Bebop: Difference between revisionsGive feedback
Gammaton32 (talk | contribs) |
add beam + debuff resist note |
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| notes = | | notes = | ||
* Deals 50% damage to objectives. | * Deals 50% damage to objectives. | ||
* 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: area near arm, the beam itself (2.9m width), and area around the end of the beam. | * Hyper Beam has 3 damage areas: area near arm, the beam itself (2.9m width), and area around the end of the beam. | ||
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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 | * Hyper Beam has a {{DataProp|Hyper Beam|AbilityCastDelay}}s. cast time before the laser is fully deployed and active. | ||
| interactions = | |||
{{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}}. | |||
}} | |||
}} | }} | ||