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Advanced Popology, vol. 3: Magic Towers

[Updated on 2020-10-26 for v21.0]
Other posts in this series: Primary | Military | Magic | Support | Heroes | Temple

Introduction

Welcome to Advanced Popology, the series of posts providing detailed information on the towers of BTD6. Hopefully everything will be clear and understandable, but explanations on the terminology and how it is presented will also be provided in an Appendix at the end of each post.
Note that the information presented is not official, although the amazingly detailed patch notes NK provide have confirmed some points and made keeping up to date much more manageable. It comes primarily from personal testing, with some corrections by other users, including RandyZ524, JrMonkey15184, frds314, Thermoxin, Tables61, CharizardiaUniv, and probably many others that I just didn't catch the names of! So despite my best efforts, it may still contain minor inaccuracies — feel free to point any out.

Wizard Monkey

  • Wizard Monkey$400
    • bolt attack (1d, 3p, 40r, 1.1s, energy type)

Path 1

  • 100 — Guided Magic$150
    • bolt buffed: homing, ignores walls
  • 200 — Arcane Blast$600
    • bolt buffed: +1d (2)
  • 300 — Arcane Mastery$1300
    • +20r (60)
    • bolt buffed: +1d (3), +4p (6), 50%s (0.55)
  • 400 — Arcane Spike$10900
    • +2d (5), +11md (16), 50%s (0.275), plasma type
  • 500 — Archmage$32000
    • bolt buffed: +2d (7), +6md (24), +4p (10), 50%s (0.1375)
    • gains flame attack (1d, 4p, 0.1s, fire type, applies burn status (1d/1.5s, fire type, 3s duration) on damage)
    • gains shimmer attack (0d, 200p, 90r, 2.5s, camo, decamo)

Path 2

  • 010 — Fireball$300
    • gains fireball attack (1d, 3.0s, fire type, creates an explosion (1d, 15p, explosion type) on damage)
    • note: this means the explosion is able to damage purples, as long as the fireball hits something non-purple first to create the explosion
  • 020 — Wall of Fire$900
    • gains wall-of-fire attack (5.5s passive, targets path, creates a wall-of-fire)
    • wall-of-fire effect (1d, 15p, 20r, 0.1s, fire type, 4.5s lifetime)
    • 120 crosspath: wall-of-fire can be placed behind walls, and is placed on bloons according to target priority
    • 021 crosspath: wall-of-fire +5p (20)
  • 030 — Dragon's Breath$3000
    • gains flame attack (1d, 1cd (2), 4p, 0.1s, 50r, fire type, applies burn status (1d/1.5s, fire type, 3s duration) on damage)
    • wall-of-fire buffed: 4.5s
    • 031 crosspath: flame +2p (6)
  • 040 — Summon Phoenix$4000
    • activated ability summon (60s cooldown, 20s duration): summons a phoenix tower
    • phoenix: flame attack (4d, 6p, ∞r, 0.1s, fire type, camo)
    • note: phoenix is a separate tower not a subtower, so does not inherit buffs, but does recieve buffs by flying through their range of influence
  • 050 — Wizard Lord Phoenix$60000
    • flame buffed: +46p (50)
    • has a phoenix subtower whenever the ability is not active
    • activated ability transform (50s cooldown, 20s duration): transforms into phoenix-lord
    • phoenix-lord: flame attack (20d, 50p, ∞r, 0.1s, normal type, camo)
    • phoenix-lord: meteor attack (50d, 500p, ∞r, 1.0s passive, 8j, fire type, camo)
    • note: phoenix-lord is also a separate tower and is not affected by buffs to the original wizard

Path 3

  • 001 — Intense Magic$300
    • bolt buffed: +5p (7), faster projectile speed
  • 002 — Monkey Sense$300
    • gains camo detection
  • 003 — Shimmer$1700
    • gains shimmer attack (0d, 200p, 2.5s, 70r, decamo)
  • 004 — Necromancer: Unpopped Army$2800
    • gains a graveyard: stores pops (layers not damage) that occur within 70 units, for up to 2 rounds each, up to a total capacity of 500
    • pops after round 80 are worth 7-13 (at random) in the graveyard, instead of 1
    • each individual pop may only be stored by one wizard
    • gains reanimate attack (1.5s, spawns 1-4 zombloons, each using 1-10 pops from the graveyard)
    • zombloon road item: 2d, 2-11p (pops used +1), normal type, 10s lifetime, travels backwards along the track at red bloon speed
    • gains buff: reanimate -10%s for every 100 graveyard bloons, stacking additively up to 5 times (eg 200-299 in the graveyard means 80% = 1.2s)
    • gains buff: zombloon +1d for every 200 graveyard bloons, stacking additively up to 10 times
  • 005 — Prince of Darkness$24000
    • +40r (80)
    • bolt buffed: 25%s (0.275)
    • shimmer buffed: 50%s (1.25)
    • graveyard buffed: 3000 capacity
    • gains reanimate-blimp attack (3s; use 20 pops to spawn a zmoab, or 50 pops to spawn a zbfb if there are more than about 2000 in the graveyard)
    • zmoab road item: 40d, 20p, normal type, 20s lifetime, travels backwards along the track at MOAB speed
    • zbfb road item: 100d, 50p, normal type, 13.3s lifetime, travels backwards along the track at BFB speed
    • gains buff: +1d and +50% lifetime to all zombloons and zmoabs from any wizard (including self)
    • graveyard damage buff now also applies to zmoabs, but not zbfbs

Super Monkey

  • Super Monkey$2500
    • dart attack (1d, 1p, 0.06s, 50r, sharp type)

Path 1

  • 100 — Laser Blasts$2500
    • +1p (2), energy type
  • 200 — Plasma Blasts$4500
    • +1p (3), 50%s, plasma type
  • 300 — Sun Avatar$22000
    • +3p (6), +2j (3)
  • 400 — Sun Temple$100000
    • when upgraded, absorbs all towers in range for more power, to be detailed in a future post
    • dart replaced by sunblast (5d, 20p, 0.06s, 65r, normal type)
  • 500 — True Sun God$500000
    • when upgraded, absorbs all towers in range for even more power
    • +10d (15)

Path 2

  • 010 — Super Range$1000
    • +10r (60)
  • 020 — Epic Range$1400
    • +1p (2), +12r (72), faster projectile speed
  • 030 — Robo Monkey$9000
    • +4p (6)
    • gains a second attack, which is a copy of the first, with independent choice of targeting priority
    • note: this means that an alchemist buff is used up twice as fast
  • 040 — Tech Terror$22000
    • dart replaced by plasma (1d, 8p, 0.048s, 72r, plasma type)
    • activated ability (60s cooldown): 1000d, ∞p, 60r
  • 050 — The Anti-Bloon$90000
    • +4d (5), +5p (13), +10r (82), normal type
    • activated ability (60s cooldown): 3500d, ∞p, 100r

Path 3

  • 001 — Knockback$3000
    • applies knockback status (~0.5s duration, 125% slow for regular bloons, 60% for leads and ceramics, and 30% for blimps)
    • note: 125% slow means move backwards at 25% speed
  • 002 — Ultravision$1200
    • +3r (53), camo
  • 003 — Dark Knight$5500
    • dart replaced by monkeyrang (1d, 2md (3), 5p, 0.06s, 53r, sharp type)
    • knockback status buffed: 100% slow to leads and ceramics
    • activated ability (20s cooldown): teleport to a chosen point within range
  • 004 — Dark Champion$60000
    • +1d (2), +1md (5), +2p (7), 50%s (0.03), normal type
    • ability buffed: can teleport anywhere
  • 005 — Legend of the Night$240000
    • +3d (5, 8md), +15p (22), +4r (57)
    • passive ability (120s cooldown): when something leaks, delete it (no cash gain nor damage on the super monkey's counter), and anything else that leaks in the next 8s

Ninja Monkey

  • Ninja Monkey$500
    • shuriken attack (1d, 2p, 40r, 0.7s, sharp type, camo)

Path 1

  • 100 — Ninja Discipline$300
    • +7r (47), 62%s (0.433)
  • 200 — Sharp Shurikens$350
    • shuriken buffed: +2p (4)
  • 300 — Double Shot$850
    • shuriken buffed: +1j (2)
  • 400 — Bloonjitsu$2750
    • shuriken buffed: +3j (5)
  • 500 — Grandmaster Ninja$35000
    • +10r (57)
    • shuriken buffed: +1d (2), 0.217s, +3j (8)
    • bug: xx2 caltrops has 5p (from when caltrops had 3p and this upgrade added 2)

Path 2

  • 010 — Distraction$350
    • shuriken gains an on-damage effect: bloons have a 15% chance to be sent back (by about 10-250 units)
  • 020 — Counter-Espionage$500
    • all attacks gain decamo on-damage effect
  • 030 — Shinobi Tactics$900
    • 92%s and +8%p to all ninjas in range, any one ninja can be affected up to 20 times
    • the buff to reload is multiplicative (two shinobis bring the time down to 84.64%), while the pierce buff is additive (two shinobis grant +16%p)
  • 040 — Bloon Sabotage$5000
    • activated ability sabotage (60s cooldown, 15s duration): all bloons and blimps move at half speed, including new spawns, but not children of blimps
  • 050 — Grand Saboteur$22000
    • activated ability grand-sabotage (60s cooldown, 30s duration): all bloons and blimps move at half speed, including new spawns, but not children of blimps; deals 25%d to new blimps entering the map

Path 3

  • 001 — Seeking Shuriken$250
    • shurikens can seek targets
  • 002 — Caltrops$400
    • gains caltrop attack (4.4s passive, places caltrop randomly on path)
    • caltrop road item: 1d, 6p, sharp type
  • 003 — Flash Bomb$2750
    • every 4th shuriken is replaced by flash-bomb attack (1d, 60p, normal type, 1s stun to bloons)
  • 004 — Sticky Bomb$4500
    • gains sticky-bomb attack (5.0s, 60r, targets strongest blimp, applies bombed status)
    • bombed status: 3s duration, deals 500d on expiry
  • 005 — Master Bomber$40000
    • flash-bomb buffed: +4d (5), stun can now affect moabs for 0.25s
    • sticky-bomb buffed: ∞r, 40%s (2.0), also applies stun status for 1s
    • bombed status buffed: 1000d

Alchemist

  • Alchemist$550
    • potion attack (1d, 15p, 2.0s, 45r, acid type, applies acid status (1d/2.0s, 4s duration))

Path 1

  • 100 — Larger Potions$250
    • potion buffed: +5p (20), larger blast radius
  • 200 — Acidic Mixture Dip$350
    • gains acid-dip attack (10.0s, applies acidified buff, targets random towers in range other than alchemists, prioritising those not currently buffed)
    • acidified buff (+1cd, +1md, lead, lasts 10 shots, can stack by simply adding 10 more shots each time))
  • 300 — Berserker Brew$1250
    • gains brew attack (8.0s, applies berserk buff, targets closest buffable tower in range, except alchemists and towers that don't attack)
    • berserk buff (+1d, +2p, 90%s, +10%r, lasts 5.0s or 25 shots, cannot be reapplied for 5.0s)
    • 320 crosspath: berserk +1s duration (6.0), +10s shot limit (35), -1s reapplication cooldown (4.0s)
  • 400 — Stronger Stimulant$3000
    • berserk buffed: buff is now +1d, +3p, 85%s, +15%r, lasts 12.0s or 40 shots
  • 500 — Permanent Brew$60000
    • acidified and berserk buffs are permanent (unless this alchemist is sold)

Path 2

  • 010 — Stronger Acid$250
    • acid status buffed: 1d/1.5s, 4.5s duration
  • 020 — Perishing Potions$475
    • potion buffed: +4md (5), removes fortified from bloons, or does an extra 15d to fortified blimps (20 total)
  • 030 — Unstable Concoction$3000
    • gains unstable-potion attack (3p, 6.0s, 67.5r, can only target blimps, applies unstable status
    • unstable status: when popped, creates an explosion (1%d, 10%md, 50p, blimps use 2p)
  • 040 — Transforming Tonic$4500
    • activated ability (60s cooldown, 20s duration): transforms into a monster
    • monster has a beam attack (2d, 4p, 72r, 0.03s, plasma type)
    • bug: monster does not require line of sight to target something, but the beam attack cannot pass through walls
  • 050 — Total Transformation$45000
    • activated ability (40s cooldown, 20s duration): transforms self and 5 nearby towers (tier 3 or lower) into monsters
    • note: monsters from other towers have 10p and do not suffer from the line of sight bug; main monster is unchanged

Path 3

  • 001 — Faster Throwing$650
    • 80%s (1.6)
  • 002 — Acid Pool$450
    • potion buffed: is now passive - either attacks as normal, or places a puddle on the track if there are no targets in range
    • puddle: 7s lifetime, 1d, 5p, applies acid status
  • 003 — Lead to Gold$1000
    • potion buffed: applies golden-lead status (gives $50 when the lead layer is popped, unaffected by income cuts or cash modifiers)
  • 004 — Rubber to Gold$2750
    • gains gold-potion attack (15p, 5.0s, applies golden status (+2 cash modifier), which soaks through bloons but not blimps, and cannot affect a BAD at all)
    • note: this means that golden bloons give triple cash on their own, but the bonus stacks additively with other bonuses (like monkey town for 3.5× overall)
    • 104 crosspath: applies to gold-potion
  • 005 — Bloon Master Alchemist$40000
    • gains red-potion attack (200p, 10.0s, ∞r, transforms target into a red bloon, MOABs use 20p, BFBs and DDTs use 50p, and ZOMGs use 100p, BADs cannot be targeted at all)

Druid

  • Druid$425
    • thorn attack (1d, 1p, 1.1s, 35r, 5j, sharp type)

Path 1

  • 100 — Hard Thorns$250
    • thorn buffed: +1p (2), shatter type
  • 200 — Heart of Thunder$1000
    • gains lightning attack (1d, 31p, 2.3s, plasma type)
  • 300 — Druid of the Storm$2000
    • gains tornado attack (0d, 30p, 2.5s, pushes back bloons about 30-300 units)
  • 400 — Ball Lightning$6000
    • gains lightball attack (6.0s, emits lightning (2d, 30p, 0.35s, plasma type))
  • 500 — Superstorm$90000
    • camo
    • lightning buffed: +2d (3)
    • lightball lightning buffed: +3d (5)
    • gains superstorm attack (12d, 200p, 4.0s, MOABs use 20p, BFBs and DDTs use 50p, and ZOMGs use 200p)

Path 2

  • 010 — Thorn Swarm$250
    • thorns buffed: +3j (8)
  • 020 — Heart of Oak$350
    • all attacks gain on-hit effect: degrow
  • 030 — Druid of the Jungle$950
    • gains vine attack (1.4s, targets strongest bloon and spends (√rbe + 2 lead + 1)/4 seconds destroying it)
    • note: in the above formula, rbe is the red bloon equivalent (the total health including children), and lead is simply 1 for lead bloons and 0 otherwise
  • 040 — Jungle's Bounty$5000
    • +20r (55)
    • activated ability (40s cooldown): gains $200, plus $100 for every farm within range
  • 050 — Spirit of the Forest$35000
    • +$1000 end of round income
    • vine buffed: 0.3s (but time to destroy bloons is unaffected)
    • gains brambles attack (2d, 8cd (10), 8md (10), ∞p, 0.5s, ∞r, sharp type, camo, cannot be buffed)
    • ability buffed: +25 lives

Path 3

  • 001 — Druidic Reach$100
    • +10r (45)
  • 002 — Heart of Vengeance$300
    • +x% speed, capped at +100%, where x is 10 plus the number of lives below the amount when this upgrade was purchased, ignoring any lives above the starting amount for the current mode
    • note that this is a buff to speed, NOT reload time (although it is of course still implemented with cooldowns internally)
  • 003 — Druid of Wrath$600
    • +y% speed, capped at +100%, where y is half the amount of damage dealt by this druid since it was last idle for more than 2s
    • note again that this is a speed buff, and that it stacks multiplicatively with any buff gained from tier 2
  • 004 — Poplust$2500
    • gains a buff: +15% speed and pierce to other druids in range, can stack (additively) up to 5 times total on any given druid
    • note that this is yet another speed buff, which also stacks multiplicatively with tiers 2 and 3
  • 005 — Avatar of Wrath$45000
    • +3d (4), 50%s (0.55), +5r (50)
    • +1d for every 3000 rbe on screen, capped at +30

Summary

Wizard Monkey

Path Attack d/cd/md p s r type camo notes
1 bolt 7/7/24 10 0.1375 60 plasma no homing
1 flame 1 4 0.1 60 fire no
1 shimmer - 200 2.5 90 - yes decamo
2 flame 1 50 0.1 40 fire no
2 fireball 1 - 3.0 40 fire no on damage: explosion
... explosion 1 15 - - explosion no
2 firewall - - 4.5 40 - - passive; target: path
... firewall 1 20 0.1 20 fire no
2 phoenix - - - - tower - while ability not active
... flame 3 5 0.1 fire yes
2a phoenix-lord - - - - tower - transformed wizard
... flame 20 50 0.1 normal yes
... meteor 50 * 8 500 1.0 fire yes
3 bolt 1 7 0.275 80 energy yes
3 shimmer - 200 1.25 90 - yes decamo
3 reanimate - - 1.5 80 - - passive; creates zombies
... zombloon 2 11 - - normal yes
... zmoab 40 20 - - normal yes
... zbfb 100 50 - - normal yes
3 buff +1 - - - buff - target: all zombies

Super Monkey

Path Attack d/cd/md p s r type camo notes
1 sunblast 15 20 0.06 65 normal no gains power from sacrifices
2 plasma 5 * 2 13 0.048 82 normal no projectiles have opposite targeting
2a annihilate 3500 - 100 normal yes
3 monkeyrang 5/5/8 22 0.03 47 normal yes knocks back slightly

Ninja Monkey

Path Attack d/cd/md p s r type camo notes
1 shuriken 2 * 8 4 0.217 57 sharp yes
2 shuriken 1 2 0.7 40 sharp yes decamo; 15% knockback chance
2a sabotage 25% - - normal yes target: all new blimps
3 shuriken 1 2 0.7 40 sharp yes homing
3 caltrop - - 4.4 40 - yes passive; target: path
... caltrop 1 6 - - sharp yes
3 flash-bomb - - - 40 - yes every 4th shuriken; on hit: explosion
... explosion 5 60 - - normal yes
3 sticky-bomb - - 2.0 - yes status: bombed; target: strong, blimp
... bombed ≤ 1000 - - - normal -

Alchemist

Path Attack d/cd/md p s r type camo notes
1 potion 1 20 2.0 45 acid no status: acid
... acid 1 - 2.0 - acid -
1 acid-dip - - 10.0 45 - - target: not alchemists
... acidified +0/1/1 - - - buff -
1 brew - - 8.0 45 - - target: not alchemists
... berserk +1 +3 85% +15% buff -
2 potion 1/1/5 15 2.0 45 acid no defort, status: acid
... acid 1 - 1.5 - acid -
2 unstable-potion - 3 6.0 65 - no status: unstable, target: blimp
... unstable - - - - - - on pop: explosion
... explosion 1/1/10% 50 - - normal - blimps use 2p
2a monster - * 5 - - - - - transformed towers
... beam 2 10 0.03 96 plasma no
3 potion 1 15 1.6 45 acid no status: acid
... acid 1 - 2.0 - acid -
3 gold-potion - 15 5.0 45 - no status: golden
... golden - - - - - - +2 cash modifier
3 red-potion - 200 10.0 - no turns into a red; target: non-BAD

Druid

Path Attack d/cd/md p s r type camo notes
1 thorn 1 * 5 2 1.1 35 shatter yes
1 lightning 3 31 2.3 35 plasma yes
1 lightball - - 6.0 35 - yes has lightning attack
... lightning 5 30 0.35 - plasma yes
1 tornado - 30 2.5 35 - yes blows bloons back
1 superstorm 12 400 4.0 35 normal yes blows bloons and blimps back
2 thorn 1 * 8 1 1.1 35 sharp no
2 vine 0.3 normal no target: strong bloon
2 brambles 2/6/6 0.5 sharp yes unbuffable
2a bounty - - - 75 - - $200 + $150*farms
3 thorn 4 * 5 1 0.55 50 sharp no up to +30d
3 vengeance - - * - buff - up to 2× speed; target: self
3 wrath - - * - buff - up to 2× speed; target: self
3 poplust - - * 50 buff - +15% speed; target: other druids

Appendix

Main properties

  • Damage (abbreviated d) is the amount of health a single attack removes. On bloons, because most of them have only 1 health, any excess damage is carried over to the children spawned. However, excess damage to blimps does not (generally) affect the children, though exceptions do exist and will be indicated.
  • Some attacks do additional damage to ceramic bloons, MOAB-class bloons, or fortified bloons. These will be indicated by cd, md, and fd respectively, and the total damage will be written in parentheses for convenience, eg "2d, 1md (3)". Other bonuses are possible, but will not be abbreviated due to how uncommon they are.
  • "Layers" is sometimes used in in-game descriptions to mean damage. This is misleading, as most people would consider a ceramic to have 1 more layer than a rainbow, but it requires 10 damage to remove this layer.
  • Pierce (p) is the number of different targets a single projectile can hit. The exact meaning of pierce depends on the attack's behaviour.
  • Possible behaviours (this is not an official term, nor has this concept been mentioned by anyone official):
    • Default: projectiles continue travelling along some path (usually a straight line), until either the pierce has been used up or the projectile's lifespan expires.
    • Impact: projectiles have no meaningful concept of pierce, and usually create an effect (eg an explosion) as soon as they hit something instead of dealing damage directly.
    • Zone: no projectile, anything in range up to the pierce limit takes damage.
  • It is possible for pierce to not be an integer, if certain buffs are in effect (call to arms or shinobi tactics). In this case, the largest integer less than it is used, and the fractional part is carried over to the next projectile. For example, with 1.6 pierce, the first projectile would have 1 pierce with 0.6 left over, then 0.6+1.6, = 2.2 so the second projectile would have 2 pierce with 0.2 left over.
  • "Popping power" is a vague term and is best avoided entirely. Despite this, in-game descriptions continually use it to mean pierce.
  • Range (r) is the radius of the range circle, given in arbitrary "units", because pixel values depend entirely on the resolution of the device running the game. While it is hard to imagine what a "unit" is, providing these numbers does allow for very useful comparisons between towers.
  • Attack speed, or more precisely "attacks per second" is never referred to directly, only "seconds per attack" (s), more commonly referred to as a "cooldown" or a "reload". One value can be found from the other by taking the reciprocal (1 divided by it). For example, "0.4s" would mean "one attack every 0.4 seconds", and the speed is then 1/0.4 = 2.5 attacks per second.
  • Reload times greater than 0.1s are only accurate to the nearest frame (1/60th of a second). Times less than 0.1s are accurate on average — towers will release multiple projectiles on the same frame as necessary to maintain this average.
  • Projectile count is quite simply the number of projectiles emitted at once. If the count is not 1, it will be stated with the abbreviation j. No attempt will be made to describe how spread out the projectiles are (compare tack shooter to triple darts).
  • Each attack has a damage type, determining which bloons take damage from the attack. Lead popping ability and camo detection can additionally be granted, indicated simply with the words "lead" or "camo". Here is a summary of which bloons can be damaged by which type:
    Type Black White Purple Lead Frozen
    Normal
    Acid
    Sharp
    Explosion
    Cold
    Glacier
    Shatter
    Energy
    Plasma
    Fire
  • Attacks can have special effects other than dealing damage, which may be triggered in one of several ways:
    • hitting but not necessarily damaging a target ("on hit")
    • damaging a target ("on damage")
    • delivering the final hit on a target ("on pop")
    • the projectile simply expiring ("on expire")
    Some common effects: - removing camo status ("decamo") - removing regrow status ("degrow") - removing fortified status ("defort") — this halves (or quarters for lead) the health of a fortified target, rounding down - creating explosions - emitting more projectiles - applying a status (such as glue or burn) to the target
  • Most attacks are active: they aim at a particular bloon, which is usually possible to influence by changing the tower's targeting option. Furthermore, some of them can only target certain types of bloon — the most obvious example is not targeting camo bloons, but also some attacks can only see blimps, or cannot see blimps, or all blimps except BAD, etc.
    On the other hand, a passive attack happens regardless of any bloons, such as placing something on the track.
  • A tower can have any number of attacks, with completely independent values for all of the above stats. The range for a secondary attack is usually the same as the main attack, and so is omitted in this case.
  • This is not enough to fully describe all attacks! There are many special cases that simply need more words.

Buffs

  • Unless explicitly stated, buffs from the same "source" (the same upgrade on a different tower), do not stack.
  • If an upgrade adds or replaces an attack, the new attack will not be affected by buffs from earlier in the same path.
  • Additive buffs will be indicated with a + symbol. For convenience, the new value (excluding buffs from crosspathing or other sources) is written in parentheses like so: "+1d (2)".
  • Multiplicative buffs will be indicated with × or %, depending on which is most appropriate.
  • For damage and pierce:
    • All additive buffs apply before any multiplicative buffs.
    • If an attack creates any extra effects, they are also affected by damage and pierce buffs that applied to the attack that created them.
    • If an attack has 0 damage, it is completely unaffected by any damage buffs. This even applies to attacks with 0 damage but nonzero ceramic/MOAB damage (although super glue is probably the only example of this).
    • Impact projectiles are completely unaffected by pierce buffs, it is always effectively 1. Effects can still inherit the buff.
  • Range buffs involve a confusing mix of "+" and "%", and even one "×", so order matters:
    • Apply any of the tower's own upgrades, and any monkey knowledge. These will all be additive.
    • Add all percentages from other towers' buffs together, and use this as a single multiplier. So a 10% and a 15% give 25% (1.25×), instead of multiplying together as 1.1*1.15 = 1.265.
    • If this is Adora and her ability is active, double everything so far, except the alchemist's contribution if there is one.
    • If this is a magic monkey in range of Obyn, add his buff.
  • Buffs to speed:
    • Are always multiplicative.
    • In fact work by decreasing the reload time, instead of increasing the speed directly. These are different: a 20% buff to the reload, ie multiplying it by 0.8, is equivalent to multiplying the speed by 1/0.8 = 1.25×, so a 25% buff to the speed. Numbers in in-game descriptions and patch notes usually mean a reload buff, which can be slightly misleading.
    • The new reload time will be expressed as a percentage of the current reload, so a 20% buff to an attack with 1.5s reload will be written "80%s (1.2)". Another 20% buff later in the same upgrade path will be written "80%s (0.96)".
submitted by Topper64 to btd6

Rant about current economy, metagame and CZ75's value and usage.

Rant about counter strike meta game, eco rounds, maps and the future of cs:go.
I've been playing since 1.5 and been semi competing on lans and watched counter strike as long as I can remember. Played until 1.6's death and never found the joy in source as I felt the game was crap on so many levels. I had genuinely given up counter strike until PROMOD was announced with the latest beta, around GO's start era. GO was utterly shit at that time so I had no interest what so ever. After a while PROMOD died because of crappy leadership and continuously lying to the community, but that's another story.
Luckily GO turned out to become a great game after Valve took some feedback( not all, still not all) and made the game playable at a competitive level.
CZ75's role and current eco momentum
This will be a totally bias opinion, as most opinions are. Is this gun OP? Well to be frank. Yes it is. It's very much OP. But is this a problem? In my opinion. NO! Not at all. Ok hear me out.
One thing that has bugged me about counter strike forever is that «if» you win the pistol round, you are given a too big advantage early on. If you lose on CT the loss is even more devastating. <> That is true, but that makes the round after your win as CT's extremely critical. This round is so much more important than it should be. Because of the money system you are just given 1400$ after the first loss after your first win. The best thing for the terrorists are to use their best strategies with highest surprise and success rate on these crucial rounds, as it makes the CT's never truly getting back up from the pistol rounds and they only get 2900$ fifth round. (I'll explain the problem a little further down)
Should you also lose the pistol round on the terrorist side as well you are pretty fucked if you play against an even team. «Well if you are playing against an even team and lose those rounds you deserve to lose, you say!» Yes, in a way, but you could be playing extremely well the rest of the match but those few rounds early on have already crippled you too much. So you could actually be the better playing team, but they lucked out on some duels or some random crap in those important rounds and now you are fucked. I find pistol rounds to be much more random than fully bought rounds.
This is were I love how the CZ75 works. Before, eco rounds were dull and you knew 90% of the time who were gonna win. It was always those rounds I would go grab a snack, paint the ceiling or take a dump. But now with the CZ75, mag7/nova and p250 it's not a free win in the second round no more. You must really think as a terrorist what the counter terrorists are up to. Before it was always 4 man stack with grenade or YOLO-train down middle or a choke point.
For me CZ75 is just a bad m4 spray you can do twice before the gun is useless. This makes it good close up, and sometimes at greater distance with tap but in the longer running duels it's crap and rendered useless if the fight goes on. So yes this makes the gun super strong price wise, but of course not comparable to a real m4 or ak. But it gives you a standing chance. Why must eco rounds be just a boring one way round? That's because of the old meta. I like this new meta much more. Terror : No plant? CZ armor. Plant? CZ. CT: CZ every round, if big balls CZ armor, eastern buy or some other shenanigans.
CZ is not skill-less, but too strong. I would argue that when get_right manage to almost ace with a swag7 or nova that's more ridiculous than a cz with 24 bullets. The spray and damage is not better then rifles. To get a kill against armor or ak/m4 you need to stay pretty close and fire at head or chest. The rpm is the same as rifles so you're not shooting faster. To counter this the other team can nade, prefire,wallbang or avoid obvious cz and shotgun corners. you sit there with your 24 bullets. And if you don't kill someone or you run out of bullets, you're actually running around with you knife.
I think the CZ need a nerf but I don't think it's overly broken, they should just slow it down. I often use the p250 instead because of more bullets. It just renders the smg's a much worse choice, but that's the fault of the smg's not the cz. I don't remember running around with mp5 against ak/colt in 1.6. I bought mp5 because terror #yologlocktrain with useless glocks. If you think that is better then our current cz against buying buying rounds, then we don't share the same view.
I've never liked smg's. as I find them very "nooby" bizon, pro90 etc spray and pray, they are toy guns in my opinions. But we always rage when they kill us and draw the pro90 "noob weapon" But the real reason we died was because we fucked up and missed too much. If you fuck up and miss with a CZ you are dead, if you fuck up and miss with a smg, you're still running around with infinite bullets in your mag.
Well then, maybe the terrorists and ct should think about not walking alone and be more protective of their guns. As you saw in dream hack, many t's took the weapon of the fallen player and tossed it, or hid it.
The opposite team has to decide if they dare to buy smg and shotguns for money reward or galils/colts against the fear of cz. This makes mind games. I like it. And now very often the tides are turned in the second round and the «eco team» wins or makes greater damage on the fully bought team. Isn't this just more fun? It's still in favor of the winning team because of more money, but this makes the eco team have a standing chance to really hurt. I HATED TO WATCH fully glock yolo trains in the old 1.6 pro scene.
Think of it this way with the current meta game. Picture volleyball. If the team who won the first ball, automatically wins the next 2. Now it's 3-0. If that team wins the next one again, then it's most likely 5- 0. This is just stupid. Momentum should be because of players performance and feelings, not because they lucked out in «special rounds».
Currently this happens too often :
Terror wins pistol round, it's 3 - 0 Now terror uses their best strat to win the buying round for ct's. If they manage they are 4-0 Next round ct gets 2900$ and not enough stand even. If the terrorists wins the next round which they are slightly outgunning then it's 5- 0. Now Ct's get enough money to buy more or less fully until they win. For the sake of argument let's say they win the next one. it's 5- 1. Now terror use their second best strat and clutches a close round. now it's 7 - 1. Why? because ct's are back at 1400$ and it's saving rounds incoming.
Of course the "fix" is to just don't lose those crucial rounds, but I think the team on top rides the momentum wave too long. And out of these rounds we actually only have a few "real" rounds. By removing some of the momentum teams would have to come up with even more advanced tactics because every round counts.
This also means that less good teams in BO1 have a much better chance of "lucking" their way to a win against a much better opponent. This is usually countered by BO3 and BO5's but in group stages with only 1 map, great teams can lose the whole match because of two crappy pistol rounds and some stupid rounds. With more chance on eco's all the rounds will be more balanced, more fun to watch and play and the better team will always win.
I don't want every round to be the same, and remove the whole money management aspect of the game, but I want to make eco rounds winnable. Make the guns that are inferior still able to win rounds. Say 40% - 60% or 30% - 70% in favor of the the rich team. Not 0- 5% - 95%. You wont win against ak/colt with smg's. But it's doable with CZ, p250,swag7 and semi and eastern European buys and I like it.
If we are to nerf the CZ back to the depths of hell, like we did with the deagle, then we need alternatives. I agree, the CZ is strong, but my point is that an OP CZ fixed much of the eco metagame. You could say it has broken other aspects, but it forced a new and in my opinion better meta game. With this knowledge we could very much nerf the CZ, but let's find better solutions to make eco rounds winnable.
So the tl:dr here is "Make eco rounds fun and winnable"
Smokes
Smokes are broken, not totally broken but more than it needs to be.
  1. One way smokes and look under smokes: This might not seem like a big problem, as you can say that it's just another skill to learn. While I can agree on that, I must say it's a totally unnecessary skill to learn. It's only value is to just give you a cheap kill here and there. Even tho most high level players will figure out the most common ones, there will always be a new cheap defensive smoke which rapes you. But this is a minor problem as most one way smokes are pretty obvious and well known.
Solution: try to fix again.
  1. The automatic fog around your FOV when you are near or enter a smoke. This is totally stupid. It's makes it impossible to push through a smoke. This makes the same effect as just putting the game on pause. I totally agree that defensive smokes should make it not favorable to push through, but it should not be a totally impossible task.
Solution: make the smokescreen around you FOV disappear much quicker or make it less blocking. Or make the official round times 2 mins as in MM. Since the new smokes, you cut out a percent of the round time. This makes some maps extremely dull and boring if you counter terrorists know what they are doing. Inferno is a great example. With four smokes thrown over the map you could block out b for almost the whole round.
  1. FPS: self explained, smokes kills fps too much.
Casting
I have a few problems with the way games are casted at the moment.
  1. To few replays. This one is a little hard to make , but on big events we should be able to have instant replays of players WE DONT SEE because of poor decision on viewpoint player. When someone makes a big play another place on the map.
How to do it: Have a GOTV with no delay. Have one guy being able to rewind back in that GOTV and pick the player who made the big play. Now record the replay as you normally would, and feed the stream.
This would require a live GOTV which are rewindable on the spot for the studio. The demos already knows "highligts" of your own plays, so it would be possible to make the GOTV smart and just show what the killing player did at that time. But these are just ideas.
  1. Don't overuse x-ray. X-ray makes the players look bad. «why didn't he see him?» «He got so bad reactions» X-ray is wall hack for the spectator and it makes the pros look stupid. Just toggle it off when there are firefights.
  2. Make the Radar bigger. MUCH bigger. Half the joy of watching the pros are the strategies and positions. The radar is too small to watch where every player are. Just boost it up in the gui and let us see where people are going.
Maps
The true reason 1.6 died was because the lack of new content and old engine. How do you make new content to a «perfect» game? Look towards Star Craft 1. That game was balance wise extremely perfect for a long time. But what made it refreshing and always new? Even tho it was the same boring ass units every game? Maps! The maps alone changed metas, strategies and balances.
This is also true for counter strike. I bet you were pretty fired up before dreamhack thinking . OBOY! It's long since I've watched some good games. You then sit there game after game, pretty entertained until you suddenly take yourself staring at the wall next to your screen in the middle of a duel. Why? Because you have just watched 10 games on inferno and you have seen the same duel again and again. And you start thinking to yourself, this game is fucking boring. The answer is new maps. And they need to be different.
There are 3 types of maps.
Ct maps: nuke, train.
Pretty even. Mirage, inferno
T maps : dust 2
We need more maps in each of these categories as it makes for greater diversities. Just like in SC. Some maps are open, closed, large or rush maps.
With the exception of mirage, soon finally tuscan and cache these maps have always been since the beginning of time. And they were not created by gods. So why the **** is it so hard to make a few new good maps? Valve should really try or just pay someone to study competitive maps NOT pretty maps. Tho it need to be pretty and functional in these times.
Make 5- 10 protomaps yearly and have the pros test them out. Talk about strategies, corners, meta, smokes, peeks you name it. Then after that build the map up with theme and details, not before the map is actually good enough to be played on. The maps could also be integrated with sponsor's art or other stuff to fuel the money bank for the esport side. Every season could have a new map in the map pool with a total of 7. That way it won't be too many maps at once. With too many maps in the map pool the pros will not have enough time to be the best they can be on every single one.
This is what counter strike needs. We need to force pro teams on new maps.. We have one very advantage over starcraft! That is that counter strike is perfectly balanced because of changing each half. The game can't be "unbalanced" Except with momentum balance on ct maps caused by pistol rounds which I already argued against.
As a spectator sport it would become extremely fun to watch the pros being forced to try new strategies and mindsets on new different maps. The good maps will stay, the bad ones will die out. But the game will be refreshing and always fun to watch and play.
This is also benefiting for the pro scene because each team have seen each others demos thousands of times and there are few "new" strategies. With new maps we will still have our "aiming teams", "strat teams", "rushing teams" and now the best teams overall adapting to new maps. Their skill transfer, but now they need to always adapt. We will maybe even see NIP rotate panicking.
Think about the original cbble. That map was really brokenly ct sided. And the whole match you were fighting for maybe 4-5 rounds on terror. But we kept playing it for a long time even though the map was shit. So we are stubborn in our own way. If you try it the way I suggest, maps like the "old cbble" will now and then be played, but the map will vanish as we force new different and maybe better maps.
Tell me if you think I'm wrong, but tell me why and give your own opinion not just troll away. I'm not trying to win arguments for the sake of winning, but rather making Counter strike the biggest sport it can be. Prove me wrong and discuss. We older ones watched 1.6 die. Lets not make the same mistake again. Cheers.
submitted by Skela90 to GlobalOffensive

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