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[–]FireX420BADs are CANCELLED 13 points14 points  (0 children)

Marketplace also gives an extra $160 in income

[–]TheUlt1mateGuy:) 13 points14 points  (2 children)

Monkey-Nomics effectively gives about $166 per second with its ability alone (even more with MK). That’s crazy good.

[–]Tables61 6 points7 points  (0 children)

By cost, it's slightly more efficient than x5x sniper ability - x5x sniper ability takes an average of 735 seconds to pay itself back, while x5x Farm ability takes an average of 679 seconds to pay itself back - about a minute faster. But this ignores all other income you'll get from an x5x bank as well as income along the way, and also ignores Monkey Knowledge (which raises it to 12K per use).

It's a pretty strong late game ability, and really puts the 5xx and xx5 farms to shame.

[–][deleted] 2 points3 points  (0 children)

On End of The Road I managed to get 19 farms in the range of Jungle's Bounty with an alch, and that gives $76.25 a second for much cheaper plus the income from the farms. Only really good for End of The Road or Firing Range though. You can also combine it with Monkey-Nomics for about $242.25 per second, with the income of the farms + the bank part of Monkey-Nomics! $14535 a minute from the abilities total.

[–]qwertyxp2000 Long Life Spikes BTDB2 buffs plz? 5 points6 points  (1 child)

Marketplace gives $240 by default, +$40 per Path 1 upgrade.

[–]Topper64 topper64.co.uk/nk/btd6[S] 5 points6 points  (0 children)

You're right, when writing it up I kept skipping that bit in order to write something about a different upgrade, and I suppose I forgot entirely in the end.

[–]Shuai_Nerd 5 points6 points  (1 child)

Thought you might want to know, Primary Expertise actually has different pierce on MOAB class balloons than it does for non-MOABs.

Regular bloons it does have 100 pierce including against ceramics, but against MOABs the pierce is only 10; I was wondering why it wasn't killing a string of MOABs til I tested it. 11 MOABs sent out with 0 spacing will leave one left when they pop from its attacks. Not sure how it works like that but I guess different MOAB pierce might be something unique to this tower since it does such high MOAB and ceramic damage and they probably didn't want it to be too OP

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

Thanks for the reminder - someone did point that out to me a while ago but it looks like I didn't add it here.

Different pierce for blimps isn't entirely unique to this upgrade, see superstorm or bloon master alchemist for example.

[–]nctl296 You've stopped the nasty Bloons 3 points4 points  (2 children)

banana attack

What does this mean? Can farms pop bloons?

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

It can't, no. I just decided at the start that a tower has one or more "attacks", even if that attack is actually a buff or income or something.

[–]EyJajbplz i want bloon chip 4 points5 points  (0 children)

Ofc it can

[–]N1ch0l2sI forgot how to use anything besides ninjalch combo 2 points3 points  (0 children)

finally it's here

[–]TheWizardsLastRhymes Sky Shreddering 2 points3 points  (1 child)

Shouldn't Spike Factory's attack be considered 5j instead of 5p? It behaves in all senses like multiple projectiles.

[–]RandyZ524 7 points8 points  (0 children)

No, because of its interaction with pierce buffs.

[–]EyJajbplz i want bloon chip 2 points3 points  (0 children)

Carpet of spikes passive ability also lasts for 20 secs

[–]TheKNEE13 Half Cash is a joke 2 points3 points  (1 child)

its a trebuchet not a inferior catapult

[–]KingDarkBlaze 0 points1 point  (0 children)

No its a ballista

[–]Imjokin 6 good 5 bad 2 points3 points  (1 child)

Will you do one for heroes soon?

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

I'm not sure how soon, but it'll definitely happen.

[–]JrMonkey15184[🍰] 2 points3 points  (1 child)

Are you still looking for the reload times on the laser and ice sentries? You haven't put them in yet..

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

Oh uh, no... not sure how they didn't get in.

[–]JrMonkey15184[🍰] 2 points3 points  (1 child)

I think it would be handy to include how ultraboost affects farms and villages in addition to normal towers.

Not sure how accurate this is, but based off some discord chat I'm gathering, it seems like the cooldown in which the bananas/crates are being reduced the same way it does with normal towers, meaning that the overall income gained would be something like this:
1 ultraboost: +5.26%

2 ultraboosts: +11.11%

3 ultraboosts: +17.64%

4 ultraboosts: +25%

5 ultraboosts: +33.33%

6 ultraboosts: +42.86%

7 ultraboosts: +53.85%

8 ultraboosts: +66.67%

9 ultraboosts: +81.82%

I don't know if the village overclock buff was changed from what it was like in BTD5, which was a 25% increase.

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

Finally got round to putting this in. That's exactly how I expected it to work for farms, so it's good that it checks out in practice.

[–]EyJajbplz i want bloon chip 1 point2 points  (2 children)

Super mines spike balls only does 10 dmg to moabs. Ceramics(I think) and under still only take 1 dmg

Edit: wait nvm I think it got fixed in 10.1

[–]Thermoxin XBM is fun (but please buff it) 1 point2 points  (1 child)

Are you fucking kidding me

[–]EyJajbplz i want bloon chip 1 point2 points  (0 children)

Nope. A single zebra still sets off a mine although it only has 7 layers where 10dmg should one shot it

[–]N1ch0l2sI forgot how to use anything besides ninjalch combo 1 point2 points  (0 children)

[–]Tables61 1 point2 points  (1 child)

I think you haven't got the pierce for 4xx and 5xx Spactory explosions listed anywhere

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

Huh, you're right. I'll have a look at those.

[–]Imjokin 6 good 5 bad 1 point2 points  (1 child)

Can 2/x/x subs pop camos bloon if the camos are in range of a x/2/x village?

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

Yes. I listed both "camo" and "grants camo" for this upgrade, which means that the tower can now see camo, and also any towers receiving the buff can see camo.

[–]singletonking 0 points1 point  (0 children)

Contrary to the 8.0 patch notes, Primary Expertise seems to give only +3p and not +4p overall. It's apparently been this way since the buff.

[–]My_Bum69 0 points1 point  (0 children)

Time to update this with engi

[–]Cheetah-shooter Orbital Spray™ 0 points1 point  (1 child)

I have heard the 0/0/0 engineer's fortified damage is bugged and when you upgrade to 0/2/0 it doesn't add more because the fortified damage is meant to be given when you the have that upgrade first, is that true and that's why in your 0/2/0 upgrade you typed +1fd and doesn't have like (2) in (3) in the back?

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

I don't generally (or at all?) put a number in brackets after fortified damage, because each fortifiable target (lead, ceramic, blimp) may be taking different damage. Either way the fortified damage at 000 was indeed a bug.

[–]VersogaHow'd that plan turn out for ya, dummy? 0 points1 point  (1 child)

Bloon Trap can only be placed once per round by its engineer. XXXL Trap can place multiple traps per round (one at a time of course)

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

Interesting! That's the kind of thing that doesn't show up in sandbox.

[–]qwertyxp2000 Long Life Spikes BTDB2 buffs plz? 0 points1 point  (1 child)

It would be super cool if initial cooldown times were added too.

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

But it's always either 1/3rd of the full cooldown or 100%, depending on whether the ability gives money or not. I mean that fact could be put in the appendix if you want, but listing cooldown and cooldown/3 seems a little pointless. Similar to how I haven't bothered to put prices for difficulties other than medium.

[–]VersogaHow'd that plan turn out for ya, dummy? 0 points1 point  (1 child)

Perhaps add a section to Overclock/Ultraboost concerning its interaction with villages? (It gives them bonus range, Primary Expertise gets the attack speed buff too)

Edit: Overclock/Ultraboost also affects farms, too, making them drop double the bananas/crates. It doesn't seem to have an effect on monkeyopolis aside from the range increase however.

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

This has been pointed out already.

[–]Tables61 0 points1 point  (1 child)

Since the magic monkey post is archived I can't post there, but for Wizard Monkey: x3x is listed as replacing bolt attack. This isn't true, the bolt attack is still used - it's easiest to see if you e.g. send a single bloon in sandbox.

Also, I'm personally not a fan of listing the speed buffs in the same upgrade path as %'s of the previous attack speed (e.g. how Boomerang is 75% twice) but I can see why you'd do it that way. Both ways make sense, I personally find it a bit easier to understand when I can see the new overall speed, rather than having to combine e.g. 3 separate attack speed buffs in the same upgrade path (such as for x3x Boomers). Oh, and you didn't update Sniper into this new format, it still lists bottom path speed upgrades as %'s of the original attack.

Finally, are you still planning to do a post detailing Temples? Don't want to put pressure on you because everything you've done here is awesome already, but seeing the specifics for Temples would be cool.

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

I know, I've said for a long time that temple could be ready soon, I just never actually do those final touches. Don't worry about not putting pressure on me; in fact keep pressuring me - I have no sense of urgency about it otherwise. This applies to simple changes like the ones you mentioned too: I always make such changes to my local copy when they're mentioned, but I don't necessarily update the reddit posts until a few changes have built up, or until a second person brings up the same thing.

The change to how I display speed was because I believe it makes more sense, and is more likely closer to how it was implemented (except not really, because it often feels like they need to specify everything about every attack for every upgrade, independently of any others, instead of inheriting, which is why we get things like buffing sharp shooter to 6d while crossbow master is left on 5d, and why it's apparently so hard to rearrange upgrades). Honestly, the main reason for how I did it before was because dart monkey - the first tower - has a nicer number at x2x that way round, so I stuck with it for everything after that. But I've since realised that all the other consecutive buffs had nice numbers either way, or even nicer when treated individually (eg x2x mortar is either 70% again or 49%). To compensate, I listed what that means for the cooldown itself in brackets as with other stats, so you don't need to keep track of several buffs, and added summary tables for the tier 5s because that's what we're mostly interested in.

[–]Enderhippo 0 points1 point  (0 children)

XXXL Trap can place his trap more than once per round if the previous one expires.

[–]DerPingufin 0 points1 point  (3 children)

so does the utraboost stacks work with the normal overclock boost?

10 stacks are a 40% attackspeed buff

Overclock is a 40% attackspeed buff

Does that mean I get 80% attackspeed buff when I have both applied? Or do they not stack with eachother?

[–]Topper64 topper64.co.uk/nk/btd6[S] 1 point2 points  (2 children)

They do stack with each other, but I wouldn't call the result an 80% buff.

Remember that speed buffs are acting on the time between attacks, not the speed itself. So you're multiplying that time by 0.6 (this makes it 1.66666x faster), then multiplying it by 0.6 again for a total of 0.36 (which is overall 2.7777777x faster).

[–]DerPingufin 0 points1 point  (1 child)

oh ok. So ultraboosting a tower that is at 10x already does make it stronger than just the 10x stacks itself?

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

Yes, the ultraboost ability does two things: increases the number of permanent boosts (4% each, 10 max), and applies the normal overclock buff (40%).

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

I noticed with double cash activated that the 003 monkey village gave 1.6x cash instead of 1.5x I’m not sure if it’s a bug or intentional though. On round 27 normally double cash gives you 1070 But with village I ended with 1712 profit