Fortress: Difference between revisions

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{{UnitInfobox|image=Fortress.png|giant=Yes|type=Giant guard robot|unlockcost=200|cost=400|hp=54408|atk=6843|splashdmg=4.5|atkint=2|range=100|speed=6|igdesc=A giant unit that uses high damage artillery against the enemy.}}
{{UnitInfobox
{| class="table table-dark table-bordered" style="width:auto"
  | image = Fortress.png
|+Fortress Tech Upgrades
  | type = Giant guard
  | igdesc = A giant unit that uses high damage artillery against the enemy.
}}__NOTOC__
== Summary ==
The Fortress is a large and powerful giant unit that uses its massive shoulder-mounted cannons to inflict single-target damage on grounded targets from a long distance. Unlike the similarly-ranged [[Marksman]], whose upgrades mainly focus on increasing its combat ability, the Fortress' vast array of upgrades allow it to fulfill a variety of roles. Upgrades like Barrier and Armor Enhancement allow the Fortress to sponge heavy damage from incoming attacks and draw area-of-effect attacks away from your more fragile units, while upgrades such as Range Enhancement and Doubleshot can turn the Fortress into a weapons platform able to decimate enemy units from afar. It can even gain the ability to attack air units using Anti-Air Barrage, though its 10-second cooldown between attacks means you'll likely still need other anti-air options to address airborne threats.
 
The Fortress also receives a unique upgrade in Fang Summoning, which allows it to periodically spawn a group of [[Fang|Fangs]]. Fangs already have good synergy with the Fortress by dealing damage to air units the Fortress can't touch, while also drawing fire from units like [[Marksman|Marksmen]] or [[Phoenix|Phoenixes]] that would otherwise threaten the Fortress. If you've upgraded your Fangs into powerful lategame units, this upgrade allows you to get further return on your investment by producing more fangs mid-combat.
 
=== Tech Upgrades ===
{| class="table table-dark table-bordered table-block-last-lg" style="width:auto"
!Icon
!Icon
!Name
!Name
!Cost
!Cost
!Description
!Description
|-
|{{Icon|type=Tech|file=Doubleshot.png}}
|Doubleshot
|200
|Each attack fires 2 shells in succession but increases reload time by 12%
|-
|-
|{{Icon|type=Tech|file=Barrier.png}}
|{{Icon|type=Tech|file=Barrier.png}}
|Barrier
|Barrier
|300
|500
|Generates a large-scale shield that protects all allies within it. Shield HP increases by 40,000 per unit level increased
|Generates a large-scale shield that protects all allies within it. Shield HP increases by 40,000 per unit level increased
|-
|{{Icon|type=Tech|file=FangSummoning.png}}
|Fang Summoning
|300
|Produces 12 [[Fang|Fangs]] to join the combat every 28s
|-
|-
|{{Icon|type=Tech|file=RangeEnhancement.png}}
|{{Icon|type=Tech|file=RangeEnhancement.png}}
|Range Enhancement
|Range Enhancement
|300
|300
|Increases attack range by 40
|Increases attack range by 40m
<div class="note">Range {{#expr: {{#var:range}} + 40}}m</div>
|-
|-
|{{Icon|type=Tech|file=AntiAirBarrage.png}}
|{{Icon|type=Tech|file=AntiAirBarrage.png}}
|Anti-Air Barrage
|Anti-Air Barrage
|200
|200
|Launches 16 anti-air barrages at the enemy every 10s. The barrages only damage aerial units. Each guided missile deals 900 damage and has a range of 180m
|Launches 16 anti-air barrages at the enemy every 10s. The barrages only damage aerial units. Each guided missile deals 900 damage and has a range of 170m
<div class="note">Total damage {{#expr: 16 * 900}}, missiles can be intercepted</div>
|-
|-
|{{Icon|type=Tech|file=EliteMarksman.png}}
|{{Icon|type=Tech|file=FangSummoning.png}}
|Elite Marksman
|Fang Summoning
|300
|300
|The effect increases with unit level, increasing range by 8 and ATK by 30% per level
|Produces 12 [[Fang|Fangs]] to join the combat every 30s for 3 times
|-
|-
|{{Icon|type=Tech|file=LauncherOverload.png}}
|{{Icon|type=Tech|file=LauncherOverload.png}}
Line 41: Line 42:
|200
|200
|Fortress' attack interval reduces by 50%, reduces range by 20m
|Fortress' attack interval reduces by 50%, reduces range by 20m
<div class="note">DPS {{#expr: {{#var:atk}} * {{#var:atkint}} * .5}}, Range {{#expr: {{#var:range}} - 20}}m</div>
|-
|{{Icon|type=Tech|file=EliteMarksman.png}}
|Elite Marksman
|200
|The effect increases with unit level, increasing range by 5m and ATK by 25% per level
<div class="note">Range + 5m per rank, Attack + {{#expr: {{#var:atk}} * 0.25 round 0}} per rank</div>
|-
|{{Icon|type=Tech|file=Doubleshot.png}}
|Doubleshot
|150
|Each attack fires 2 shells in succession but increases reload time by 12%
<div class="note">First shot will be blocked by any shield regardless of shield hp.
DPS {{#expr: 2 * {{#var:atk}} / ({{#var:atkint|1}} * 1.12) round 0 }} Burst {{#expr: 2 * {{#var:atk}} round 0 }}</div>
|-
|-
|{{Icon|type=Tech|file=ArmorEnhancement.png}}
|{{Icon|type=Tech|file=ArmorEnhancement.png}}
|Armor Enhancement
|Armor Enhancement
|200
|200
|HP is increased by 30% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level.
|HP is increased by 50% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level.
<div class="note">HP {{#expr: {{#var:hp}} * 1.5 round 0}}</div>
|-
|{{Icon|type=Tech|file=RocketPunch.png}}
|Rocket Punch
|300
|Fortress Launches his fists to attack enemies, triggering once when HP is below 85% and 55% respectively. The range of Rocket Punch is 180 meters, causing 15,000 damage to the target and enemies within 25 meters of the target. The damage of Rocket Punch increases by 15,000 per unit level.
<div class="note">Triggers only once if health is going down too fast</div>
|}
 
=== Unit Stats after Upgrades ===
{| class="table table-dark table-bordered" style="width:auto;"
!Upgrades
!Shots per Attack
!Damage per Attack
!Attack Interval (sec)
!DPS
!Shots per 10sec
|-
|Base
|1
|{{#var:atk}}
|{{#var:atkint}}
|{{#var:dps}}
|{{#expr: 10 / {{#var:atkint|1}} round 1 }}
|-
|{{Icon|type=Tech|file=LauncherOverload.png|size=xs}} Launcher Overload
|1
|{{#var:atk}}
|{{#expr: {{#var:atkint}} * .5 round 1 }}
|{{#expr: {{#var:atk}} * {{#var:atkint}} * .5 round 0 }}
|{{#expr: 10 / ({{#var:atkint|1}} * .5) round 1 }}
|-
|{{Icon|type=Tech|file=Doubleshot.png|size=xs}} Double Shot
|2
|{{#var:atk}}
|{{#expr: {{#var:atkint}} * 1.12 round 1 }}
|{{#expr: 2 * {{#var:atk}} / ({{#var:atkint|1}} * 1.12) round 0 }}
|{{#expr: 10 / ({{#var:atkint|1}} * 1.12 * .5) round 1 }}
|-
|{{Icon|type=Tech|file=LauncherOverload.png|size=xs}} Launcher Overload & {{Icon|type=Tech|file=Doubleshot.png|size=xs}} Double Shot
|2
|{{#var:atk}}
|{{#expr: {{#var:atkint}} * 1.12 * .5 round 1 }}
|{{#expr: 2 * {{#var:atk}} / ({{#var:atkint|1}} * 1.12 * .5) round 0 }}
|{{#expr: 10 / ({{#var:atkint|1}} * 1.12 * .25) round 1 }}
|}
|}


== Update Notes ==
== Update Notes ==
{{Collapsed|
;0.7.30:
* [Mass Produced Fortress] has been adjusted to level 2.
* [Extended Range Fortress] has been adjusted to level 1.
* The effects of [Assault Fortress] adjusted to: Increases FORTRESS' ATK by 30%, HP by 30%, and movement speed by 3, but decreases range by 10.
;0.7.17:
* [Elite Marksman]: Attack bonus adjusted from 23% to 20%, Price adjusted from 300 to 250
* [Armor Enhancement]: HP bonus adjusted from 30% to 35%
;0.7.12:
* The cost of [Rocket Punch] adjusted from 300 to 250.
* Trigger conditions of [Rocket Punch] adjusted from 40% and 70% of HP to 55% and 85% of HP.
;0.7.10:
* Fixed the wrong damage problem of Fortress Rocket Punch
;0.7.9:
* New Tech [Rocket Punch]: FORTRESS Launches his fists to attack enemies, triggering once when FORTRESS's HP is below 70% and 40% respectively.
;0.7.8:
* Fortress's HP decreased by 2%.
;0.7.7:
* Adjusted the attack bonus of all [Elite Marksman] tech from 30% per level to 23% per level
;0.7.6:
;0.7.6:
* HP increased by 3%
* HP increased by 3%
* [Improved Fortress] card effect is adjusted to: the HP of the Fortress is increased by 50%, the attack is increased by 30%, and the movement speed is increased by 3, but the recruitment cost is increased by 100.
* [Improved Fortress] card effect is adjusted to: the HP of the Fortress is increased by 50%, the attack is increased by 30%, and the movement speed is increased by 3m/s, but the recruitment cost is increased by 100.


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* Page created
* Page created
 
}}


[[Category:Units]]
[[Category:Units]]

Latest revision as of 03:21, 20 October 2024

Fortress

Giant guard

Fortress.png
Mobility Ground
Giant Yes
Cost 400
Unlock cost 200
Units 1
HP 43938
Attack 6177
Target Ground Only
Attack Interval 1.8s
Splash Damage 5.0m
Burst Damage 6177
Max DPS 3432
Range 100m
Speed 6m/s
Description
A giant unit that uses high damage artillery against the enemy.
Values are normalized to the supply cost of the unit to make it easier to compare units.
The Splash Index tries to calculate the effectiveness vs spam by multiply attacks with slash area and a penalty for damage below 350.
Unit Cost

400 - 600

HP Value

73.2 - 109.8

Burst Value

10.3 - 15.4

DPS Value

5.7 - 8.6

Splash Index

2.8

v1.0

Summary

The Fortress is a large and powerful giant unit that uses its massive shoulder-mounted cannons to inflict single-target damage on grounded targets from a long distance. Unlike the similarly-ranged Marksman, whose upgrades mainly focus on increasing its combat ability, the Fortress' vast array of upgrades allow it to fulfill a variety of roles. Upgrades like Barrier and Armor Enhancement allow the Fortress to sponge heavy damage from incoming attacks and draw area-of-effect attacks away from your more fragile units, while upgrades such as Range Enhancement and Doubleshot can turn the Fortress into a weapons platform able to decimate enemy units from afar. It can even gain the ability to attack air units using Anti-Air Barrage, though its 10-second cooldown between attacks means you'll likely still need other anti-air options to address airborne threats.

The Fortress also receives a unique upgrade in Fang Summoning, which allows it to periodically spawn a group of Fangs. Fangs already have good synergy with the Fortress by dealing damage to air units the Fortress can't touch, while also drawing fire from units like Marksmen or Phoenixes that would otherwise threaten the Fortress. If you've upgraded your Fangs into powerful lategame units, this upgrade allows you to get further return on your investment by producing more fangs mid-combat.

Tech Upgrades

Icon Name Cost Description
Barrier.png
Barrier 500 Generates a large-scale shield that protects all allies within it. Shield HP increases by 40,000 per unit level increased
RangeEnhancement.png
Range Enhancement 300 Increases attack range by 40m
Range 140m
AntiAirBarrage.png
Anti-Air Barrage 200 Launches 16 anti-air barrages at the enemy every 10s. The barrages only damage aerial units. Each guided missile deals 900 damage and has a range of 170m
Total damage 14400, missiles can be intercepted
FangSummoning.png
Fang Summoning 300 Produces 12 Fangs to join the combat every 30s for 3 times
LauncherOverload.png
Launcher Overload 200 Fortress' attack interval reduces by 50%, reduces range by 20m
DPS 5559.3, Range 80m
EliteMarksman.png
Elite Marksman 200 The effect increases with unit level, increasing range by 5m and ATK by 25% per level
Range + 5m per rank, Attack + 1544 per rank
Doubleshot.png
Doubleshot 150 Each attack fires 2 shells in succession but increases reload time by 12%
First shot will be blocked by any shield regardless of shield hp. DPS 6128 Burst 12354
ArmorEnhancement.png
Armor Enhancement 200 HP is increased by 50% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level.
HP 65907
RocketPunch.png
Rocket Punch 300 Fortress Launches his fists to attack enemies, triggering once when HP is below 85% and 55% respectively. The range of Rocket Punch is 180 meters, causing 15,000 damage to the target and enemies within 25 meters of the target. The damage of Rocket Punch increases by 15,000 per unit level.
Triggers only once if health is going down too fast

Unit Stats after Upgrades

Upgrades Shots per Attack Damage per Attack Attack Interval (sec) DPS Shots per 10sec
Base 1 6177 1.8 3432 5.6
LauncherOverload.png
Launcher Overload
1 6177 0.9 5559 11.1
Doubleshot.png
Double Shot
2 6177 2 6128 9.9
LauncherOverload.png
Launcher Overload &
Doubleshot.png
Double Shot
2 6177 1 12256 19.8

Update Notes

0.7.30
  • [Mass Produced Fortress] has been adjusted to level 2.
  • [Extended Range Fortress] has been adjusted to level 1.
  • The effects of [Assault Fortress] adjusted to: Increases FORTRESS' ATK by 30%, HP by 30%, and movement speed by 3, but decreases range by 10.
0.7.17
  • [Elite Marksman]: Attack bonus adjusted from 23% to 20%, Price adjusted from 300 to 250
  • [Armor Enhancement]: HP bonus adjusted from 30% to 35%
0.7.12
  • The cost of [Rocket Punch] adjusted from 300 to 250.
  • Trigger conditions of [Rocket Punch] adjusted from 40% and 70% of HP to 55% and 85% of HP.
0.7.10
  • Fixed the wrong damage problem of Fortress Rocket Punch
0.7.9
  • New Tech [Rocket Punch]: FORTRESS Launches his fists to attack enemies, triggering once when FORTRESS's HP is below 70% and 40% respectively.
0.7.8
  • Fortress's HP decreased by 2%.
0.7.7
  • Adjusted the attack bonus of all [Elite Marksman] tech from 30% per level to 23% per level
0.7.6
  • HP increased by 3%
  • [Improved Fortress] card effect is adjusted to: the HP of the Fortress is increased by 50%, the attack is increased by 30%, and the movement speed is increased by 3m/s, but the recruitment cost is increased by 100.
0.6.179
  • HP from 50849 to 52883
0.6.176
  • Changed Armor Enhancement
0.6.175
  • Page created