Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Cw is the current wave reached upon round end.Df is the difficulty factor from the current region difficulty.Pb is the multiplier from any player bonuses.Bdc is the base drop chance of the module. The formula for calculating the final drop chance of a module is: Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart. When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance. Modules can be unlocked in a variety of ways:Įach region drops a unique selection of modules. For details on unlocking each module, see List of Modules. Modules are unlocked in a variety of different ways. Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100. For tier II, each upgrade costs 8 times as much as it does for tier I. Tiering up also increases the upgrade cost of the modules. Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. You can extend the maximum tier of most modules by prestiging inside the headquarters. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. For example, the final upgrade from level 99 to 100 would cost 100 resources. In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. Upgrading modules will increase their effects or their chance to activate. Modules can be upgraded in a Tower Testing run with experience or gems, or permanently upgraded inside the workshop. Special modules provide unusual bonuses and are quite rare to find. Ultimate modules provide special, usually powerful bonuses. They can do things like supply energy for skills, or generate resources for example. Utility modules do not directly improve offense or defense, but instead have other effects. They can be improvements to health/health regeneration, or damage reduction, etc. This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.ĭefensive modules improve your tower's ability to survive attacks. Offensive increase the damage of your tower in some way. They can also activate automatically upon meeting their conditions.Ī module is either offensive, defensive, utility, ultimate, or special. Passive modules can be improvements to the core stats of your tower. Some need to be aimed, while others activate immediately on use. Modules will be either active or passive.Īctive modules require manual activation. There are various kinds of modules to find.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |