Bebop: Difference between revisionsGive feedback
Added a note that Grappe Arms's damage counts as melee damage |
Gammaton32 (talk | contribs) →Abilities: moved item interactions to interactions section |
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* 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. | ||
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** For calculating total damage bonus the game uses following formula: <code>(HitStacks*({{DataProp|Sticky Bomb|BonusDamagePctPerPlayerHit}}+{{DataProp|Sticky Bomb|BonusDamagePctPerPlayerHit.Scale}}*SP)) + (KillStacks*({{DataProp|Sticky Bomb|BonusDamagePctPerPlayerKilled}}+{{DataProp|Sticky Bomb|BonusDamagePctPerPlayerKilled.Scale}}*SP))</code> (SP = Spirit Power). The result is % damage bonus applied to the bomb and is the number shown on the UI. | ** For calculating total damage bonus the game uses following formula: <code>(HitStacks*({{DataProp|Sticky Bomb|BonusDamagePctPerPlayerHit}}+{{DataProp|Sticky Bomb|BonusDamagePctPerPlayerHit.Scale}}*SP)) + (KillStacks*({{DataProp|Sticky Bomb|BonusDamagePctPerPlayerKilled}}+{{DataProp|Sticky Bomb|BonusDamagePctPerPlayerKilled.Scale}}*SP))</code> (SP = Spirit Power). The result is % damage bonus applied to the bomb and is the number shown on the UI. | ||
** Since SP determines damage for each stack and doesn't affect gaining stacks, it can be said that Spirit Power applies retroactively to already gained stacks. This can be observed by purchasing e.g. {{ItemIcon|Boundless Spirit}} and seeing the number above ability icon increase by itself. | ** Since SP determines damage for each stack and doesn't affect gaining stacks, it can be said that Spirit Power applies retroactively to already gained stacks. This can be observed by purchasing e.g. {{ItemIcon|Boundless Spirit}} and seeing the number above ability icon increase by itself. | ||
| interactions = | |||
{{AbilityInteraction | interaction = dispel magic | state = partial | text = | |||
If purged, the bomb is dropped on the ground and still detonates.}} | |||
}} | }} | ||
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| notes = | | notes = | ||
* The target receives a {{#invoke:Abilities|get_ability_prop|Grapple Arm|SlowPercent}}% move slow that lasts for {{#invoke:Abilities|get_ability_prop|Grapple Arm|RestrictionDuration}}s when it finishes being pulled-in. | * The target receives a {{#invoke:Abilities|get_ability_prop|Grapple Arm|SlowPercent}}% move slow that lasts for {{#invoke:Abilities|get_ability_prop|Grapple Arm|RestrictionDuration}}s when it finishes being pulled-in. | ||
* T1 damage bonus works by applying a unique debuff to the enemy | * T1 damage bonus works by applying a unique debuff to the enemy, which can be shortened and cleansed. | ||
* The melee damage counts as heavy melee allowing items such as {{ItemIcon|Spirit Snatch}} to receive their full effect. | |||
| interactions = | |||
{{AbilityInteraction | interaction = debuff resist | state = partial | text = | |||
T1 damage bonus' duration can be reduced.}} | |||
{{AbilityInteraction | interaction = dispel magic | state = partial | text = | |||
T1 damage bonus can be removed.}} | |||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
== Street Brawl == | == Street Brawl == | ||