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Characters Stellar Huntress - SA1 QoL improvement

SvenZ

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Version 1:
OLD
NEW
Signature
Ability 1
When RELOADING with 3 SHOTS or less remaining, gain 3 LIGHTNING SHOTS. LIGHTNING SHOTS DISABLE TAG INS and have a 10% chance to DISABLE BLOCKBUSTERS for 15 seconds each.​
When RELOADING with 3 SHOTS or less remaining, your last 3 SHOTS will be LIGHTNING SHOTS. BUCKSHOTS DISABLE TAG INS, and LIGHTNING SHOTS have a 10/15/20% chance to DISABLE BLOCKBUSTERS for 15 seconds each.​


I got to play around with Stellar Huntress in Parallel Realms and what bothered me was the placement of the lightning shots.

- She technically only gains 1 extra Special Shot, as one of the Lightning Shots can override her Buckshot

- Buckshot, both air and ground, naturally combo well with Lightning Shots. This also gives her an opportunity to apply Metal Breakdown beforehand and maximize her already low damage.

- Most importantly, controlling the downtime of DISABLE TAG INS will be smoother this way. In the old version, you can end up applying it on your last Lightning Shot. That's bad because you will end up losing time on both reloading and reaching the next set of Lightning Shots that will actually trigger SA2, resulting in janky rushed combos. Since Buckshot is always your 3rd Special Ammo and the remaining 3 Shots are Lightning Shots, SA2 will be utilized to its fullest. This also compliments her Tier 3 Blockbuster, as it starts with a Buckshot, allowing you to benefit from SA2 while using that Blockbuster.


Version 2: Big remake
OLD
NEW
Signature
Ability 1
When RELOADING with 3 SHOTS or less remaining, gain 3 LIGHTNING SHOTS. LIGHTNING SHOTS DISABLE TAG INS and have a 10% chance to DISABLE BLOCKBUSTERS for 15 seconds each.​
When RELOADING with 3 SHOTS or less remaining, your last 3 SHOTS will be LIGHTNING SHOTS. BUCKSHOTS DISABLE BLOCKBUSTERS, and LIGHTNING SHOTS DISABLE TAG INS if the opponent is suffering from DISABLE BLOCKBUSTER. Both effects last 15 seconds each.​
Signature
Ability 2
While the opponent is suffering from DISABLE TAG IN, LIGHTNING SHOTS deal 0.5/1/1.5% MAX HEALTH as bonus damage to the opponent's teammates. While the opponent is suffering from DISABLE BLOCKBUSTERS, deal an additional 0.5/1/1.5% MAX HEALTH to all opponents.While the opponent is suffering from DISABLE BLOCKBUSTERS, LIGHTNING SHOTS deal 0.5/1/1.5% MAX HEALTH as bonus damage to all opponents. While the opponent is suffering from DISABLE TAG IN, deal an additional 0.5/1/1.5% MAX HEALTH to the opponent's teammates.


- Since her damage is so low, her SA2's effects have been swapped.
 
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Still haven't had the chance to try her, how is her SA2 damage?
 
Still haven't had the chance to try her, how is her SA2 damage?
My previous comment is outdated, as I did not notice she was added to the Wiki.

PrerequisiteDamage to main opponent from
All 3 Lightning Shots
Damage to reserve opponents from
All 3 Lightning Shots
With Disable Tag In
null​
13.5%​
With Disable Tag In and Disable Blockbuster
13.5%​
27%​

On paper it's not bad. 10% is a small proc chance, but again, each L .Shot has 3 damage ticks, so it adds up. Plus you have your trap.

Considering her damage boost comes from Disable Blockbusters and with the new re-arrangement she'll have ample time to utilize the Lightning Shots. Her scaling may actually be better as:

Disable BB proc chance: 10/15/20%


Edit:

- Her base damage is very low, so you really depend on Disable BB in order to deal damage with her.
- Taking into account the amount of Health regained by teammates in reserve, her damage to them is similar to that of Trigger Happy.
- I added the above proc scaling to the base suggestion
 
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Sounds like too much hassle to make her work. Currently I would prefer Thrill Shrieker over her all day for consistent percentage damage.
 
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Sounds like too much hassle to make her work. Currently I would prefer Thrill Shrieker over her all day for consistent percentage damage.
Yep. I honestly think the effects should be swapped a bit. Her damage is way too low for a Gold and accessing the % damage to your current opponent is very slow and unreliably if you don't have Mouse Trap. Even then it's a bit of a gamble

I added a version 2 to the OP, but I may have gone overboard with the changes
 
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Yeah V2 is an huge upgrade for her. Is it overboard tho? Not really. You still gonna need to fulfill some prerequisites to make it work, so it balances out. This way she would deal 40.5-91% health damage to a 3-man enemy team with 3 lightning shots at total. Don't forget reserved opponents are constantly healing, so this damage won't always add up.

That damage might sound a bit too high, but she still needs to constantly interact with the opponent, while Thrill Shrieker can just tag them out to deal massive current health damage instantly with minimal contact. I like V2, it actually makes me want to use her and this way she actually can be chosen over Thrill Shrieker depending on the situation while not powercreeping Thrill at all.
 
This way she would deal 40.5% health damage to a 3-man enemy team with 3 lightning shots at total.
That would require 9 Lightning Shots actually. So after using up close to 4 chambers of shots. Quite slow considering you can do a fake infinite with Standard Shots at the very start of the game and shrug off about 25% from opponents in reserve with Trigger Happy 😅

The pro with Stellar Huntress is that the damage is not based on stats, so it's consistent
 
That would require 9 Lightning Shots actually. So after using up close to 4 chambers of shots. Quite slow considering you can do a fake infinite with Standard Shots at the very start of the game and shrug off about 25% from opponents in reserve with Trigger Happy 😅

The pro with Stellar Huntress is that the damage is not based on stats, so it's consistent
Minimum damage is 4.5% Health damage per enemy (as lightning shot itself is three-hits 1.5% x 3), so it is 13.5% team-wide, and because you can just spam them back to back it adds up to a total 40.5% team damage and x2 damage if other prerequisite is fulfilled. Am I missing something?
 
Minimum damage is 4.5% Health damage per enemy (as lightning shot itself is three-hits 1.5% x 3), so it is 13.5% team-wide, and because you can just spam them back to back it adds up to a total 40.5% team damage and x2 damage if other prerequisite is fulfilled. Am I missing something?
But, you have a total of 3 Lightning Shots. Each tick deals 1.5% damage, so a full Lightning Shot with 3 ticks deals 4.5%. And you have a total of 3 Lightning Shots per reload, so it's a maximum of 13.5% damage to enemies in reserve per reload.

That damage is only doubled if they're suffering from disable BB as well, but then it's capped at 27%
 
Oh, I messed up the math on the higher end: 91% -> 81%

Btw I'm talking about your V2 iteration. What I tried to mean is, yeah you do 13.5% per enemy which would add up to 40.5% when there are three enemies at total as each one of them loses a third of it.

I was thinking of the total damage dealt to the entire team.

Edit: Nvm, v2's SA2 said all opponent's "teammates."
Wording got me confused a bit sorry. I think "all" is unnecessary I thought it was the same with SA2's first part.
 
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Oh, I messed up the math on the higher end: 91% -> 81%

Btw I'm talking about your V2 iteration. What I tried to mean is, yeah you do 13.5% per enemy which would add up to 40.5% when there are three enemies at total as each one of them loses a third of it.

I was thinking of the total damage dealt to the entire team.

Edit: Nvm, v2's SA2 said all opponent's "teammates."
Oooh gotcha. Gonna edit that!