Dungeon Defenders

Dungeon Defenders

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mikeydsc Feb 4, 2018 @ 4:41pm
A few tower questions
Huntress - gas traps
Im wondering about the count and duration. My count is mid 200s. Listed duration is 79.82 seconds. Late survival runs per wave take about 3 or 4 mins each. If the duration is so long why does it need a count so high when 15 to 20 would suffice? Is it so you dont have to repair after each wave? After the end of each wave I am only repairing 3 or 4 missing from the count.

EV - buff beam
Im assuming it uses 3 stats and not the stun beam tower stat. If I understand it, the HP adds to any minion or tower added on it, the damage stat ups all towers dmg and rate helps towers fire faster. Does stun do anything as I am not speccing it presently.

Also noticed in Caimens vid he places stuff on either side of bb, I always assumed that stuff needed to be touching it visually. Nice to learn that there is a slight airgap and it still works.

Squire/countess - harpoons
Early on had the tower stats set on HP for barricades, but since going into NM and using the minion walls now, do you just respec all hero tower points into damage only and get rest of stats from gear?

Jester - Wheel of fortuna
Do these points slow down wheel, make the results stronger or a combination of both? ie.. damage all enemies - kills more of them, removes a larger % of health or is the % of damage always the same? Same with heal all allies. Also does heal all work on towers or just heros?

Mage - LTS
Sure seems broken and OP, compared to the way they used to be. Chainingt from one end of map to the other seems abit over the top but what do I know :).

Mage - DST
Nice to see these are actually useful now, that last CDT patch did them right - not OP and fire rate is about right on.

Summoner - mages
Seems mages dont heal themselves to full. After abit I am always having to repair their last 2 or 3%. Rest of wall id full health but mages hardly ever are.
Last edited by mikeydsc; Feb 4, 2018 @ 4:42pm
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Showing 1-15 of 22 comments
Sugar Feb 4, 2018 @ 5:38pm 
Don't have an answer for the gas traps, but I won't complain.

EV buff beams do use all the stats, however buff beams scale so poorly it honestly doesn't matter. After about 1k in each stat you won't see any noticable increase. Most just put all their points into tower HP, since walls and more so refelects only scale off of it.

Outside of the Harpoon Turret, squire towers are not really used late game. Tower damage, rate, and some range is really what you want on a late game squire. Get tower hp as needed.

Jester's Wheel O' Fortuna stats increase the effect of the rolls. Not sure about the less useful ones, but for heal all, %damage and %kill it does. You can test it in the Tavern on the target dummies.

Lightning towers are indeed very strong at the moment, some players don't like it and refuse to use them. Play the game how ever you want to, personally I've embrased their power and enjoy making new builds that maximize how many I can get down.

DST, eh.

Mages will heal themselves if their hp is low enough (80%?) Unless they are dying I wouldn't worry about repairing them over and over. They lost some hp once and it can happen again, causing them to cast heal.
SerOffline-Alot Feb 4, 2018 @ 5:56pm 
Gas traps have increased count and det time(I think).
Det-time is increased by buff beams I think.

Beams -
HP adds damage resistance so they take more damage.
Damage is self explanitory. It multiplies damage.
Attack rate multiplies tower attack rate.
Shock beam/ the blue one, extends the atm radius of the towers.
At 500, archers will have their range of the arrows capped.

Harpoons have a lot of HP already, so speccing into damage/atk rate would be best. Mostly into damage though.

wheel of fortuna or ability 2, has a stat cap of 3762(or something like that) where you do 50% damage with dmg all and 75% health with heal all(includes towers). It starts at 30% and 50%(?) respectively.

LTs are OP. Using them in any build greatly decreases difficulty.

DSTs are useful but usually arent necessary.

Mages do heal themselves, but have less HP than archers and they heal as a % of total HP(6.8% i think). Therefore 2 mages does the job if you have the MU to spare.
mikeydsc Feb 4, 2018 @ 6:13pm 
@Sugar so BB points could be spent 70%hp, 10%dmg, 10%radius, and 10%rate and that would be ok. Seems reasonable as that would really help auras stay up longer. The gear would fill in the rest. Our Ensnare and SDrain auras sometimes take a beating. Lightning never seems to need as much repairing as the other 2. I wondering if that or a similar ratio would be as good for the monks auras too.

@Serofflinealot - The statement "HP adds damage resistance so they take more damage."
Meaning any tower added to beam or just beam itself? I am assuming the 1st part.

Yea the mages was more an observation. Since they do have less hp I would think they would fill their hp when they healed the minion wall as my archers usually have 30% or so more hp.

If the cost of the dst was on par with a harpoon or lightning, I might use it more.

BTW, if a jesters extravagant present (4DU) opens up to a much more expensivce DU tower, does the DU account for it and change the sum accordingly? Or is it a chancy way to get a deal on DU points? Would be amazing to get a couple LS and DST from it at a reduced price.
SerOffline-Alot Feb 4, 2018 @ 6:16pm 
Towers placed on the buff beam. beam HP doesnt affect the auras or traps(I dont think so anyway). So you want to focus on Beam Damage > Attack rate > Range > HP.
SerOffline-Alot Feb 4, 2018 @ 6:18pm 
Most people dont put points into beam HP as beams have enough HP anyway. Most put it into Damage/ attack rate so your towers end up taking less damage.
mikeydsc Feb 4, 2018 @ 6:25pm 
I was under impression all the stats of a buff beam affected anything placed on it. So from what you are saying, HP does not - its only for beam itself and the other 3 stats do affect other towers. If so I need to do a slight respec :). Will have to do soe testing in tavern then.

Its tidbits like this that will help alot to get over/thru the wall.
mikeydsc Feb 4, 2018 @ 6:29pm 
Also since the 2 most important auras are Str drain and ensnare, the point distro would be more along the lines of hp, radius and rate or does the damage stat affect the str reduction or slowing attributes as well?
SerOffline-Alot Feb 4, 2018 @ 6:30pm 
for buff beams, All the stats do something. HP just isnt as important. Most towers will be in Strength drakn auras any way.
SerOffline-Alot Feb 4, 2018 @ 6:31pm 
SD and ensnare have a cap for their use. So inly LT auras are effected ny damage/rate. HP doesnt affect auras in anyway.
mikeydsc Feb 4, 2018 @ 6:32pm 
If hp doesnt afffect auras, then what stat determines how much life is removed as mobs move thru them?

Edit - does that mean rate is a constanct 1 tick per sec or similar?
Last edited by mikeydsc; Feb 4, 2018 @ 6:33pm
SerOffline-Alot Feb 4, 2018 @ 6:34pm 
No stat. Beam HP goves solid towers more reistsnce to tsking damage. the Aura HP stat increaes Aura HP. nothing else.
mikeydsc Feb 4, 2018 @ 6:35pm 
Yes, atm just talking about auras - no beams involved. Ok got it, had me confused there a moment.
Sugar Feb 4, 2018 @ 7:56pm 
the reason you put points into tower HP for the EV is not for the buff beam life, it's for the HP on physical and reflect beams.

http://steamcommunity.com/sharedfiles/filedetails/?id=823225280 This guide should give you some idea on why tower stats matter very little when it comes to the buff beam.

The buff beam gives towers resistance, for auras I'm not 100% on this but I think it reduces their drain rate, making them last longer i.e. giving them more effective hp.
RedKirby Feb 4, 2018 @ 11:08pm 
For auras, ideally you want all 4 tower stats but easier said then done. I would say there’s two tower stats priorities for auras.

Radius (2000-2500 ish) > HP/dmg> rate

You’ll want auras of a certain size in order to cover enough space for most maps. It’s flexible depending your own build and taste, but I’d say 2k is a good target.

Dmg>HP (or HP>dmg) >radius

Strength drain % and ensnare slow cap out early, but you still want to boost damage for your electric aura. Electric aura is actually really good and will be your most reliable and du efficient trash mob clearer. That said it’s a huge pain having to repair str drains (ensnare and electric will last longer) all the time so what I did early on was spec my gear into aura tower damage but dumped my hero points into tower hp. Once I got better gear that had good tower hp, I respec into tower dmg to maximize electric aura damage.

SerOffline-Alot Feb 5, 2018 @ 12:46am 
Strength Drain Auras as well as Healing Auras, drain their health as soon as combat wave starts. The speed at which it drains depends on if there are mobs with immunities/doing damge in the SD aura or players in heal aura. Elec/Ens don't suffer this effect(I think). SD auras regularly get close to dying.

(Tested on Survival when there were stuck mobs on map, and SD is going down. Heal aura just needed repairing on Akatiti even though I hadn't touched it...)
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Date Posted: Feb 4, 2018 @ 4:41pm
Posts: 22