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Post by Killua on Dec 12, 2021 16:28:27 GMT -5
I’ve always wondered if the mild damage absorber would get in the way of Nebula’s healing activation; so we tested this against the high damage absorber chip. Well, we had an interesting finding that we want to share…
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Post by Somebody’s Mom on Dec 12, 2021 20:39:00 GMT -5
Fantastic work! Great post! Thank you. Always wondered some that myself, and had suspicions about acid weaps, but now we have pretty good evidence. A few questions to you, one of the heavy hitters, if you don’t mind.
Do you think this (acid effects) applies to to other weaps w dmg over time and corrosion? ie: Sting, Wasp, Hornet etc.? Also, how DO you think dmg reduction effects applied from Reds may affect this? Did you play around w the other healing effect chips at all? (Next vid?)
Lastly, I run a coupla Nebulas also, but that 100k threshold can be kinda high and maybe useless to some players mid level bots without that benchmark…. Any suggestions?
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Post by Killua on Dec 13, 2021 13:06:46 GMT -5
Fantastic work! Great post! Thank you. Always wondered some that myself, and had suspicions about acid weaps, but now we have pretty good evidence. A few questions to you, one of the heavy hitters, if you don’t mind. Do you think this (acid effects) applies to to other weaps w dmg over time and corrosion? ie: Sting, Wasp, Hornet etc.? Also, how DO you think dmg reduction effects applied from Reds may affect this? Did you play around w the other healing effect chips at all? (Next vid?) Lastly, I run a coupla Nebulas also, but that 100k threshold can be kinda high and maybe useless to some players mid level bots without that benchmark…. Any suggestions? I don't know, my hypothesis that it may be unique to the toxin weapons, since close to 50% of their damage are DoT. I think other weapons pack a punch at direct impact. We did do some additional comparisons with the healing module, will put those together. Right now, my mind is wanting to know how effective the On Damage Dealt chip vs. On Repair damage. This could be a big "Sleeper" chip. For the Nebula, i know Ogre has been getting great results with the Glider. I use my 3 Nebulas for my Revenant and Fenrir, and then 2 Persephones for my lower durability bots.
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Post by ѻﻭɼﻉ on Dec 13, 2021 16:57:42 GMT -5
Fantastic work! Great post! Thank you. Always wondered some that myself, and had suspicions about acid weaps, but now we have pretty good evidence. A few questions to you, one of the heavy hitters, if you don’t mind. Do you think this (acid effects) applies to to other weaps w dmg over time and corrosion? ie: Sting, Wasp, Hornet etc.? Also, how DO you think dmg reduction effects applied from Reds may affect this? Did you play around w the other healing effect chips at all? (Next vid?) Lastly, I run a coupla Nebulas also, but that 100k threshold can be kinda high and maybe useless to some players mid level bots without that benchmark…. Any suggestions? I don't know, my hypothesis that it may be unique to the toxin weapons, since close to 50% of their damage are DoT. I think other weapons pack a punch at direct impact. We did do some additional comparisons with the healing module, will put those together. Right now, my mind is wanting to know how effective the On Damage Dealt chip vs. On Repair damage. This could be a big "Sleeper" chip. For the Nebula, i know Ogre has been getting great results with the Glider. I use my 3 Nebulas for my Revenant and Fenrir, and then 2 Persephones for my lower durability bots. Post-test I’ve given this quite a bit of thought. There are two particular tactical things that stand out to me from this. One is a conclusion about weapon choice, the second regards refuting an assumption about Nebula’s use for tanks: 1) Since many tanks use Nebula, it makes sense to equip a full toxic build to completely bypass the Absorber and Nebula ability, and 2) It seems to that since many opponents are using toxics, that it would be more ideal to use drones other than Nebula with our tanks. That was my initial ‘knee-jerk’ assumption, one that thinks if you’re Nebula and Absorber aren’t being activated, your longevity is merely dependent upon the two defense chips and Repair Unit. I realized this is an incorrect assumption in general combat. Why? If you are merely 1v1 against a toxic opponent in a test like the one here or in a live match duel, sure, your Nebula and Absorber will be of no use, but what is the actual reality for the majority of tank combat? It is that you are frequently shot at by multiple opponents, and it is observable that both Absorber and Nebula ability activate during these circumstances. Nonetheless, it is true that I have come to prefer the Glider and Persephone drones for my Revenants, and use Nebula for other mechs less likely to encounter toxics, such as Fafnir.
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Post by Somebody’s Mom on Dec 13, 2021 20:34:25 GMT -5
Points well taken concerning Toxics… (have you met my ex?. Bah Dump TISS!!! My next show starts at 9) and I only run one tank but any info on the elusive “On Dmg Dealt” chip would be solid.
I only ask cuz I still run quad L12 Wasps and that five secs of DOT effect can quickly add up to another 10-20k! and from what I see, has no effect during Red’s last stand…
Personally think Glider is under-rated… but needs a special pairing and can be exquisite when paired w the right bot and pilot such as Poe w Ravana and Brijit w Roachie… that extra ability and then Phase to heal (assuming you have pilot Mechanic skills) is not to be trifled with.
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