Editing BebopGive feedback
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 25: | Line 25: | ||
| notes = | | notes = | ||
* Uppercut affects all valid targets within ~5m to the front of Bebop and ~2-3m around him. | * Uppercut affects all valid targets within ~5m to the front of Bebop and ~2-3m around him. | ||
* Uppercut first tries to launch all nearby allied troopers, enemy troopers, and enemy Heroes. If there are no valid enemy targets at all near Bebop on cast, then Uppercut will try to launch nearby allied Heroes as well. | * Uppercut first tries to launch all nearby allied troopers, enemy troopers, and enemy Heroes. | ||
* Launched enemies | * If there are no valid enemy targets at all near Bebop on cast, then Uppercut will try to launch nearby allied Heroes as well. | ||
* Launched enemies cannot receive the area damage. | |||
* Launched enemies and enemies in the landing area all receive the fire rate slow debuff. | * Launched enemies and enemies in the landing area all receive the fire rate slow debuff. | ||
* Trajectory is affected by Bebop facing angle, i.e. facing down reduces airtime, and facing upward increases airtime. | * Trajectory is affected by Bebop facing angle, i.e. facing down reduces airtime, and facing upward increases airtime. | ||
| Line 36: | Line 37: | ||
| notes = | | notes = | ||
* Bomb(s) instantly explode if the target dies. | * Bomb(s) instantly explode if the target dies. | ||
* The permanent bonus damage is applied after all upgrades and Spirit Scaling. Formula: <code>((Base dmg + Upgrade + Spirit Scaling) * stacks multiplier)</code>. I.e.: With the T2 ("+{{DataProp|Sticky Bomb|Upgrades.2.Damage}} Damage") upgrade, stacks giving +9% damage, and 33 Spirit; Sticky Bomb will deal 245 damage <code>((110 ''[Base]'' + {{DataProp|Sticky Bomb|Upgrades.2.Damage}} ''[Upgrade]'' + 33*{{DataProp|Sticky Bomb|Damage.Scale.Value}} ''[Spirit Scaling]'') * 1.09 ''[Stack Multiplier]'')</code> | |||
* Bomb damage is based on Bebop's spirit power at cast time, so buffs/debuffs such as {{ItemIcon|Spirit Snatch}} apply only if they are active when the bomb is attached. | * Bomb damage is based on Bebop's spirit power at cast time, so buffs/debuffs such as {{ItemIcon|Spirit Snatch}} apply only if they are active when the bomb is attached. | ||
* Can be attached to allies. | * Can be attached to allies. | ||
* Can be attached to self by using Alternate Cast, but deals 20% of the bomb's listed Spirit damage to himself on explode. The self-damage can be mitigated with [[Spirit Resist]] items. | * Can be attached to self by using Alternate Cast, but deals 20% of the bomb's listed Spirit damage to himself on explode. The self-damage can be mitigated with [[Spirit Resist]] items. | ||
* Permanent bonus damage stacking notes: | * Permanent bonus damage stacking notes: | ||
** The game keeps track of two independent counters: hit stacks and kill stacks. These are not shown anywhere in UI. | ** The game keeps track of two independent counters: hit stacks and kill stacks. These are not shown anywhere in UI. | ||
| Line 72: | Line 73: | ||
| notes = | | notes = | ||
* Deals 50% damage to objectives. | * Deals 50% damage to objectives. | ||
* Deals damage and applies | * Deals damage (and applies a {{DataProp|Hyper Beam|SlowPercent}}% {{DataProp|Hyper Beam|SlowTargetDuration}}s slow) in {{DataProp|Hyper Beam|Interval}}s intervals. | ||
* Bebop stays in the air during deployment time and also while the beam is active. | * Bebop stays in the air during deployment time and also while the beam is active. | ||
* Hyper Beam has 3 damage areas: | * Hyper Beam has 3 damage areas: area near arm, the beam itself (2.9m width), and area around the end of the beam. | ||
* Hyper Beam deals damage in an area 5m radius centered around the beam arm, and 4m radius centered around the end of the beam, indicated by purple circles. | |||
* Any Hyper Beam damage that occurs within about ~9m radius of the beam arm is reduced by 25%, even main beam and end-of-beam damage. | * Any Hyper Beam damage that occurs within about ~9m radius of the beam arm is reduced by 25%, even main beam and end-of-beam damage. | ||
** This reduced damage penalty area scales with cast range bonuses; for example, +35% cast range will increase the penalty area from ~9m to ~12m. | ** This reduced damage penalty area scales with cast range bonuses; for example, +35% cast range will increase the penalty area from ~9m to ~12m. | ||
* Hyper Beam has a | * Hyper Beam has a {{DataProp|Hyper Beam|AbilityCastDelay}}s. cast time before the laser is fully deployed and active. | ||
| interactions = | | interactions = | ||
{{AbilityInteraction | interaction = debuff resist | state = partial | text = | {{AbilityInteraction | interaction = debuff resist | state = partial | text = | ||
Hyper Beam's slow is continously reapplied which effectively nullifies any debuff resist. However when the player leaves the beam's area the slow lingers for {{DataProp|Hyper Beam|SlowTargetDuration}}s which can be reduced e.g. by {{ItemIcon|Debuff Reducer}}. | Hyper Beam's slow is continously reapplied which effectively nullifies any debuff resist. However when the player leaves the beam's area the slow lingers for {{DataProp|Hyper Beam|SlowTargetDuration}}s which can be reduced e.g. by {{ItemIcon|Debuff Reducer}}. | ||
}} | }} | ||
}} | }} | ||