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}}" | ||
! | ! 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 | *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 | **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 | ***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. |