#Damage: Worries about HP-based damage

1 messages · Page 1 of 1 (latest)

valid terrace
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I'm worried about how many abilities now incorporate % HP damage. While it makes these abilities more relevant, I don't think it should be this widespread. Furthermore, these abilities feel extremely polarizing in performance. A crit from an ability like Power Kick will almost instantly kill any elite enemy, for instance. (Or that may be a bug)

I think this mechanic needs to be re-evaluated. What are your thoughts? And for the devs: What are your motivations for implementing them and keeping them?

In previous updates, a huge point was that the devs wanted SYNTHETIK 2 to have enemies with varying Times-to-kill - ergo not everything is killed as quickly. However this mechanic violates that principle immensely

pearl smelt
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the max hp dmg does have a damage cap

slender needle
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HP% damage is capped. There might be a bug that makes increases work on it. Changing maxHP% to currentHP% should alleviate the principle violation if needed(I have no opinion on if it needs alleviating).

valid terrace
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Like for example. This is Level 2, standard Power Kick. I do think some tuning is in order

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As added info, Android stats show 2% Critical Damage (whatever that may mean)

slender needle
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900 base, 2Xcrit in ability, 2Xcrit in android(it's rounded/truncated so Imma assume 2.5), enforcer is neither turret nor prop so X1, max dmg deviation is X1.2, maxHP% damage is capped at 2000.
900 * 2 * 2.5 * 1.2 + 2000 = 7400, more than needed for HP% to suffice without being unintendedly increased, so making android crit additive with action crit(it seems to be I'm already wrong lol) or something might be in order assuming I'm correct with how it's calculated.

clever pier
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I assume that the HP% is there for the loop, so at least it will deal some damage even with late loop scaling

slender needle
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Late enough the cap will make it irrelevant.

valid terrace
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@slender needle I think there's something missing in the calc after all

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10000 damage

slender needle
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Power?

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It might be bugged and we can't be sure.

slender needle
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The cap does not go up with power just checked.

valid terrace
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#854999236545347594 message For example, Reverbing Blade with Experimental Blade Kit at 130% power can one-shot a Fortress Spider at E3

steel stag
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I like it because it stops me from having to spend 10 minutes shooting turrets by exploding them with a single kick, which is always satisfying

pearl smelt
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Fortress spider is supposed to be one of the tankiest enemies

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this is an ability that is able to one shot
with a cd reset

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with 0 setup with ur weapons

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and then ppl complain about ion shields on enemies

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or guns suck