Mobile Shelling: Difference between revisions

→‎Tips and Details: Not mandatory cost is consistent to determine what can or cannot consume them.
(→‎Tips and Details: Not mandatory cost is consistent to determine what can or cannot consume them.)
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*Firing missiles while in '''Mobile Siege Shelling''' is significantly slower than in '''Siege Shelling''', though they also deal much more hitstun to compensate.
*Firing missiles while in '''Mobile Siege Shelling''' is significantly slower than in '''Siege Shelling''', though they also deal much more hitstun to compensate.
*Activating [[Freiturnier#Berserk_Mode|Berserk Mode]] will '''not''' give Chung infinite enhanced cannonballs.
*Activating [[Freiturnier#Berserk_Mode|Berserk Mode]] will '''not''' give Chung infinite enhanced cannonballs.
*Enhanced cannonballs will typically only be consumed for additional cannonball costs. This means the initial cannonballs required for [[Impact Detonation]]'s '''Continuous Shelling''', or the one required to activate [[Chaos Cannon]], cannot be substituted by them. By extension, the damage increase then also usually only applies to whichever part of the skill requires these cannonballs specifically. This means only the additional shots on [[Chaos Cannon]] and the additional wave on [[Carpet Bombing]] will have their damage increased.
*Enhanced cannonballs will only be consumed for cannonball costs that are not inherently mandatory. This includes [[Aiming Shot]], which can be used without consuming a cannonball if nothing is in range, and [[Artillery Strike - Missile Shower]], which prior to gaining invincibility while aiming could be interrupted without making you consume cannonballs. By extension, the damage increase then also usually only applies to whichever part of the skill requires these cannonballs specifically.
**The exceptions to this are [[Artillery Strike - Missile Shower]], which has no additional cost yet is able to consume them for its main cost, and [[Carpet Bombing/ModA|[Mod] Carpet Bombing]], where consumed enhanced cannonballs affect the entire skill instead of only the additional submunition.
**The exceptions to this are [[Carpet Bombing/ModA|[Mod] Carpet Bombing]], where consumed enhanced cannonballs affect the entire skill instead of only the additional submunition, and [[Impact Detonation/ModA|[Mod] Impact Detonation]], which will only gain the damage increase of a single enhanced cannonball, despite being able to consume 3, likely because the two additional cannonballs consumed only serve to create additional portals, and have no effect on its damage output regardless.
**Since the damage increase from enhanced cannonballs is applied per consumed cannonball, the individual missiles fired by [[Impact Detonation]]'s '''Additional Shelling''' and [[Dread Chase]] will gain the bonus for 1 cannonball per missile fired, instead of for the total they can consume.
**Since the damage increase from enhanced cannonballs is applied per consumed cannonball, the individual missiles fired by [[Impact Detonation]]'s '''Additional Shelling''' and [[Dread Chase]] will gain the bonus for 1 cannonball per missile fired, instead of for the total they can consume.
**For some reason, [[Impact Detonation/ModA|[Mod] Impact Detonation]] will only gain the damage increase of a single enhanced cannonball, despite being able to consume 3. This is likely because the two additional cannonballs consumed only serve to create additional portals, and have no effect on its damage output regardless.
**Despite having been turned into a Special Active skill, [[Impact Detonation]] is still counted as an Active by this passive, and will thus only gain 2% per enhanced cannonball consumed instead of 5%.
*Despite having been turned into a Special Active skill, [[Impact Detonation]] is still counted as an Active by this passive, and will thus only gain 2% per enhanced cannonball consumed instead of 5%.
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