Magdonic Cannon: Difference between revisions

(→‎Updates: No idea when, I just recall a patch like that and only now realized it removed its ability to stop on walls entirely. Sure can't get stuck anymore though...)
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*The cannonball gathers enemies up, but will not pull super armored enemies with it and instead will just fly through them.
*The cannonball gathers enemies up, but will not pull super armored enemies with it and instead will just fly through them.
**Because the cannonball slightly lifts enemies, heavy enemies that cannot be lifted or have a fast falling speed will simply get knocked down as the cannonball passes through them, making the skill deal almost no damage.
**Because the cannonball slightly lifts enemies, heavy enemies that cannot be lifted or have a fast falling speed will simply get knocked down as the cannonball passes through them, making the skill deal almost no damage.
*The cannonball will stop near walls but does not lose collision hits making this a safe way to deal full damage to ungrab-able enemies.
*The cannonball will follow curves on the map, but will not stop at walls, making it hard to make effective use of on cornered enemies without stepping back far enough.
*Due to the erratic pattern in which the souls explode out of the cannonball, it is very likely any given soul will hit an enemy in areas with a high concentration of enemies, such as in [[Elrianode City]] or [[Abandoned Icerite Plant]], allowing it to function just as well as its [[Magdonic Cannon/ModA|Mod]] counterpart for gaining CP while having more consistent damage on single enemies.
*Due to the erratic pattern in which the souls explode out of the cannonball, it is very likely any given soul will hit an enemy in areas with a high concentration of enemies, such as in [[Elrianode City]] or [[Abandoned Icerite Plant]], allowing it to function just as well as its [[Magdonic Cannon/ModA|Mod]] counterpart for gaining CP while having more consistent damage on single enemies.
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