Dungeon Defenders

Dungeon Defenders

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RedKirby Jan 15, 2018 @ 1:01pm
Minion(Archer) Range and Cast Rate "Hard" Cap
I understand the summoner gets hit with severe diminishing return for tower range and cast rate (iirc, it's much more severe than say for traps/auras), but do these stats have an actual functional hard cap similar to say the hero speed stat?

Edit: Relevant right now since the sea turtle on threadmill is totally sweeeet, but they tend to pair 700+ stats with multiple negatives.
Last edited by RedKirby; Jan 15, 2018 @ 1:03pm
Originally posted by 🐇:
Summoner arrows vanish as soon as your archers say 30.00 range (when you inspect their details with the 'e' key). Without a buff beam, you hit this number at 5711 range (3k range stat will give you 90% of the full range), but with a buff beam you'll hit 30.00 with less than 500 points into range. That's even if you have 0 tower points on your EV.

Mage and spider range never cap.

Tower rate never caps on any hero. Every point counts. There is a large and noticeable difference between 2k and 6k tower rate on minions.

Casting rate is decent on summoner, but it's only used for repairing, upgrading, and self-heal. Each type of minion has a constant summoning time which is unaffected by casting rate stat:

7 seconds - archer
9 seconds - spider
12 seconds - orc
15 seconds - mage
20 seconds - warrior
30 seconds - ogre

Divided by eight when fast building is active, I believe. Whether you have 0 or 8000 casting rate, the times will remain the same.
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SerOffline-Alot Jan 15, 2018 @ 1:03pm 
Archers don't have a range cap, but the arrows they shoot do. Quite often you will see them attacking something in the distance, only to have their arrows disipate a few feet before the target. This is incredibly frustrating when its a goblin copter, laying waste to your minions.

sorry, I mean, no, there isnt a hardcap.
Last edited by SerOffline-Alot; Jan 15, 2018 @ 1:56pm
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🐇 Jan 15, 2018 @ 1:53pm 
Summoner arrows vanish as soon as your archers say 30.00 range (when you inspect their details with the 'e' key). Without a buff beam, you hit this number at 5711 range (3k range stat will give you 90% of the full range), but with a buff beam you'll hit 30.00 with less than 500 points into range. That's even if you have 0 tower points on your EV.

Mage and spider range never cap.

Tower rate never caps on any hero. Every point counts. There is a large and noticeable difference between 2k and 6k tower rate on minions.

Casting rate is decent on summoner, but it's only used for repairing, upgrading, and self-heal. Each type of minion has a constant summoning time which is unaffected by casting rate stat:

7 seconds - archer
9 seconds - spider
12 seconds - orc
15 seconds - mage
20 seconds - warrior
30 seconds - ogre

Divided by eight when fast building is active, I believe. Whether you have 0 or 8000 casting rate, the times will remain the same.
RedKirby Jan 15, 2018 @ 5:26pm 
Yes! That's what made me question if minion range was capped since I saw arrows disappearing. I shouldn't have said "hard cap" though since that wasn't what I was looking for. I meant to ask is there a functional maximum effect to minion tower range (Yes, 500 with buff beam) and tower cast (No), which Plane answered perfectly. That's pretty awesome information.

Originally posted by Plane:
spider range never cap.
Does it even increase? From my experience it's always 0.80.
🐇 Jan 16, 2018 @ 8:05am 
The displayed value is wrong for spiders.
Bomjus Jul 27, 2023 @ 3:07pm 
Originally posted by Plane:
Summoner arrows vanish as soon as your archers say 30.00 range (when you inspect their details with the 'e' key). Without a buff beam, you hit this number at 5711 range (3k range stat will give you 90% of the full range), but with a buff beam you'll hit 30.00 with less than 500 points into range. That's even if you have 0 tower points on your EV.

Mage and spider range never cap.

Tower rate never caps on any hero. Every point counts. There is a large and noticeable difference between 2k and 6k tower rate on minions.

Casting rate is decent on summoner, but it's only used for repairing, upgrading, and self-heal. Each type of minion has a constant summoning time which is unaffected by casting rate stat:

7 seconds - archer
9 seconds - spider
12 seconds - orc
15 seconds - mage
20 seconds - warrior
30 seconds - ogre

Divided by eight when fast building is active, I believe. Whether you have 0 or 8000 casting rate, the times will remain the same.

necro post, but maybe someone else can answer, is this information here still true? because i have two archers shooting target dummies, one is on a buff beam with an attack rate of 16

the other is not on a buff beam with an attack rate of 9.58

but if i account for the buff beam's double damage, the DPS of the archers is the EXACT same? so is attack rate just useless on summoner and this comment i'm replying to is no longer true?
Tydo Aug 2, 2023 @ 3:49am 
Originally posted by Bomjus:
necro post, but maybe someone else can answer, is this information here still true?
I hope you are not referring to the target dummy dps in the tavern, that is notoriously inaccurate.
Just observe the archers on/off beam, see which fires faster.
From my experience, the quoted post is wrong for you, both then and now.
Practically tower rate for summoner archers is not worth chasing beyond a small amount, it seems to approach some limit on a diminishing returns curve and then flatlines. I do not remember my testing exactly, but it was (by NM standards) a really low amount that was enough. 700 or something like that.

Whether it is worthwhile for the other minions is something else.
Maybe you can get mages to heal a bit more frequently and cast it faster. And maybe get spider to web a bit faster (though they keep webbing the same already webbed enemy until it dies).
But for the vast bulk of practical 'archers+mage' minion wall builds, you only need a small amount of rate before hitting the point where it is much better to gear up in other stats first.
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Date Posted: Jan 15, 2018 @ 1:01pm
Posts: 7