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Catacomb: Difference between revisions

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*A single cross does 4 hits upon appearing, though overlapping multiple of them does not seem to result in 4 hits per cross. It's unclear if the initial hitbox is shared across the entire skill or just inconsistent on enemies that aren't large enough to cover both crosses fully.
*A single cross does 4 hits upon appearing, though overlapping multiple of them does not seem to result in 4 hits per cross. It's unclear if the initial hitbox is shared across the entire skill or just inconsistent on enemies that aren't large enough to cover both crosses fully.
**The additional hits afterwards do properly do 4 hits for each overlapping cross however, and it is easy enough to land 2 of them on any given target, resulting in an average of 5 initial hits and 8 additional cross hits.
**The additional hits afterwards do properly do 4 hits for each overlapping cross however, and it is easy enough to land 2 of them on any given target, resulting in an average of 5 initial hits and 8 additional cross hits.
*The different stages count as separate buffs, so when fighting multiple enemies with varying stages of Varasia Seed growth can buff multiple skill tiers at once.
*The different stages count as separate buffs, so fighting multiple enemies with varying stages of Varasia Seed growth can buff multiple skill tiers at once.
*An enemy hit will spawn 5 Souls of the Dead in an arc above it, which will then start homing in on players that do not have that soul's corresponding buff at 5 stacks yet.
*An enemy hit will spawn 5 Souls of the Dead in an arc above it, which will then start homing in on players that do not have that soul's corresponding buff at 5 stacks yet.
**It should be noted that it is still possible to absorb a soul even if you have the buff maxed out, which will refresh its duration, so standing between it and a player it's homing in on will still prevent them from receiving the buff.
**It should be noted that it is still possible to absorb a soul even if you have the buff maxed out, which will refresh its duration, so standing between it and a player it's homing in on will still prevent them from receiving the buff.
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