Glossary
Definitions for common terms used across the calculators and wiki. When the dataset is missing a value, calculators allow manual inputs.
Key Terms
DPS
Damage per second. A simple baseline is damage ÷ SPA (not counting travel time, AoE caps, actives, or DoT models).
Range (RNG)
How far a unit can hit enemies. More range reduces repositioning/pathing issues and improves uptime.
Placement cost
Yen cost to place the unit. DPS/Cost is a quick efficiency heuristic for early-game tempo.
Tier (by mode)
A community/meta rank that can differ per mode (Story, Infinite, Boss Rush, PvP).
Trait
A modifier applied to a unit (damage/SPA/range/etc). Some traits have restrictions such as one-placement limits.
Relic
Gear with stats and set bonuses. Sets typically require 3 pieces; head bonuses may be conditional.
Mode Fit
A simplified check: time-to-kill vs boss HP/time limit. Use overrides when mode modifiers or ability models aren’t captured yet.
Formulas (Dataset)
These are stored in the canonical dataset so calculators and wiki can share the same reference text.
Dps Simplified
Formula: DPS = (Base Damage × Level Multiplier × Trait Damage Bonus) × (Attack Speed × Trait Speed Bonus)
Level Multiplier: 1 + (Level - 1) × 10%
Trait Damage Bonus: 1 + Trait Damage %
Trait Speed Bonus: 1 + Trait Attack Speed %
Notes: Simplified model; actual in-game DPS may vary due to cooldowns, distance, and abilities.
Source: https://universal-tower-defense.com/calculators/dps
Summon At Least One
Formula: P(at least 1) = 1 - (1 - p)^n
Source: https://universal-tower-defense.com/calculators/summon
Trait Reroll Geometric
Expected: E = 1/p
Percentile: k = ceil(log(1-X) / log(1-p))
Source: https://universal-tower-defense.com/calculators/traits
Evolution Progress
Runs Needed: Remaining Takedowns / (Enemies per Run × Kill Rate %)
Time: Runs Needed × Average Time per Run