg
gold ring: +10% gold (+0.1% per ring)
silver ring: +10% cirt dmg
platinum ring +5% dmg for all weapons (+0.1% per ring)
emerald ring: +5% exp
exp/gold banner +5% exp/gold (+0.03% pe rbanner)
radius tourch: (lvl 4 is 8% its a quite rare tourch i dont know exaclty how much it adds but it adds to th eraiud sof your explosives)
explosive tourch: +5% to explosive dmg (canon and misisle/rocket) (+0.03% per tourch)
middas glove: lvl 5 +11% finger dmg and gold (and +25% for every enemy you click (they turn gold when clicked you can swipe if auto finger dmg bought)) (+1% per 5 levels (go per 5 very rare to obtain and the +1% is only to the 11% stat and not verified)
diamodn arrows: arrows tunr cyan and give +11% arrow dmg (and +10% super cirt chance and +1.5 to the super cirt multiplier) (+1% to the arrow dmg per 5 levels of diamodn arrws (verified so i guewss it the same for all the 3 legendarys)
rubber eye: +11% laser dmg (and+50% to laser bounce dmg)
hope i diddnt forget a ring
raiuds tourch lvl 4>5 is +0.12% 5>6=+0.13 and lvl 0 is 7.5 so its 7.5+0.125
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Seems like this is pretty out of date with many different level caps and costs in game...any chance of updates?
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AFAIK its still pretty accurate and still gives a good, general guide on where to spend money.
However the new legendary items could change things drastically, they really need to be added if anything.
The other rings and banners and stuff dont really change much.
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I think the calculator is FUBAR because it seems the "firing rate" upgrade got changed sometime between now and when the calculator was made. It doesn't match at all with ingame (arrows upgrade is confusing and caps out in calculator but doesnt cap out ingame.
Please fix.
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Arrow fire rate caps out at 25/25 and also costs significantly more; but i believe its just about equivilant to 5/5 in the calc.
(5/25 = 1/5
10/25 = 2/5
15/25 = 3/5
20/25 = 4/5 etc)
For now just put points into it (and archer # gold cost as well seems to be off) as you can afford it, the rest of the simulators suggestions should still be fairly accurate, aside from the buffs from items. I don't think this will be updated unless the OP comes back to the game, its been a while.
Talents, Power gems, and the general damage upgrades (Arrow Damage, Laser Damage, Cannon Damage etc) are all still accurate as far as i can tell, reguardeless of these other gold upgrades. And these are the ones that will effect the overall flow and balance of the game. The other upgrades youve always sorta just gotten when you can afford them either way.
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Latest update buffed archers on powergems side. Every powergem now adds 2 to the base and not 1 like earlier. Same for the substraction
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Crit damage caps at lvl 1000
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> *Originally posted by **[h4ch3r](/forums/1013821/topics/1792735?page=1#13230698)**:*
> Crit damage caps at lvl 1000
ît does?!
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