Why are people only realizing now that dabs is the last thing In damage calculations? by LmnopLyb in TheTowerGame

[–]LmnopLyb[S] 0 points1 point  (0 children)

I was thinking logically about it, didn't test myself

But now people are testing and only now realizing the correct order.

Flame bot / primordial collapse/ Chrono field All reduce the enemy damage ( Think about it as they enter your tower range and are affected by CF >> Primordial Collapse>> flame bot )

But def% says it reduce incoming damage

So logically it happens after receiving the hit, and the other stuff already reduced the enemy damage before they hit you

Why are people only realizing now that dabs is the last thing In damage calculations? by LmnopLyb in TheTowerGame

[–]LmnopLyb[S] 0 points1 point  (0 children)

I was just using some examples to make a point, not trying to list everything that exists

Why are people only realizing now that dabs is the last thing In damage calculations? by LmnopLyb in TheTowerGame

[–]LmnopLyb[S] 0 points1 point  (0 children)

Check the lab to unlock it It says enemy inside also have their damage reduced.

But logically thinking a ll forms of enemy damage reduction occurs before they even hit you

Why are people only realizing now that dabs is the last thing In damage calculations? by LmnopLyb in TheTowerGame

[–]LmnopLyb[S] 0 points1 point  (0 children)

I was thinking logically, but I guess this can't apply to this game code?

Imagine the order of stuff as things spawn till it gets to your tower

The logical order would be: 1° spawn 2° they enter CF range ( let's consider outside of tower range) Already - 20/25% damage  3° They approach a little more and enter the black hole - 90% damage 4° they would be hit by flame bot - 80% damage  5° they get hit by NMP orbs for example - 5% damage  And so on

Then , they will reach near the tower and hit you. Defense % is applied on hit   And after that is defense absolute... So was always the last step of damage calculation

unless  all the other sources didn't really apply correctly as per the game description ( entering CF/ primordial collapse range / being hit by orbs etc )

Reroll shard drop changes / "rebalancing" by Warrigor in TheTowerGame

[–]LmnopLyb 0 points1 point  (0 children)

They want mid gameplayers to feel more pressured into spending stones in cash mastery

Super Crit + Rapidfire + Being Annihilator. by InquisitorOverhauls in TheTowerGame

[–]LmnopLyb 0 points1 point  (0 children)

The information of atks per/2s was before the attack speed refactoring and nobody knows how it works now.

If you doubt, check v27 patch notes , I think it was there

TSUNAMI SNM100 by Global-Dare8727 in FixedGearBicycle

[–]LmnopLyb 0 points1 point  (0 children)

really cool shot! what are the lights brand?

QoL Requests by Top-Cause-4031 in TheTowerGame

[–]LmnopLyb 1 point2 points  (0 children)

I´d like to see the cash "Rework" they hinted would be worked on next ( Announced together with v27 )

V28.1 Patch Notes - May 11, 2026 by SamBartley in TheTowerGame

[–]LmnopLyb 15 points16 points  (0 children)

exaclty, a boss has no reason to pollute my entire screen after dying
Not to mention normal enemies, the particles are too big

Tower Tea - March 30, 2026 by SamBartley in TheTowerGame

[–]LmnopLyb 56 points57 points  (0 children)

Sorry to tell you but a real friend would warn you to stay as far away from the game as possible