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Discussion in 'New Player Guides & FAQs' started by moisterrific, May 14, 2017.
Do Haste and Slow not remove each other?
They do cancel each other out, my bad I forgot to add that in. It’s updated now.
Are you going to update Immune? Because according to this, immune is not supposed to remove existing debuffs.
Yea immune doesn’t remove existing debuffs, updated the info now.
The timer is supposed to be paused while characters are on the bench.
If you come across a fighter dying while they are on the bench inflicted by doom, we'd love to hear about it as a bug report!
Can somebody post an image of each status effect? I remember being a new player and not knowing which effect was which for awhile.
It's worth noting that if you pause the game while affected by a status effect, then the pause screen will show a picture of the status icon followed by a description of the effect.
Very true, but I don't think the images exist on the forum in a compendium-like format.
I’ll update this thread with pictures after 2.0 gets released.
What about Curse?
Curse is a debuff that makes the afflicted fighter unable to gain buffs.
Trying to wrap my mind around stacks.
Let's say Peacock kicks Big Band in the shin for 100 damage.
If Big Band had Armor, then the stacks would absorb the damage like so?
1 Armor = 25% damage reduction = -75 HP
2 Armor = 50% damage reduction = -50 HP
3 Armor = 75% damage reduction = -25 HP
4 Armor = 100% damage reduction = zero damage
5 Armor = 125% damage reduction = practically invincible
Suppose Peacock accidentally dropped her ice cream cone, so she is enraged.
1 Enrage = 20% damage increase
2 Enrage = 40% damage increase
3 Enrage = 60% damage increase
4 Enrage = 80% damage increase
5 Enrage = 100% damage increase (that's double damage, right?)
Pretty straight forward until you combine them. When stacks collide with other stacks. Feels like a question from a math quiz. If a fully enraged Peacock (5 stacks) throws a bowling ball (1,000 base damage) at Big Band with 4 stacks of armor (100% damage vs. 100% damage reduction), what happens? Why does armor go to five stacks if 4 seems to be sufficient?
If any fighter has at least 4 stacks of armor they take zero damage from attacks, regardless of stacks of enrage on the attacker. I believe this is because the game calculates damage modifiers as such (using your Peacock vs. Big Band example): Peacock throws the bowling ball and the game says it should do 1000 damage with the 4 enrage stacks. When it hits Big Band, it looks at his armor and alters that 1000 damage according to his armor stacks. So even though Peacock is doing double damage, that damage gets reduced by 100%, since armor is calculated afterward.
Just want to add that final stand actually prevents doom from killing you.
Thanks fellow! Just what I needed!
And what about Defense% + Armor? If I have +50% defense and 2 stack of armor? It's 0 damage taken or it's (1000/2=500) --> (500/2=250)
Check out this page btw for the most up to date information:
The former is the case. I guess it should be explained like this: Defense% reduces damage by the given %, and the stat itself can be brought up to 50%. Any stack of armor acts as +25% defense each. So having 50% defense is the same as always having 2 stacks of armor, except obviously you can still stack Armor buffs up to 5 in a battle and the Defense% stat cannot be removed by the Armor Break debuff.