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November 7 Update to Trooper Souls - No 20% gain at 8 minute mark.
 
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Troopers are the main offensive force created by [[Patron|Patrons]]. Their health and attack damage increase as the game progresses.
<div  style="float:right;"><!--temporary hack to float infoboxes right. TODO: implement proper tabbers for infoboxes-->
<tabber>
|-|Ranged Trooper=
{{Infobox unit|can_move=true|name=Ranged Trooper|Image=Trooper Icon.png|max_health=300|health_regen=0|bullet_resist=0|spirit_resist=*|dps=28|bullet_damage=36|attack_range=1000|melee_damage=25|move_speed=2.4|sprint_speed=4.33|soul_value=75|soul_orbs=1}}
|-|Melee Trooper=
{{Infobox unit|name=Melee Trooper|can_move=true|Image=Trooper Icon.png|max_health=400|health_regen=0|bullet_resist=0|spirit_resist=*|dps=0|bullet_damage=0|attack_range=120|melee_damage=80|move_speed=3.2|sprint_speed=4.33|soul_value=75|soul_orbs=1}}
|-|Banner Trooper=
{{Infobox unit|name=Banner Trooper|Image=Trooper Icon.png|max_health=260|health_regen=0|bullet_resist=0|spirit_resist=*|dps=28|bullet_damage=36|attack_range=120|melee_damage=25|move_speed=2.4|sprint_speed=4.33|soul_value=75|soul_orbs=1|can_move=true}}
</tabber>
</div>
'''Troopers''' are common offensive units summoned by the [[Patron]]. They are the primary force for pushing lanes and early [[Souls|Soul]] farming.


* '''Frontline Troopers -''' Attacks enemies with a laser, attacks nearby enemies with a melee attack.
== Overview ==
* '''Support Troopers -'''  Distinguished by their taller height and a flag. Heals one nearby ally every 5 seconds for 40hp if it has Line of Sight .
Troopers appear to be small humanoid golems with a large burning candle atop their head. In combat, the amount of wax on the candle directly reflects the amount of health a trooper has. There are 3 types of basic troopers; Ranged Troopers, Melee Troopers and Banner Troopers.
 
Troopers serve as the primary means to pushing lanes, appearing in waves of 4 every 25 seconds. These waves consist of 2 Ranged Troopers, 1 Melee Trooper and 1 Banner Trooper. Troopers enter lanes by riding [[Ziplines]] in a vessel, which can be shot down to force them to drop early. Once on the ground, troopers will attempt to move down the lane, attacking other enemy troopers, [[heroes]] and structures on the way. Troopers take reduced damage from enemy [[Guardian]]s, [[Walker|Walkers]] and the [[Patron]] to act as a frontline for players looking to push lanes.
 
During laning phase, troopers are also the most reliable source of [[Souls]]. Like most units, slain troopers will grant a small amount of souls on-kill, and release a soul orb to claim the full amount. In 2-person lanes, the souls earned for slain troopers (the trooper, plus the soul orb if secured), are awarded to each person in full.


== Overview ==
Troopers gradually gain spirit resistance, reaching 30% resistance at 25 minutes, and 70% at 50 minutes.
Troopers are sent down lanes. Troopers spawn every 25 seconds and ride the [[ziplines]] until the color of the [[Ziplines|zipline]] ends
 
=== Math ===
When slain, each Trooper gives total souls based on the following formula:<br/>
<math>75 + \left \lfloor(1.1 \text{ souls per } 1 \text{ min}) \right \rfloor + \left \lfloor(1 \text{ soul per } 5 \text{ min})\right \rfloor</math>, with 60% on last hit and 40% in the soul orb.
<!--
NOVEMBER 7 UPDATE: Removed the below 20% boost to Souls after 8 minutes.
After 8 minutes each trooper gives total souls based on the following formula:<br/>
<math>90 + \left \lfloor(1.24 \text{ souls per } 1 \text{ min}) \right \rfloor + \left \lfloor(1 \text{ soul per } 5 \text{ min})\right \rfloor</math>, with 100% in the soul orb.
-->
 
=== Ranged Trooper ===
Ranged Troopers are the most common type of trooper. They deal damage in a short range, resorting to [[Melee attack|melee]] if the player gets too close.
 
=== Melee Trooper ===
Melee Troopers are faster and tougher units that can only attack at close range.
 
=== Banner Trooper ===
Banner Troopers (or Medic Troopers) are a special type of trooper that can heal nearby heroes and other troopers. They have two healing charges that recharge every 35 seconds, and have a 6 second delay between casts. Healing bursts have a '''15m''' range, and heals '''80 HP''' to troopers and '''40 HP''' to allied heroes (80 HP after Laning Phase).
 
=== Super Troopers ===
All 3 basic troopers have stronger "Super" variants, which start spawning while a team is in possession of a [[Rejuvenator]]. These super troopers are tougher and deal more damage.
 
== Update history ==
{{Update history table
| contents =
{{Update history table/row
| update = October 24, 2024
| changes =
[Misc Gameplay]
* Trooper Soul Orbs now have a 90ms buffer to allow the server to do better calculations on who shot the orb first, to minimize latency advantages for denying
* Trooper soul changed from 50/50% in the kill/orb to 60/40%
* Medic Trooper heal now has 2 charges; time between casts is 6s [does not consume a charge when healing other troopers, mainly affects waves pushing on their own]
* Medic Trooper heal cooldown increased from 6s to 35s
 
 
* Backdoor protection detection range for troopers increased (harder to kill troopers approaching the objectives with long range spells to stall making the game think you are backdooring when you aren't)
* Backdoor protection removal now has a 20s buffer (so it doesn't go into protection mode immediately once creeps die)
 
* Walkers now have resist vs troopers starting at 60% and ending at -30% at 14 minutes
* Guardian resist vs troopers changed from starting at 70% and ending at -30% at 10 min to starting at 60% and ending at -35% at 8 minutes
}}
{{Update history table/row
| update = October 10, 2024
| changes =
[General Changes]
* Fixed troopers being unreliable to shoot while on the zipline
* Adjusted Trooper tracer and muzzle effects for better alignment and lower visual noise
* Trooper death effects resolve quicker and more cleanly
[Misc Gameplay]
* Troopers attack range vs Lane [[Guardians]] reduced from 13.5m to 12m (they get closer to it)
* Guardians now take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min)
* Trooper spawn/bounty lane end time changed from 10 min to 8 min
* Shields no longer reduce damage or get depleted by NPC units (Troopers, Bosses etc, but still takes damage from player summoned units)
[Hero Changes]
* {{HeroIcon|Bebop}}: {{AbilityIcon|Hook}} now also hits enemy troopers, killing them instantly
* {{HeroIcon|McGinnis}}: {{AbilityIcon|Mini Turret}} damage reduction against troopers/neutrals increased from -40% to -50%
}}
}}
<!--
== Trivia ==
* add trivia here
-->
{{Unit Navbox}}

Latest revision as of 20:23, 8 November 2024

Ranged Trooper

Stats
Health
Base Health:

300

Health Regen:

0

Bullet Resist:

0%

Spirit Resist:

*%

Damage
Damage: 36
DPS: 28
Range: 1000
Melee Damage: 25
Movement
Move Speed:

2.4 m/s

Sprint Speed:

4.33 m/s

Souls
Total Souls: Souls75
Soul Orbs: 1

Melee Trooper

Stats
Health
Base Health:

400

Health Regen:

0

Bullet Resist:

0%

Spirit Resist:

*%

Damage
Damage: 0
DPS: 0
Range: 120
Melee Damage: 80
Movement
Move Speed:

3.2 m/s

Sprint Speed:

4.33 m/s

Souls
Total Souls: Souls75
Soul Orbs: 1

Banner Trooper

Stats
Health
Base Health:

260

Health Regen:

0

Bullet Resist:

0%

Spirit Resist:

*%

Damage
Damage: 36
DPS: 28
Range: 120
Melee Damage: 25
Movement
Move Speed:

2.4 m/s

Sprint Speed:

4.33 m/s

Souls
Total Souls: Souls75
Soul Orbs: 1

Troopers are common offensive units summoned by the Patron. They are the primary force for pushing lanes and early Soul farming.

Overview[edit | edit source]

Troopers appear to be small humanoid golems with a large burning candle atop their head. In combat, the amount of wax on the candle directly reflects the amount of health a trooper has. There are 3 types of basic troopers; Ranged Troopers, Melee Troopers and Banner Troopers.

Troopers serve as the primary means to pushing lanes, appearing in waves of 4 every 25 seconds. These waves consist of 2 Ranged Troopers, 1 Melee Trooper and 1 Banner Trooper. Troopers enter lanes by riding Ziplines in a vessel, which can be shot down to force them to drop early. Once on the ground, troopers will attempt to move down the lane, attacking other enemy troopers, heroes and structures on the way. Troopers take reduced damage from enemy Guardians, Walkers and the Patron to act as a frontline for players looking to push lanes.

During laning phase, troopers are also the most reliable source of Souls. Like most units, slain troopers will grant a small amount of souls on-kill, and release a soul orb to claim the full amount. In 2-person lanes, the souls earned for slain troopers (the trooper, plus the soul orb if secured), are awarded to each person in full.

Troopers gradually gain spirit resistance, reaching 30% resistance at 25 minutes, and 70% at 50 minutes.

Math[edit | edit source]

When slain, each Trooper gives total souls based on the following formula:
, with 60% on last hit and 40% in the soul orb.

Ranged Trooper[edit | edit source]

Ranged Troopers are the most common type of trooper. They deal damage in a short range, resorting to melee if the player gets too close.

Melee Trooper[edit | edit source]

Melee Troopers are faster and tougher units that can only attack at close range.

[edit | edit source]

Banner Troopers (or Medic Troopers) are a special type of trooper that can heal nearby heroes and other troopers. They have two healing charges that recharge every 35 seconds, and have a 6 second delay between casts. Healing bursts have a 15m range, and heals 80 HP to troopers and 40 HP to allied heroes (80 HP after Laning Phase).

Super Troopers[edit | edit source]

All 3 basic troopers have stronger "Super" variants, which start spawning while a team is in possession of a Rejuvenator. These super troopers are tougher and deal more damage.

Update history[edit | edit source]

Update Changes

October 24, 2024

[Misc Gameplay]

  • Trooper Soul Orbs now have a 90ms buffer to allow the server to do better calculations on who shot the orb first, to minimize latency advantages for denying
  • Trooper soul changed from 50/50% in the kill/orb to 60/40%
  • Medic Trooper heal now has 2 charges; time between casts is 6s [does not consume a charge when healing other troopers, mainly affects waves pushing on their own]
  • Medic Trooper heal cooldown increased from 6s to 35s


  • Backdoor protection detection range for troopers increased (harder to kill troopers approaching the objectives with long range spells to stall making the game think you are backdooring when you aren't)
  • Backdoor protection removal now has a 20s buffer (so it doesn't go into protection mode immediately once creeps die)
  • Walkers now have resist vs troopers starting at 60% and ending at -30% at 14 minutes
  • Guardian resist vs troopers changed from starting at 70% and ending at -30% at 10 min to starting at 60% and ending at -35% at 8 minutes

October 10, 2024

[General Changes]

  • Fixed troopers being unreliable to shoot while on the zipline
  • Adjusted Trooper tracer and muzzle effects for better alignment and lower visual noise
  • Trooper death effects resolve quicker and more cleanly

[Misc Gameplay]

  • Troopers attack range vs Lane Guardians reduced from 13.5m to 12m (they get closer to it)
  • Guardians now take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min)
  • Trooper spawn/bounty lane end time changed from 10 min to 8 min
  • Shields no longer reduce damage or get depleted by NPC units (Troopers, Bosses etc, but still takes damage from player summoned units)

[Hero Changes]

  • Bebop: Hook now also hits enemy troopers, killing them instantly
  • McGinnis: Mini Turret damage reduction against troopers/neutrals increased from -40% to -50%