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Lure Bonus: Strategies for Achieving Lure Bonus
Lure Bonus:
Getting acquainted with gags and learning what gag or gag combinations can destroy cogs is one of the best assets any toon can learn when it comes to playing Toontown. Although it does seem straight forward, but every so often you will see a single toon destroy a level 6 cogs with a single cream pie and other times it doesn’t; it just gets the cog mad and it retaliates. How is this possible? This possibility of a single cream pie destroying a level 6 cog, a rain cloud taking out a level 8 or 9, or a birthday cake taking out a full level 10 cog (11 if it’s organic) is due to the availability of lure bonus or “kick back” bonus.
What is lure bonus? Lure bonus is when a single cog or set of cogs are lured and a cog is hit, causing him to jump backwards (lure bonus) and making either throw or squirt gag hit 1.5x more. Take for example in the sequence of images below, the Backstabber is a level 6 and has a total of 56 life points. A cream pie cake will only hit 40 (44 if it’s organic), but with lure bonus, the total hit points the cake will give is 40 (regular hit points) + 20 (lure bonus points) = 60 or if it’s planted 44 (organic hit points) + 22 (lure bonus points) = 66. This lure bonus will allow a smaller gag destroy a cog that is larger in life points.




When does lure bonus take place? Well there are instances where you can determine if lure bonus will take effect of not. It just depends on where the battle is taking place. Regardless where the battle is taking place, any single cog left standing alone is always susceptible.
Boss Battles and Streets:
All cogs in any boss battles and streets are susceptible to lure bonus. Regardless what order the cogs are in, each and every cog will be prone to lure bonus. There are times that you will notice in a boss battle or streets that the cog won’t kick back, this is usually due to a bug in the system. This usually happens when one of the toons accidentally was booted or disconnected from the game.
Buildings:
The cogs in buildings are quite different from the cogs in the streets and boss battles, because only specific sets of cogs are susceptible to lure bonus. When the elevator doors open and cogs come out, the cog that initiats the battle by speaking will be fully susceptible to lure bonus along with any other cogs with him. The cog that speaks will line up on the right-most position (weakest cog). Take for example down below, the Big Cheese initiates the battle by speaking, making him and any other cogs (Corporate Raider and Micromanager) that loaded the elevator with him fully susceptible to lure bonus.

If a second group of cogs comes out of the elevator on the same floor, the lure bonus is not able to be predicted. In this example, the Big Cheese initiates the battle, and is fully susceptible to lure bonus, as well as any other cogs that were with him. The second wave of cogs (Corporate Raider, Yesman, and Micromanager); the lure bonus cannot be predicted, and are only susceptible to lure bonus by chance. As always, any single cog left standing is susceptible to lure bonus.
Factories and Mints:
In factories and mints, there are only a select few cogs that are susceptible to lure bonus, and these cogs are either the cog that you touch and initiate the battle with, or the last cog standing. How do you know which cog you initiate the battle with? That cog is the cog that lines up on the right hand side of all the others. This cog is the weakest cog present and is susceptible to lure bonus all the time such as in the example below. In this example, all 3 cogs were selected with the same type of gag, but only the right-most cog was susceptible to lure bonus. Being selective on what cog to initiate the battle with is a good strategy, because there are plenty of times that sound misses and you have to rely on the remainder of your gags. Being able to take out this cog with a single gag is a huge plus, especially after taking series of hits if sound were to miss. This would allow one toon to possibly take out a single cog unassisted, one to lure, and the other 2 toons toon-up.


The District Attorney’s Office:
The district attorney’s (DAs) office is one of the most interesting places when it comes to lure bonus. Just like in the factories and mints, the cog that the battle is initiated against (the right-most cog) and the last cog standing is always susceptible to lure bonus. In the DA, not only do you get the bonus of having a weak cog at the right-most position, the left cog is also weak and is susceptible to lure bonus similar to the right-most cog as show in the two figures down below. The first image shows the selection of the Right and Left cogs (both level 11), resulting in both cogs being defeated by 2 different organic cakes due to their susceptibility to lure bonus, as long as the Skelecog (Level 12) is in the middle-left position. These two cogs are the only cogs that the lure bonus can be predicted. In strategy, the right cog should usually be left undisturbed so that on the second round of toon attacks, any cog left standing with the weak cog will also be susceptible to lure bonus (multi-lure bonus). Should the right cog be destroyed, any of the two middle cogs left are only susceptible to lure bonus by chance.


In this example, again the right cog (weakest cog) is selected along with the cog in the middle-right position. As you can see the right cog is susceptible to lure bonus as always, while the middle-right cog is not. This middle-right cog is the cog that trappers should trap with maxed TNT, leaving the right cog undisturbed.


Here the left and middle-right cogs are selected for attack. Again, being that the left cog is also considered a weak cog (since the level 12 skelecog is in middle-left position) is susceptible to lure bonus, while the middle-right cog is not. In strategy, the left cog is the cog that toons with organic throw should target, while trappers target the middle-right. This strategy will result in the right cog and the skelecog (level 12; if positioned at the middle-left position) remaining for the second round of attacks, making both susceptible to lure multi-bonus. As always, any cog left standing alone is also fully susceptible.


The Cog Golf Courses:
Lure bonus can also be achieved in CGC courses. Since Boss is filled with V2.0 cogs, lure bonus gets a little tricky. Regardless which CGC you are in, you should always initiate the battle with a V2.0 cog (shown below). This will place the V2.0 cog on the right hand side of the battle; making that cog the weakest one. As with any other cog HQ, the right-most cog is always susceptible to lure bonus. Any cog left standing with the right-most cog is also susceptible to lure multi-bonus (similar to the DA office). Should the battle be initiated with a V2.0 when facing the second set of cogs in a CGC (set of level 11s), both of the skelecogs that emerge will be susceptible to lure multi-bonus.

Random events of lure bonus:
Lure bonus takes place randomly on cogs that are not expected as explained above. This random event is due to the probability that lure bonus can take place on all cogs, but it is a random chance that the lure bonus will take effect.
The Dogfather
Last edited by The Dogfather; 09-26-2008 at 12:13 AM.
Reason: Updated lure bonus in CGC
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