FrankenStorm TD: Prologue – Doodad Math

FrankenStorm TD: Prologue – Doodad Math 1 - steamlists.com
FrankenStorm TD: Prologue – Doodad Math 1 - steamlists.com

The intermediate math behind choosing your doodads and how they may or may not synergize.
 
 

Introduction

I will be explaining some of the math behind choosing your doodads in the guide. I will not be getting into the exact mechanics behind how each stat works; rather, I will demonstrate with some abstract math why some stats are superior to others, and also why some stats are better in moderation than in extremes.
 
This guide is merely a tool I have made after realizing that some do not put in the same thought to their games as I do and get frustrated for it. It will not tell you how to have fun; although, I hope it will help you do so.
 
 
All hail the great Calculation.
 
 
 

The Meat of the Matter (but not in a pie)

Many doodads (henceforth:dds) are quite obvious in their function. Base damage = more damage, Resist = less damage, etc. However, some of these are more important than others in stopping those troublesome peasants.
 
 

Direct Damage

 
There are four stats that directly relate to your damage output: Attack Speed, Flat Damage, Percentage Damage, and Resistance. We will be covering the latter two in more depth later, while the former will be showing up frequently outside this particular calculation.
 

 

Flat Damage

 
Flat damage is the foundation from and upon which all other damage calc is based. It has a singular importance in these calcs, as all else is either a multiplier or divisor of this stat’s efficacy vs. Effective Life. Resistance and Percentage Damage both devise all of their power from here, and favorable numbers in these areas mean little without a powerful Flat stat. I also do not recall ever seeing a dd that reduces this, so this may be the only basic stat that, upon gaining, you will never lose. Increases to this stat have diminishing returns.
 
 
This is the third most important stat in the game.
 

 

Percentage Damage

 
Percentage damage is next in the Calculation. As a simple multiplier on your Flat that loses efficiency the more of it you have, this stat is perhaps the least important of the damage stats. Simply maintain a non-negative number on this and you will do well enough, though a high Flat stat will make this a more desirable pick.
 

 

Resistance

 
Resist is quite influential despite its appearance as merely an inverse of Percentage. This is because it come last in the damage calc, and as some dds will have WaveNumber(Resist), it is actually quite easy to hit 100% resistance, at which point you can no longer deal damage. It is best to merely maintain a non-positive number on this stat, though a large Flat can make lowering this further a good option.
 

 

Attack Speed

 
As we will see later, most of Attack Speed’s power lies outside of the direct damage calc; however; that is then and this is now. For damage purposes, Attack Speed is a multiplier on your Flat. It is slightly superior to Percentage in that less is wasted in potential overkill, although this is only a worry in the early waves. Because of its interactions with other stats, Attack speed can often be more important that your Flat; though, even then some Flat buffs are necessary.
 
 
 

The Crust (ok, maybe its a pie)

Here we will look at the less intuitive stats, of which there are many, that affect your towers.
 

 

 

Explosion Range

 
No tower shot is single target, they are all aoe in some form or another. This stat increases the area that a tower deals damage and rolls for effects in. Only unreasonbly high values of this stat are good on their own, although this stat’s efficacy is drastically improved if you pick up Stun or Cripple chance.
 

 

Explosion Chance

 
This stat gives a chance to gain a flat 3 tile range bonus to your explosion. With high Attack Speed, this may be better than simply picking up base explosion range. 3 range is also enough to be of use even lacking slows and Stuns. Anything pushing you towards 50% is very good; however, as with all Chance, further pickups are less effective the more you already have.
 

 

Tower Range

 
The only flat range increase I’ve noticed is on the Fanaticism dd which is incredibly situational due to giving all enemies flight. Most of the time, dds will increase your range by percentage.
 
Range functions as smaller multiplier on damage that improves with good wire pathing. It is not usually worth losing much over, but getting at least 20% can be quite good.
 

 

Critical Hit

 
Crits are fairly self explanatory, acting as a potential doubling of damage. There is a dd that increases Crit multiplier, but, as it also increases max enemy hp, it is a very short-sighted pickup. Crit scales mostly with your Flat and, as will all Chance, Attack Speed. Having a high stat in just one can make Crit worth it before wave 100, and both can further extend its usefulness. Anything approaching 50% Crit chance is very good; however, as with all Chance, this stat starts to lose efficiency after that point with a minor power spike upon hitting 100%.
 

 

Nova

 
Nova is a very potent stat, but in dds is often attached to too important downsides. Technically, a Nova trigger multiplies your damage by the number of enemies in its range, although a couple percent in enemy Regen will undo a lot or all of this. It can be useful for propagating Stuns and Cripples, or the Lighting Rod debuff. It scales very well with Attack Speed as well as minorly with Double Attack, Range, Explosion Chance, and most debuffs.
 

 

Double Attack

 
Technically ‘Extra Projectile’ chance, this is a superior Crit. Everything that Crit scales with, this does as well. Unlike Crit, this also scales with all Chance as well, including Crit itself. This is a Very potent stat that is sadly but reasonably often shackled to too great a cost.
 

 

Cripple

 
An incredibly powerful stat that directly impacts the most important stat in the game: Enemy Speed. As such, Cripple scales with All tower buffs, though especially Attack Speed, Explo, and Nova. While falling in efficacy the more you have, this is never a bad pickup ’till you hit 100%.
 

 

Stun

 
An incredibly powerful stat that directly impacts the most important stat in the game, this is basically a second Cripple and scales with everything it does. This is perhaps the only stat that scales beneficially with Enemy Speed, though do not think for a moment that this makes ever taking enemy speed a good thing.
 

 

Tower Chance

 
The ‘meta-stat,’ the actual math is trueChance=Chance(1+TC). As such, this scales very well when you already have high Chance values, and poorly when you don’t. Generally a poor pickup, as it only comes in 3-13% increments with the higher of those shackled to dangerous costs.
 

 

Front-Loaded Variants

 
Many of the above stats, as well as Base Damage, have a variant in which the stat increases by X amount every second, up to 10 seconds saved. This does automatically count as full charge at the start of a round, so even towers right at the gate get full first-shot benefit; however, these versions are strictly inferior to their standard counterparts. You will generally get, at most, two full charges on this and, more importantly, this is a version of the given stat that does NOT scale with Attack Speed, a fatal flaw. Being front-loaded, these stats also scale inversely with enemy Resistance when you have a Lighting Rod dd that can bring it down over time.. Useful in the very early game, but rapidly falls off due to lack of scaling.
 
 
 

The Clowns (who came for the wrong kind of pie)

Finally we have the enemies’ stats to look at. I will not be covering alternate enemy types, as they can be deduced through simple extrapolation, except for a couple of quick notes on Scientists and Healers.
 
Scientists are, for Calculation purposes, a massive Attack Speed debuff that scales with the time they live, but has a minor inverse scaling with Tower Range. A single Scientist can take a definitive win and turn it to crushing defeat.
 
Healers are, for Calcualtion purposes, an enemy Life buff that scales with Base Life. Healers at the front or back of the wave are far less effective, though you cannot control this aspect.
 
Both of these also have additionally scaling with Life and Enemy Speed, as they do not replace existing enemies, but, rather, are added on to what is already sent. Technically this applies to Tinkers too, but those are quite worth it unless you theoretically max out your wires/towers.
 

 

Base Life

 
Athough this is the Most Important Stat, it is actually only the second most dangerous, or fifth if you have built a supremely high Enemy Chance stat. Nonetheless, this has the second greatest scaling potential in the game. Lowering it, especially if you can get it below about -20%, is extraordinarily effective, as it is the measure against which your DPS is tested, and it automatically scales with Wave Number. You will never choose to increase this unless under duress (read: the only other options are speed increases.)
 

 
There is a version of this for Special Doodads that is WaveNumber(Life.) This is deceptively powerful, as Life already scales with Wave Number and this effectively is a multiplier on that multiplier. It is never worth it and is the only situation where Enemy Speed is, in fact, always a better choice.
 
 
This stat scales with everything, always in the way that least favors you.
 

 

Life Regeneration

 
A very trinary stat that scales rapidly with Life, there are three modes to this.
 
Irrelevant: until Very late in the game (so late I have not actually reached it,) any amount of this stat under about 5-6% does not appreciably change the Calculation unless you are stupid and start choosing every Life buff you see.
 
Worrying: at 6-12%, about wave 50, this a noticeable increase to enemy survivability, and if there is ever a moment your towers are not shooting someone, they will rocket up to full hp.
 
Hard Wall: at a certain point, depending on your Life stat, the enemy will simply heal faster than you do damage. Technically this can be achieved with any amount of this stat, but, practically, it only matters at +10% and very late waves. Taking too much of this stat can simply end your run, and there will be nothing you can do to stop it; rather, you were suppose to avoid it altogether.
 

 
There is no way to decrease this, so be certain you are getting it’s worth in your dds.
 

 

Shield-on-Hit

 
An enemy Chance effect that scales with Base Life and, minorly, your Attack Speed, this is actually the weakest of the enemy Chance stats. This is due, in part, to there being a secret cap on how many times it can trigger, although this limit still allows for more that doubling the enemies’ Effective Life. A few of these are not run ending, unless you go for an Enemy Chance build. While even low levels of this can be significant in late game waves, it is often paired with notably powerful stats that, when taken early, can help you reach those late waves consistently.
 

 

Boost-on-Hit

 
The inverse of Cripple, this Chance stat scales with Enemy Speed, Effective Life, and, minorly, your Attack Speed. This should always be avoided unless your only other dds buff Enemy Speed or Dodge Chance.
 

 

Dodge

 
The most potent of all Chance effects, this stat scales with Enemy Speed, Base Life, and, minorly, everything that buffs your towers. An enemy who dodges cannot be Stunned, Crippled, or Critted. Taking this is subjecting yourself to pure chance, as you watch a 3% dodge dog run past 22 towers on wave 30 and not die. Don’t take this, unless your only other option is a moderate-to-large Enemy Speed buff.
 
 

Enemy Chance

 
Tower Chance, but for enemies, this affects both the above chances, and the chance for the Transformations that are not covered in this guide (no, this does not increase your Tinker chance.) This stat scales only with Shield, Boost, and Dodge in the Calculation. Some of the Special dds will have a 40-60% penalty of this as a random cost.
 
Technically, if you never get any Shield, Boost, or Dodge at all, any dd that requires you pay this price is effectively free.
 

 

Enemy Speed

 

 
This is it. This is the most powerful and influential stat in the game, even more than Life itself. This is not some mere buff, every percent is a significant multiplier on all aspects of the Enemy as well as the definitive divisor on everything that buffs your towers. Every point means less time that the Enemy subjects itself to your towers and damage. Enemy Speed rules the Calculation, and is to be avoided at all cost. The only true method to ablate this terrible force is Wires, and later, those only when paired with a suitable amount of range. This stat is why the Snow Day dd is so ridiculously powerful. A large Life debuff would not be as effective as anything that decreases this stat.
 
 
This stat scales mostly with Effective Life, but affects all other stats in a fashion antagonistic towards the player.
 
 
 

The Dish (cuz’ a fresh pie is too hot to hold directly)

While this does not cover some particular effective builds, I hope this knowledge helps you in your runs. Following it has lead to me consistently hitting wave 100+ in normal mode, and 70+ in nightmare. I wish you luck in game, and in the pursuit of happiness.
 
 

Written by ExAliquo

 
 
This is all about FrankenStorm TD: Prologue – Doodad Math; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!
 
 


Be the first to comment

Leave a Reply

Your email address will not be published.


*