Rupture Mine Dispenser

Total Cost
 Mines Dispensed(per Wave)
 Initial Mine Damage
 Attachment Range
 Attachment Duration(seconds)

## Overview

* The **Rupture Mine Dispenser** generates steel traps that attach to an enemy who steps on it, and deal constant damage as it moves for 8 seconds. The faster it's, the severer the DPS is.
* In contradiction to AR-Mines, the damage of a rupture mine depends on the distance the enemy traverses. It also dispenses twice the amount of mines.
* These mines ignore all types of armour, similarly to the Drone tower.
* This tower appears to deal its displayed damage once every length of a mine is passed, which would mean approximately 5 times this damage per block passed.

## Notes & tactics

* This is an unique tower and most strategies and tactics that slow or stop enemies do negative effect on it, you need to keep the enemy undisturbed to deal the most damage.
	+ Considering its properties, it's best to place rupture mines *afar* from the killbox, where enemies are frequently slowed or stopped. It's easy to stack up massive amount of them and let each of them attach an enemy, significantly draining their health before they arrive at your killbox, or to use them to finish off ground enemies that escape it.
* Usage vs some enemies
	+ Ground bosses can be randomly execute with these mines, partially similarly to the scenario with the AR-mines. However, to damage one enemy with multiple **Rupture mines**, the player should put them at **exactly same place** (stacked), without any deviation or mouse movement while doing so. Usually a boss needs 50-90% more **Rupture mines** than AR mines that would be wasted otherwise for the boss. However, despite of their overall better efficiency stats when executing a boss, they find harder application for this purpose, e.g. Walker Patriarchs cannot always be killed with them in a 8-seconds border and not always can be forced to pass through them. Also the bosses should be left to move for the 8-seconds period and kiting could be very problematic.
	+ The enemies that are most vulnerable to damage are the fastest enemies like Runners and Brood Mothers, although the high-rank mines usually overkills them and waste their quantity since they approarch in huge numbers. They're best against moderate enemies like Walkers and Screamers, so do their greater variants. Rhinos can lose a very high amount of health if they accelerate quickly after stepping on these mines
	+ Bobble heads are also vulnerable to these mines, although they aren't that fast. Depending on the difficulty and number of players, more than one mine might be needed for the kill.
	+ Hoverers are vulnerable, but they have more health and if the difficulty is higher and/or players more, they are likely to survive 1-2 mines and to need more for the execution.
	+ Problematic crowds can be executed with these mines as well since their bigger numbers than the AR-mines can render them finding good use for longer with less fears of wasting the quantities. Putting them randomly with some distance and/or stacking if there are heavier lumes in the crowd, this can be effective with dealing with enemies in maps with separated paths (e.g. Cliff lodge, Abandoned lab, SOKOL), as a last resort or just as some assisting/execution damage vs Rhinos, Brood mothers or other situationally problematic escaping lumes.
	+ Slow enemies like Armoured heavies & Heavy pups still take some damage from these mines, especially since they ignore their armour, but with the lower movement speed this damage is noticeably lower. The Super heavy as a very slow enemy needs many more of these mines than AR mines, although for him twice the same amount is likely enough with just having no cost efficiency improvement over the AR mines.
	+ Fiskeplaske is potentially vulnerable like all other lumes, but application appears too tricky, requiring 2+ players and puttin the mines on a player's head, who jumps in the boss with the mines triggering onto him.
* A rupture mine will not attach to the enemy that has been attached by another. However, multiple rupture mines can simultaneously attach themselves to a single enemy if placed inside one another (in the exact same spot). One can use this property to further damage heavier enemies like Walker Warriors and Screamer Matriarchs. Multiple enemies can be damaged pretty well with the needs of just a little distance between the mines.
* A rupture mine can potentially deal more single-target damage to an enemy compared to an AR-mine, both from dispensers of the same rank and rupture mines can deal even more than 100% more single-target damage than AR-mines per resource, depending on the enemies and their movement. However, rupture mines have no splash damage and demand distance to deal much damage. Also if the Hydra hunter feat is enabled, this means less damage to some enemies per mine/stack of mines, e.g. a Hoverer in solo Campaign mode 5 FoS will be instakilled by a lvl 3 AR-mine, while a rupture mines will do almost the same as a lvl 3 Drone - will damage it significantly, but will not kill it, although two rupture mines on exact same place would kill the lume with the same amount of resources spent. The damage might be overall more, but will be partially regenerated.
* Rupture mines are the only scenario in the game in which a tower does more damage if a feat is enabled - in the case, the Impeccable accuracy, since 25% faster enemies simply means 25% more damage to them.
* The approximate damage, dealt by a rupture mine is displayed damage x 5 ticks per block passed = 500 per passed block (base) space for level 1 mine.
* While the Rupture mine dispensers change their numeric range when buffed by a Range spire, actually there is no visual bonus effect or damage improvement, thus arguably meaning that the dispenser doesn't benefit ffrom extra range in any way.
* Overcharging the tower gives only 20 damage per 100 resources (= the same as the gain when overcharging Drone tower). This is 38,1% of the damage, gained by building **Rupture mine (Rm) dispensers**, being one of the lowest efficiency ratios of this type and this is the main reason why it is better to put more dispensers than overcharging or to just spend the other resouces for other towers. This tower seems to never (or at least almost never) serve as an obstruction of the sight for the towers that use projectiles, so more of it wouldn't be much of an issue around.
* Amp spire correlations
	+ A level 1 Amp adds more damage than overcharging a Rupture mine dispenser. The next correlations are tha same as those with the Drone tower.
	+ A level 2 Amp adds the same amount of dmg as overcharging a Rm dispenser to more than 232 damage and adding such Amp before further overcharging makes for a bigger damage gain.
	+ A lvl 3 Amp adds the same amount of dmg as overcharging a Rm dispenser to above 313 damage and adding such Amp before further overcharging makes for a bigger damage gain.
	+ Overcharging the Amp adds the same amount of damage as overcharging a Rm dispenser to above 1000 dmg and from then on, max damage gain can be reached by putting **equal** amounts of resources between them.
	+ *These correlations are valid for the damage, reached **only** via upgrading & overcharging, without Tinkerer, Engineer, Core-tower synergy or already existing Amp spire. If any of these buffs is in action, it is needed to calculate the damage, gained by pure overcharging/upgrading (or to remove the buffs) to see the real efficiency stats. These 4 mentioned buffs stack additivelywith each other.*
* The tower shines mainly in average/low-resource in the Campaign & Easy modes, since the overcharge leads to low improvement when it comes to a need of such. The solo play of the **Survival** mode can keep high quantities of mines and damage for particularly long, but at a certain moment when the health of the lumes has risen too much, and especially if there is no Amp, the mine usage goes noticeably behind the results of other damage towers such as ACP, Drone, Anti-air & Gatling.