Ah yes, dune sentinels, my favourite royal archers
@danielryu70096 ай бұрын
Some useful tips: this tower helps massively on the Crowd Control achievement. The bounty hunt gains a lot of value from the Glarelings if you upgrade that ability to tier 2. This tower also shreds the overseer because it will always get full bounces off the eye’s three hitboxes.
@kingdast85586 ай бұрын
this tower is best used at the start of the path,and away from the eye zones. it filters preety much anything non armored. best thing is that it bounce between 2 targets 5 times. as you said,it also best used at the first 10 or so waves,then sold for other things(it can push near wave 13 on eyesore tower alone,on impossible mode)
@Thaumiel_56 ай бұрын
2 deep dive videos in one day 🍿
@CorpusGreed6 ай бұрын
Imho, they are pretty dang good. And that ability, that gibes coins for killing eneimes is GOATed! Not only is it an amazing damage, but it also pays for itself in most cases!
@varanus_42236 ай бұрын
I love using the royal archers
@TrevorD196 ай бұрын
I love kingdom rush, thanks for saying something
@KrustyxTurd6 ай бұрын
I had the same kind of idea about the sentinels, decent, but kind of a throw away tower late game imo. I replaced them with ballista and imp combo, all the physical dmg you need.
@nguyentandung426 ай бұрын
I love ballista and imp, such fun towers
@cadenellis34556 ай бұрын
The bounty hunt ability only need about 27 kills in a level to get to a 4.0 efficiency just because of the damage. Honestly if you just say it will get an average of 40 kills (assuming you aren’t buying them late game) which I feel is more than generous, it becomes probably the most efficient ability in the game
@Sr_Illuminati6 ай бұрын
The triple whirling doom upgrade was funny It shot three at once. Now imagine that to deal with some waves.
@npquanh304026 ай бұрын
Best tower, especially on impossible.
@lobsterdestroyer6 ай бұрын
an excellent starting tower
@markomurisic13546 ай бұрын
It it weren’t for the ballista I might have used this as the main archer tower
@hajoeijgenraam2955 ай бұрын
I've been looking for information on how the diminishing damage of the bounces work, and this is the first place where i found it. Where did you get this data? Is there some source where they are all available or did you measure it yourself? And did you measure the cooldowns for tower skills yourself? On that note i measured 7 second cooldown for money shot, with every 8th shot being one. Did you measure without the upgrade that reduces cooldowns? That would explain most of the discrepancy On that note's note i disagree with your math on the money shot damage. First off i just get a higher damage number 142 +85.2 +51.1 +30.7 + 18.4 = 327.4, considerably higher than your 241, and secondly i get a lower cooldown of about 7 seconds. So it shoots 60/7 = 8.57 times per minute for 8.57* 327.4 = 2806.3 damage, MUCH more than your number. I still think you're focusing way too much about the gold. It's a strong skill with a short cooldown. It would not be worth the cost if it weren't for the gold and it would not be worth the gold if it weren't for the damage. Together it's pretty decent, but nothing broken.
@cheezywheezy55686 ай бұрын
also i think ur "high" efficiency rating is actually the average efficiency rating (assuming all bounces connect). remember you used the avg dmg statistic in ur first calculation (i.e. lvl 1 dune sentinel does 3-5 dmg so you used 4 for ur attack). the true highest dmg of a lvl 1 dune sentinel is 5 + 5(0.6) = 8 so its highest dmg per min becomes 8*72 = 576 and its highest efficiency is now 576/80 = 7.2. once again note this is the highest possible efficiency a lvl 1 sentinel can do (both bounces connect, enemy has no physical armor, sentinel hits highest dmg of its range) so this is the efficiency it might do to a bunch of glarelings but if it misses or hits a cult abomination it'll be much less efficient
@Superjombombothree6 ай бұрын
The HIGH was not assuming it hit max damage every hit, but that every hit bounced the max # of times. It was still a calculation using the avg dmg. The main reason I did that was because royal archers will almost always hit. While dune sentinels are going to have a lot more shots that don't get the max bounces.
@itsmie116 ай бұрын
Smash, next question
@PriyanshuKumarAndro6 ай бұрын
Might wanna correct the name of the video.
@konieczny4176 ай бұрын
So royal archers are actually good!
@cheezywheezy55686 ай бұрын
are ur avg dmg numbers right? you say each bounce is 60% of the last bounce so for a lvl 1 sentinel, the initial hit does 4 dmg so the average dmg PER hit = [4.0 + 4.0(0.6)]/2= 3.2 PER HIT. unless you mean to say TOTAL dmg of ALL the hits in a throw which is 4.0 + 4.0(0.6) = 6.4. if you used the "each bounce does 50% of the last bounce's dmg" assumption u mention in the video, ur lvl 1 stat of 4.0 + 4.0(0.5) = 6 and lvl 2 stat of 8 + 8(0.5) + 8(0.5)^2 = 14 makes sense, but ur lvl 3 stat should be 12 + 12(0.5) + 12(0.5)^2 + 12(0.5)^3 = 22.5 but you put 28? if we use the 60% stat we get 12 + 12(0.5) + 12(0.5)^2 + 12(0.5)^3 = 26.12 but it still doesn't get 28, so not sure where u got this # from.
@Superjombombothree6 ай бұрын
I used round numbers for mostly everything. I assumed the game didn't use decimals in calculations, though it might. So it could be inaccurate! So (4*.6)=2.4, but I rounded to 2 dmg so it's 4+2= 6. The 3rd tier may be off I may have added a 5th bounce of 2.....I get only 26 when I did it just now. The 4th tier is the most important and I believe that's correct. 21+12+7+4+2. Are those actually correct? I have no idea, but they make sense.
@cheezywheezy55686 ай бұрын
@@Superjombombothree ah i see, i assumed the game could use decimals since 0.6 itself is a decimal point but maybe they just used whole numbers to simplify balancing
@Rustedrunic6 ай бұрын
I think the reasoning for the average effiency is a little flawed, you averaged the high and low end effency as a 50/50 split meaning your assumption is that the tower is hitting only 1 unit 50% of the time, but i would argue its probably hitting 1 unit between 10-25% of the time in most cases, since the glaives can bounce back to a target they have already hit, meaning its getting full or atleast close to full effiency any time 2 units are reasonably close to eachother while being attacked, and its pretty visible in the vid that its happening
@Superjombombothree6 ай бұрын
The low end was assuming we got 66% of hits to do full bounces. So averaging them is actually about 83% total attacks hitting. I may not have said that in the video....sorry! I think 83% seems pretty fair? It is making some guesses/assumptions though!