Bebop: Difference between revisions

Korvo (talk | contribs)
Undo revision 13944 by Korvo (talk)
Tag: Undo
Korvo (talk | contribs)
Abilities: added further uppercut radius notes and notes to bebop hyper beam mechanics
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| ability_num=1
| ability_num=1
| notes=
| notes=
* Uppercuts all enemies within around 2-3m of Bebop.
* Uppercut affects all valid targets within ~5m to the front of Bebop and ~2-3m around him.
* Uppercutted enemies cannot receive the area damage.
* 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.
* Launched enemies cannot receive the area damage.
* 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.
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* 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 short "cast time" before the laser is fully deployed and active.
* Bebop levitates in the air during deployment time and also while the beam is active.
* Cancelling Hyper Beam during the deployment time does not consume the cooldown.
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