![]() This is mostly obvious on attacks that strike quickly in a short amount of time like MUL-T's nailgun. If that fails, then the on-hit ultimately is not triggered. This keeps very fast attacks from causing on-hits to trigger all of the time, and helps keep those attacks in line with other attacks that are slower but of comparable damage.Įssentially, if you succeed your check and cause an on-hit to trigger, another dice roll is done for your attack's proc coefficient. The exact method that the game uses to implement the coefficient is not well known, however its overall effect is:Īttacks with low Proc Coefficient will not cause on-hit effects as often as another attack with equal on-hit chance and higher proc coefficient. Proc Coefficient - This is a decimal from 0 to 1, and it is specific to each of the suvivors' attacks. Hidden StatisticsA few characters have some background ways to keep them balanced, while also keeping them unique and fun to play. The reverse is true of low damage attacks, which while they may cause bombs to appear more frequently, they will use the far less damage of your rapid fire attack. If your sticky bomb deals 250% damage, and you deal 100 damage to an enemy, that sticky bomb is expected to deal 250 damage. On-hit items will deal x% damage based on the damage of the attack that caused the on-hit effect to activate. This is usually a property of on-hit items.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |