Toxic Bullets: Difference between revisions

FamousPup (talk | contribs)
m Update example
FamousPup (talk | contribs)
Update toxic bullets values from stealth patch
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|{{HeroIcon|Abrams}}
|{{HeroIcon|Abrams}}
|55
|41
|-
|-
|{{HeroIcon|Bebop}}
|{{HeroIcon|Bebop}}
|10.9
|8.1
|-
|-
|{{HeroIcon|Dynamo}}
|{{HeroIcon|Dynamo}}
|29
|22
|-
|-
|{{HeroIcon|Grey Talon}}
|{{HeroIcon|Grey Talon}}
|52
|39
|-
|-
|{{HeroIcon|Haze}}
|{{HeroIcon|Haze}}
|13.4
|9.9
|-
|-
|{{HeroIcon|Infernus}}
|{{HeroIcon|Infernus}}
|13.4
|9.9
|-
|-
|{{HeroIcon|Ivy}}
|{{HeroIcon|Ivy}}
|9.6
|7.1
|-
|-
|{{HeroIcon|Kelvin}}
|{{HeroIcon|Kelvin}}
|29
|22
|-
|-
|{{HeroIcon|Lady Geist}}
|{{HeroIcon|Lady Geist}}
|46
|34
|-
|-
|{{HeroIcon|Lash}}
|{{HeroIcon|Lash}}
|21
|15.3
|-
|-
|{{HeroIcon|McGinnis}}
|{{HeroIcon|McGinnis}}
|10.9
|8.1
|-
|-
|{{HeroIcon|Mirage}}
|{{HeroIcon|Mirage}}
|38
|28
|-
|-
|{{HeroIcon|Mo & Krill}}
|{{HeroIcon|Mo & Krill}}
|22
|16.6
|-
|-
|{{HeroIcon|Paradox}}
|{{HeroIcon|Paradox}}
|16.5
|12.2
|-
|-
|{{HeroIcon|Pocket}}
|{{HeroIcon|Pocket}}
|49
|36
|-
|-
|{{HeroIcon|Seven}}
|{{HeroIcon|Seven}}
|21
|15.3
|-
|-
|{{HeroIcon|Shiv}}
|{{HeroIcon|Shiv}}
|51
|37
|-
|-
|{{HeroIcon|Vindicta}}
|{{HeroIcon|Vindicta}}
|30
|22
|-
|-
|{{HeroIcon|Viscous}}
|{{HeroIcon|Viscous}}
|24.9
|18.1
|-
|-
|{{HeroIcon|Warden}}
|{{HeroIcon|Warden}}
|29
|22
|-
|-
|{{HeroIcon|Wraith}}
|{{HeroIcon|Wraith}}
|12.1
|9
|-
|-
|{{HeroIcon|Yamato}}
|{{HeroIcon|Yamato}}
|42
|31
|}
|}


== Notes ==
== Notes ==
* The % Buildup per shot is different per Hero. For example Abrams has 55% buildup per shot and only needs to shoot a target 2 times to cause them to Bleed, while Ivy has 9.6% buildup per shot so 11 shots are needed to cause a bleed.
* The % Buildup per shot is different per Hero. For example if a hero has 55% buildup per shot and only needs to shoot a target 2 times to cause them to Bleed, while if another hero has 9.6% buildup per shot would need 11 shots to cause a bleed.


* The buildup per shot is also affected by weapon falloff, requiring more shots for the bleed to occur at further distances. The bleed damage itself is unaffected by distance.
* The buildup per shot is also affected by weapon falloff, requiring more shots for the bleed to occur at further distances. The bleed damage itself is unaffected by distance.