Super Laby Bomb/ModA: Difference between revisions

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! Critical Damage Increase<br>(Per SP Spent) !! Duration !! Activation Command !! Usage Count !! Duration
! Critical Damage Increase<br>(Per SP Spent) !! Duration !! Activation Command !! Usage Count !! Duration
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| align="left" | 99 || 993% || 12 || 2 || 3% || 20 Seconds || {{CX}} || 1 || 60 Seconds || 240 MP || 21 Seconds
| align="left" | 99 || 993% || 12 || 2 || 2% || 20 Seconds || {{CX}} || 1 || 60 Seconds || 240 MP || 21 Seconds
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! Critical Damage Increase<br>(Per SP Spent)
! Critical Damage Increase<br>(Per SP Spent)
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| align="left" | 99 || 239% || 1.5%
| align="left" | 99 || 239% || 1%
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== Tips and Details ==
== Tips and Details ==
*As with the normal version, '''Overflowing Strength!''' actually gives 3% Critical Damage per SP spent (1.5% in PvP), rather than 2% (1% in PvP) like the tooltip says.
*As with the normal version, the increase in Critical Damage from the '''POWER!''' is multiplicative.
*The 2 orbs of this version behave much differently from the one orb from the original:
*The 2 orbs of this version behave much differently from the one orb from the original:
**They will bounce off of terrain instead of passing through it, including walls, making the skill especially effective in small rooms where they can bounce back onto earlier targets.
**They will bounce off of terrain instead of passing through it, including walls, making the skill especially effective in small rooms where they can bounce back onto earlier targets.
**They will drag enemies along with them when possible. Humanoid targets, including other players, can be carried fast enough that they take most of the hits of at least the first orb.
**They will drag enemies along with them when possible. Humanoid targets, including other players, can be carried fast enough that they take most of the hits of at least the first orb.
*The second orb travels faster than the first, and will usually do less hits on nearby enemies because of this. However, it also lasts longer and slows down near the end of its duration, making up for the difference.
*The second orb travels faster than the first and will usually do fewer hits on nearby enemies because of this. However, it also lasts longer and slows down near the end of its duration, making up for the difference.
*The first orb may sometimes get stuck between terrain, especially when casting it directly next to a wall or corner, allowing you to land all of its hits on most enemies you can get into a corner.
*The first orb may sometimes get stuck between terrain, especially when casting it directly next to a wall or corner, allowing you to land all of its hits on most enemies you can get into a corner.
**Additionally, one or both of the orbs may randomly get stuck in midair and no longer move at all, but will still deal damage to anything at that location.
**Additionally, one or both of the orbs may randomly get stuck in midair and no longer move at all, but will still deal damage to anything at that location.
*On a super armor target directly next to you with no walls for the skill to bounce back from, the skill will do a minimum 4 hits (2 per orb), and most normal enemies are hit for 5 to 6 hits (3+2 or 3+3).
*On a super armor target directly next to you with no walls for the skill to bounce back from, the skill will do a minimum of 4 hits (2 per orb), and most normal enemies are hit for 5 to 6 hits (3+2 or 3+3).
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