Dread Chase: Difference between revisions

no edit summary
m (→‎Skill Information: Tooltip terminology)
No edit summary
Line 61: Line 61:
! colspan=2 | Normal !! colspan=2 | Heavy !! colspan=2 | Normal !! colspan=2 | Heavy
! colspan=2 | Normal !! colspan=2 | Heavy !! colspan=2 | Normal !! colspan=2 | Heavy
|- style="background:{{ColorSel|CharLight|Chung}}"
|- style="background:{{ColorSel|CharLight|Chung}}"
! Normal !! Scatter !! Normal !! Scatter !! Normal !! Scatter !! Normal !! Scatter
! Default !! Divided !! Default !! Divided !! Default !! Divided !! Default !! Divided
|-  
|-  
! {{PvE}}  
! {{PvE}}  
Line 85: Line 85:
*Base damage ranges from 3 to 5 normal cannonballs used.
*Base damage ranges from 3 to 5 normal cannonballs used.
*Modified damage ranges from 3 normal cannonballs to 5 enhanced cannonballs used.
*Modified damage ranges from 3 normal cannonballs to 5 enhanced cannonballs used.
*Does not include sweet-spot damage (See tips and details).


=== Miscellaneous ===
=== Miscellaneous ===
Line 108: Line 109:


== Tips and Details ==
== Tips and Details ==
*Since each fired missile can split into 3 smaller missiles, and these '''Scatter''' missiles can do more total damage as well as spread out across more enemies, it is best to use the skill while facing away from a target, to ensure each missile has enough time to split before hitting a target.  
*Since each fired missile can divide into 3 smaller missiles, and these smaller missiles can do more total damage as well as spread out across more enemies, it is best to use the skill while facing away from a target, to ensure each missile has enough time to divide before hitting a target.
**It is technically possible to aim the skill in such a way that the normal missile collides and deals '''Bullet Attack''' damage to a target while still scattering, allowing the skill to deal more damage than is normally possible. In addition, in some instances this "sweetspot" can result in bizarre behavior where more scatter damage is dealt than should be possible (16+ times), though this is very inconsistent.
**It is possible to 'sweet-spot' the skill so that an undivided missile collides and deals '''Bullet Attack''' damage to a target while still dividing afterwards, allowing the skill to deal more damage than is typically possible.
*As ammo is consumed one at a time per missile fired, it is entirely possible for the skill to consume a mix of normal and enhanced cannonballs. Any consumed enhanced cannonballs will only boost that specific missile's damage (including the '''Scatter''' missiles it can split up into).
***In some instances this can result in bizarre behavior where more divided missiles deal damage than should be possible (16+ times), though this is very inconsistent.
*As ammo is consumed one at a time per missile fired, it is entirely possible for the skill to consume a mix of normal and enhanced cannonballs. Any consumed enhanced cannonballs will only boost that specific missile's damage (including the smaller divided missiles).
*Like Scare Chase, this skill seeks the nearest target including obstacles and boxes, instead of randomly choosing a target on the map like [[Shooting Guardian]]'s [[Shooting Star]].
*Like Scare Chase, this skill seeks the nearest target including obstacles and boxes, instead of randomly choosing a target on the map like [[Shooting Guardian]]'s [[Shooting Star]].
*A missile may not seek anything if its initial target is killed shortly after it is fired and no other enemies near the initial target. This can be avoided by using [[Dread Chase]] further away; by the time the first missile hits, the last missile is already seeking a target.
*A missile may not seek anything if its initial target is killed shortly after it is fired and no other enemies near the initial target. This can be avoided by using [[Dread Chase]] further away; by the time the first missile hits, the last missile is already seeking a target.
ElEditors, Administrators
16,042

edits