LogFAQs > #945677992

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CoolCly
10/09/20 11:40:38 PM
#254:




Mac Arrowny posted...
That's the thing - base damage for Hangover is 4 per stack every .5 seconds, coming out to 40 per second with all stacks. Doom base damage is 50 per 1.1 seconds, or 45 per second, so even with all stacks out there, Hangover's a little worse. It lasting longer helps, but it also starts up slower, and the damage scaling isn't the greatest either.


Uptime is a big difference maker, I think. For Doom to be competitive at the rate you describe, you have to be constantly reapplying it as soon as it falls off. If you are on top of your target 100% of the time constantly attacking and applying as it falls off, I agree it would be slightly better

But I think the realistic approach is getting to an enemy , hitting it quickly a few times, then moving on to the next enemy or if it's a boss moving away to avoid a mechanic. Then you come back to it. This works out to you coming back to apply more Hangover when it's falling off but with Doom creates several seconds of down time.

I don't think the point of either of these abilities is to be continuously attacking either way. You would just want a straight damage upgrade in that case.

The Mana Sword posted...


...wow. Does the game give you any indication of this at all? I see now that theres a button prompt, but I would always just grab my weapon and go, there didnt seem to be any reason to go back to the empty slot after I chose one.


Skelly gives one of his classic hints disguised as pointless chatter!

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