![]() The easiest way to test this is to get a few focus crystals, poison a target then move in/out of 13m range and watch the damage change. If, however, this final value doesn't exceed the 10% target health value then it still gets superseded by that. the 1000% base damage component factors in Focus Crystal, AP Rounds and Shaped glass. Originally posted by Ittrix:Also frustrating his poison doesn't really scale with items. A range buff would still be nice on it, though. You *will* get an item that can help finish off weakened enemies. Plus, like 99% of the items in the game do damage in an AOE. It spreads waaay faster than in the first game. Epidemic is just as good for taking out swarthes of 'still alive' enemies as it is at making them. He's not really prone to being swarmed in my experience. Imo, just letting it scale with fire rate, procs, and crits would be enough. Keeping in mind that it hits with about the power of a nano bomb, it'd be nutters to let his poison or epidemic kill. His base damage does scale faster, but not enough to justify the lack of items. It's why you'll tick for 5 damage on a lesser wisp with 35 HP, then 6 when you level up. It does scale with level though- it does 1000% base damage *or* 10% of enemy max HP. I can see the issues with him being melee and not having defensive utility.Īlso frustrating his poison doesn't really scale with items. ![]() ![]() Gain an increasing light damage resistance buff for every enemy currently under the effects of poison, giving him much needed survivability and giving a point to mass-poisoning enemies Epidemic has its original properties, where it's a separate, lethal DoT that stacks with poison M1 attack poisons like it did in the first game Poison damage is no longer reduced by enemy armor Working around the developer's intent that poison should not kill (which, again, I don't think it'd be broken if it did kill especially in its current state), I think Acrid could use the following buffs: If not his poison being lethal (which in all honesty I think that'd be fair and not as broken as some people think), something else to make his damage better. He basically needs Visions of Heresy to be able to do decent damage and finish off poisoned enemies without dying.Īt the end of the day, Acrid's damage comes slow, usually too slow for him to be a viable choice over other characters, and he needs a bit of love. No extra survivability like i-frames or shields, unlike Loader and Mercenary, so the melee side of him is too risky and useless later in the run. Due to his main source of damage and DoT being nonlethal, he is prone to being swarmed by still alive enemies. The R also has really bad range so it can be very difficult and tedious to actually get poison to spread The R DoT also used to be lethal, which if the devs really don't want normal poison to be lethal, I think this would at least be fair. The R ability's DoT is no longer separate or stackable with poison like it was in the first game, which makes his damage output worse than before. Additionally poison damage falls off even more because armor reduction applies to poison, so despite the description of the ability, it is almost never actually 10% of enemy hp. This means the majority of his kit does not work with the vast majority of good items in the game, and his overall damage output falls off extremely fast given the set rate of DoT he can do. Additionally, poison ticks cannot proc ANY items. For starters, poison damage cannot crit. ![]() Acrid's kit is solidly designed and he has the potential to be a really fun character, but arbitrary restrictions to his design and other issues make him deceptively weak, most of them being related to the weaknesses of poison, his main gimmick.
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