![]() The weapon also struggles with high block enemies. But with +0 even Blaze is pretty lackluster hitting a max of 8 enemies baseline. Some runs, this is all you can obtain (especially on the higher difficulties). Right now, the hand crossbow feels on par with other weapons at +1 multihit (example #1) and fairly weak at +0. +3 multi-hit, 300-1800 damage (+20% increased dmg from +2, 36 max targets) +2 multi-hit, 250-1500 damage (+25% increased dmg from +1, 30 max targets) Base damage of Blaze 50, 3 multi-hits, 5 props Your suggestion -50% base damage, +1 multi hit and +2 prop baselineĢ. The maximum 800 damage is assuming that both multi-hits bounced the maximum of 3 times. So to explain this, at +0 the minimum damage it deals is 200, 100 for each multihit and nothing to bounce to. +3 multi-hit, 500-2000 damage (+25% increased dmg from +2, 20 max targets) ![]() +2 multi-hit, 400-1600 damage (+33% increased dmg from +1, 16 max targets) +0 multi-hit, 200-800 damage (8 max targets) Base damage of Blaze 100, 2 multi-hits, 3 props This lessens the impact of extra multi-hit and propagation which is what breaks this ability. Increase base multi-hits for blaze by 1 and propagation by 2.īalance base damage accordingly and reduce it a little more (you can probably cut it by 30-50%) ![]() Originally posted by Lorska:It's actually super easy to nerf. ![]()
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