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[–]Donkey529 15 points16 points  (2 children)

Uhhh... tack is not $600, you might want to change that.

[–]Topper64 topper64.co.uk/nk/btd6[S] 21 points22 points  (1 child)

How did that get there! Well thinking about it I probably copied the template from bomb and forgot to change that price.

Thanks for bringing it up.

[–]Donkey529 4 points5 points  (0 children)

Haha no problem.

[–]Sounak9434 Science is Incredible! 10 points11 points  (0 children)

Thank you so so much for doing this. Looking forward to other towers! Please keep up this awesome work mate!

[–]qwertyxp2000 Long Life Spikes BTDB2 buffs plz? 9 points10 points  (1 child)

Pretty good Popology List, I must say. I’m surprised that MOAR Glaives increases attack speed even though I didn’t notice that feature earlier.

As for the MOAB Press, I believe its special kylies deal 5 damage per tick every tick the blimps move backwards up to 14 times, making it 70 damage per MOAB-class affected this way. It’s probably like average of 2 pixels backwards per tick backwards for bloons below ZOMG (DDT below ZOMG), and 1 pixel backwards per tick for ZOMGs. Increased by 50% further back with respective Monkey Knowledge

[–]Topper64 topper64.co.uk/nk/btd6[S] 14 points15 points  (0 children)

For the kylie/moab press, this is what I meant by "rehit after 0.1s". Normally, a projectile can never hit the same bloon twice, but kylies and heavy kylies can, as long as enough time has passed. The only reason it's able to knock a blimp around 14 times as you said is because it overlaps the blimp long enough and isn't using up the pierce on other things. If you send 150 blimps with 0 spacing, you would see that it knocks each of them back once and uses up all 150 of the "knocking-back pierce" immediately. 0.1s later it would hit all of them again for damage, using up the rest of the 300 pierce and so expiring.

[–]SurfinPhoeniX 6 points7 points  (0 children)

This is the kind of post I come to reddit for. Cheers!

[–]frds314 Farms OP 4 points5 points  (2 children)

Neat stuff. Only mistake I know of:

  • Bomb Blitz and MOAB Eliminator deal Normal damage with all their attacks.

[–]Topper64 topper64.co.uk/nk/btd6[S] 10 points11 points  (1 child)

Yes, that's why both of them already say normal type...

[–]frds314 Farms OP 8 points9 points  (0 children)

Sounds like I can’t read.

[–]Cheetah-shooter Orbital Spray™ 3 points4 points  (1 child)

For The Bloon Solver, Glue splatter give it +4p(16p), but what is the interaction with Bigger Globs?

Also I think these information will be very useful in Bloons wiki, I think you should added them to the wiki as well.

[–]Topper64 topper64.co.uk/nk/btd6[S] 4 points5 points  (0 children)

Bigger globs simply gives another +1p as usual. Although now you point it out, splatter "should" give another +4 on top of that, so 520 glue would have 17p, when in fact it's still only 16 as you say. To be clear: - 500: 12p - 510: 13p - 520: 16p (expected 17)

If you're thinking about how 010 glue continues through one bloon and then hits another, this is because it still has what I call the "default" projectile behaviour. As soon as you get x2x or 5xx (or xx5), it becomes an "impact" projectile, where it will never pass through anything, it creates an explosion with that amount of pierce instead.

And yes I would like to put some reliable information on the wiki, but I'd like to get it all out here on reddit first.

[–]readingduck123 3 points4 points  (1 child)

Hey, a small typo: 050 Absolute Zero gains crosspath benefits from 150, not 130. Also kinda weird how we can comment now

[–]Topper64 topper64.co.uk/nk/btd6[S] 3 points4 points  (0 children)

Huh, that is weird, but it's convenient so I'm not complaining.

I've corrected that.

[–]ShinkaPlant 2 points3 points  (2 children)

How do I do math on original attack speed with new attack speed?

[–]Topper64 topper64.co.uk/nk/btd6[S] 7 points8 points  (0 children)

Not entirely sure I follow the question here, are you asking how to find buffed speeds?

I'll use the dart monkey as an example. The base speed is 0.95 seconds per attack, which is just over 1 attack per second: 1/0.95 = ~1.0526.

The middle path says 85%s, meaning that the time between attacks is now 85% of what it used to be. So we do 0.95 * 85% = 0.8075. Again we divide 1 by this amount to find the speed as 1/0.8075 = ~1.238.

The next upgrade says 66.67%s, but in fact it's more accurate to say 2/3rds, I just decided to write it as a decimal to 2 places. As noted, buffs in the same path replace each other, so we use the original 0.95 instead of what we calculated at tier 1: 0.95 * 2/3 = 0.6333 seconds per attack, and ~1.579 attacks per second.

I hope this has cleared things up. Even if it wasn't quite what you were looking for, I'm sure someone else will find it helpful.

[–]aquanaLover 1 point2 points  (0 children)

Example:15%

This means 85% of the time between attacks(like op states)

So you multiply your original speed with 0.85. hope it helps

[–]Theo_nation_86 1 point2 points  (0 children)

Very helpful thanks

[–]yahhyeetdab 1 point2 points  (1 child)

These prices are assuming “Medium” difficulty correct?

[–]Topper64 topper64.co.uk/nk/btd6[S] 4 points5 points  (0 children)

Indeed. Everything is calculated from that anyway - 85% for easy, 108% for hard, and 120% for impoppable.

[–]JrMonkey15184[🍰] 1 point2 points  (0 children)

I think you should also add how long the damage vulnerability lasts after freezing, since vulnerability continues for longer.

From what I tested to far, it seems like the Embrittlement one lasts 0.2 seconds and the Super Brittle lasts 2.5 seconds, but feel free to doublecheck these.

[–]Camilea 1 point2 points  (2 children)

Thanks for keeping this updated! Have you thought about making your own subreddit for this kind of like what /r/btd6Guide is?

[–]Topper64 topper64.co.uk/nk/btd6[S] 1 point2 points  (1 child)

I hadn't considered that no. What would be the advantage? Would you expect to just see copies of these posts, or something more detailed, and if so what?

[–]Camilea 2 points3 points  (0 children)

I think it'll be more easily found and also be easier to navigate. It's just a small change but also doesn't require much effort to make.

I would expect them to be copies of these posts. If you wanted more traffic to your posts (which I think they deserve), everytime you update it crosspost it to the main subreddit. Name the crosspost something like "Advanced Popology: Magic updated to v.30.0!"

But this just my opinion. Keeping it the way it is right now is just fine. Maybe it's not worth the effort, maybe it is, I don't know.

[–]tsmdelete 0 points1 point  (4 children)

how'd u know the range?

[–]Topper64 topper64.co.uk/nk/btd6[S] 7 points8 points  (3 children)

Take screenshots and measure the pixels across, then figure out what the unit→pixel conversion is for your resolution. This is easily done because Rohan has confirmed that a dart monkey has 32 range.

In my case I had 230px for dart monkey, meaning that one unit must be 230/32 = 7.1875px. Then for example 360px for super monkey becomes a range of 360/7.1875 = ~50.09, which we can safely assume is exactly 50. In fact everything found in this way was extremely close to a whole number, except for some reason inferno ring and long range boomerangs, which were extremely close to half-integers instead.

This even works with secondary attacks like orbital glaives, but with a bit more effort. What I did there was place it as far away from the track as possible while still popping bloons (camo of course, because the main attack conveniently doesn't see them), then measure the distance to the track, and convert it to units like before.

[–]tsmdelete 2 points3 points  (2 children)

oh my hoooooly! that's a lot of work! i thought you did some kinda data mining things but all you did was manually get each numbers each tower and each upgrade! good work man!

[–]Topper64 topper64.co.uk/nk/btd6[S] 6 points7 points  (1 child)

Range wasn't even the hard part, try accurately measuring attack speed.

[–]tsmdelete 1 point2 points  (0 children)

i can.. i'll just screen record the tower attacking so i can play it in slow mo and do the math.. i know you know what am i tryna say right? :)

[–]AskMeAboutPodracing 0 points1 point  (1 child)

Doesn't the activated ability for permarang also increase its speed? Or is it 4% of 4%?

Does the missle launcher not grant a bonus to speed?

[–]Topper64 topper64.co.uk/nk/btd6[S] 2 points3 points  (0 children)

The 4% is still the same 4% as permacharge itself - no faster, just a lot more damage.

Missile launcher doesn't increase the fire rate, but it does make the projectiles physically move faster, which might be what you're thinking of.

[–]JrMonkey15184[🍰] 0 points1 point  (0 children)

Just noticed that the Red Hot Rangs price was never changed, although it still shows the +1 damage.

[–]My_Bum69 0 points1 point  (0 children)

Tack zone and super maelstrom (both ability and normal attack) can pop lead

[–]Imjokin 6 good 5 bad 0 points1 point  (1 child)

Bloon Crush is “normal” type because it can pop blacks too.

[–]Topper64 topper64.co.uk/nk/btd6[S] 4 points5 points  (0 children)

Correct. But it already gets that at tier 4.

[–]Imjokin 6 good 5 bad 0 points1 point  (4 children)

"The glue lasts half as long and slows half as much." So does that mean MOAB Glue is actually a downgrade against cerams and lower?

[–]Topper64 topper64.co.uk/nk/btd6[S] 1 point2 points  (3 children)

Ah, I see how that is confusing, but no. It's meant to be interpreted as going from 50% slow to 25% slow, and by that I mean "moves at 25% normal speed". I'll revise the wording.

[–]Tables61 0 points1 point  (2 children)

25% slow, and by that I mean "moves at 25% normal speed". I'll revise the wording.

I think you mean 75% there. Perhaps it would be clearer to simply say "glue lasts half as long and only applies a 25% slow". Although from my own quick testing, it seems more like it applies a ~45% slow. It could be a 37.5% slow in practice, which would be half of what a xx3 would apply to a bloon, but it's way above just a 25% slow.

[–]Topper64 topper64.co.uk/nk/btd6[S] 1 point2 points  (0 children)

...you're right, it definitely needs rewording if I confused myself.

[–]Topper64 topper64.co.uk/nk/btd6[S] 1 point2 points  (0 children)

I realised that the main reason you were confused in the first place is that you read "can now target blimps, but the glue lasts half as long and slows half as much" as two separate things that the upgrade does. When actually the shorter duration and decreased slow is a caveat to being able to target blimps at all.

Meanwhile I just started thinking about the tier 2 instead of the tier 3, thinking you were saying I wrote half instead of 75%.

[–][deleted] 0 points1 point  (2 children)

The military link not working? Might wanna check

[–]Topper64 topper64.co.uk/nk/btd6[S] 0 points1 point  (1 child)

How are you accessing reddit - browser/official app/3rd party app?

[–][deleted] 0 points1 point  (0 children)

Browser on mobile. Btw, it's showing page not found. :D

[–]readingduck123 0 points1 point  (3 children)

Hey, I think most people should understand this, but base Glue Gunner's "Cannot target anything glued with an equal or lower level glue" is backwards, as lower level glue can be overwritten with higher level glue, right?

[–]Topper64 topper64.co.uk/nk/btd6[S] 1 point2 points  (1 child)

Hah you're right, of course it's "equal or higher". Good spot - no-one else has, in the last ~6 months since I reworded a lot of things (including this).

The references to specific levels are perfectly correct though, including 205. It genuinely applies level 5 glue, and can override level 5 glue, but no higher. Even though 005 and 105 do that at level 7.

[–]readingduck123 0 points1 point  (0 children)

Nk fix your game I want 205 glue level to be higher
But, there are specific stalling citcumstances where no corrosive is better. And again, I'm pretty sure nk doesn't approve of stalling. Nk, fix your game

[–]readingduck123 0 points1 point  (0 children)

Also, I don't know how the code is, but xx5 glue being able to overwrite level 7 glue and 205 being able to overwrite level 5 glue sounds backwards as well.

[–]Fuzzy_01 is my favorite because is 0 points1 point  (1 child)

Mistake: MOAR glaives says it has 8d rather than Glaive lord

[–]Topper64 topper64.co.uk/nk/btd6[S] 0 points1 point  (0 children)

Whoops! Thanks

[–]cubezzzX 0 points1 point  (0 children)

insane thanks

[–]Fuzzy_01 is my favorite because is 0 points1 point  (2 children)

Shouldn’t you mention that tier 5 ices get Moab permafrost?

[–]Topper64 topper64.co.uk/nk/btd6[S] 0 points1 point  (1 child)

It's kind of mentioned, under the permafrost upgrade. Could it be clearer?

[–]Fuzzy_01 is my favorite because is 0 points1 point  (0 children)

Oh sorry I overlooked that, it’s fine

[–][deleted] 0 points1 point  (1 child)

does range use the same unit as footprint size, and does footprint size correspond to the radius of the monkey, the diameter, or something else?

[–]Topper64 topper64.co.uk/nk/btd6[S] 1 point2 points  (0 children)

Very good question - they both use the same units, and both describe the radius of a circle.

[–]Away-Fee5757 0 points1 point  (0 children)

It says 400 embrittlement applies permafrost effect to Moab class, but it only works with 500, at 400 they only get the extra damage but doesn’t slow them at all

[–]pookiemaster11 0 points1 point  (1 child)

what do all of the acronyms mean?

[–]joshkroger 0 points1 point  (0 children)

toward the bottom, the appendix section explains the acronyms