Why you should respect ionized salt bomb
I believe I am one of the very few enthusiasts of this bomb, but consider that:
-if you manage to hit one opponent with multiple shards then this bomb easily outmatches and radius-based bombs in terms of damage;
-the shards fly very, very far - way further than any pistol shots;
-SHOCK ELEMENT INCAPACITATES HEALERS (anyone thought about it? I did not - but I saw it and it does);
-your teammates see what is happening on battlefield (try two bombers with nitronomes - visual effects clouds the vision terribly);
-not as badass in some situations as sun shards, but if you are pure bomber, then you will appreciate that it works also against slimes, which are extremely easy to be hit with multiple shards (apart from quicksilvers);
-lichen colonies, Jelly King or Snarly - only two bits of experience and a bit of luck and they receive 8 times more damage (all 8 shards hit);
-finally - no knock back: if enemy is hit during attack animation, then they either fall or do nothing - no more situations when your mateys are hit by a monster that was swept next to them;
I thought I share my opinion here. As a side note: I use fiery atomizer + ionized rock salt and this combo is pretty good. My only regret is that there is no shard-based 5* bomb, but again: shard bombs can have their damage multiplied by 8, so the lack of 5* one is somewhat balanced.
I've been considering going for one, just for the shock chance. I mean, there's no other shocking bomb (unless you count that 1* one you can only get in the starter energy bundle pack thingy) so even if you were to use it against targets it wouldn't be doing that great of damage to, you could still get shock status on a few monsters at once, right?
Also, totally know what you mean about the multiple hits. It's always great when something jumps right on top of your crystal bomb and takes 8x damage. >:)
By the way, about how much damage DOES this thing do against slimes? I noticed, the other day, while fooling around with the regular 2* crystal bombs, that A: they actually do half piercing and half normal damage like the salt bombs, and B: that the combination proved to be about half-damage to resistant creatures (compared to the like 20% or less damage it would have been doing if it had been 100% piercing damage). So what exactly DO you get when you take an attack that does half damage and then add a high damage bonus to it? Does it come out to about the same damage that a normal-damage bomb of equivalent power would do? If so, then I could see how the addition of moderate shock (and the fact that you can do double/triple/even more times damage to individual targets) would actually make these worth using.
"By the way, about how much damage DOES this thing do against slimes?"
Slime damage, huh?
The formula is simple:
Damage done = piercing damage / piercing resistance factor + normal damage / normal resistance factor.
Result: In my experience the bomb is not particularly deadly for slimes, but they tend to crowd, and then it starts to make difference.
Another interesting observation: if I set an enemy on fire, then burning does normal damage, however, if I electrocute them instead, then elemental factor is applied.
Resistant enemies take about 20-30% of standard damage from the damage types they resist.
So let's say, for simplicity, that this comes out to 25%, and a single shard from the bomb deals 100 damage (exaggerated of course, just for example's sake.)
Normal damage: 50
Piercing damage vs Slime: 12.5
62.5 damage + ~15-20% boost from Damage Bonus: High = approximately 73-74 damage per shard, versus 100 damage per shard against Gremlin or Undead, 112-113 damage per shard vs. Fiends and Beasts, and 62-63 damage per shard on Undead.
I remember hearing that one of the 4* shardbombs has a very slow charge compared to its own 3* version...
"I remember hearing that one of the 4* shardbombs has a very slow charge compared to its own 3* version..." - to be honest I did notice it to be a bit slow, but I blame change of helmet, suit and armor in nearly the same time, which resulted in losing charge time reduction buffs.
Also: Gigafreak's calculations are quite close to first 4 levels of tier 2 results.
Yes, those bombs are fun, but...
Try what you want with those things, in no situation they even remotely match what you can do with that weapon slot if you put a more useful bomb or an alchemer or something in it. In most situations where you would want to use a crystal bomb, plain sword or blast bomb are better too. In other situations, putting a fire / ice bomb right next to the target is. Most of the time you're off a lot better standing back (or helping with a shieldbump here and there) while watching the swordies / gunslingers do whatever you'd want to use that crystal bomb for.
The only situation where crystal bombs might have a place might be fighting big packs of wolvers (in some cases maybe gremlins / devilites) when you're solo, a lot too weak for the encounter and actually want them to jump around like crazy for half an hour, praying that that way they die before you do. It is slightly better at this job than the autogun line or the new T1 boss bomb. Also crystals are quite a bit more efficient if you're trying to get yourself kicked from a team for making the fight a lot harder or impossible to participate in for the others.
ufna said: "Also crystals are quite a bit more efficient if you're trying to get yourself kicked from a team for making the fight a lot harder or impossible to participate in for the others." You mean that it is easier for a party to play with a nitronome guy then with crystal/haze guy?
Where did the haze come from? Let's keep those out of the comparison for now ;)
As for crystal/nitro:
You get used to nitro with some practice - especially if the bomber is good and doesn't overuse it / use it in the wrong spot, at the wrong time. On the rare occasions I've been playing with a sword or guns and a blast-bomber was around, I loved using the nitro or big angry blast radius as a temporary safe spot: you can estimate when mobs are going to fly bye-bye and attack something in a way that would let you open to a counter attack without the bomb. Even if there's nitro-spam, often all you need is the right timing: No one forces you to let your guard down right in the split second you can't see much. Of course with nitro too it's possible to reduce the overall damage output of the team (or make it loose more hp), but if you try not to, you have a decent chance to succeed without standing around doing no damage at all - most of the time.
Well, and crystal bombs...There's just not much you can do if someone with a crystal series bombs insists on trying to "solo those wolvers in a team" or something like that. Maybe you can get in a hit or two, but mostly the whole pack will just jump around, occasionally get hit by a bomb projectile and randomly pop up behind someone to instantly bite and disappear. This, when confronted with the mobs / situations in questions, gives you two choices: start spamming haze bombs in places where they are really of no use so no one notices you're "unemployed" half of the time or make it worse and hope no one knows it's the crystal bombs that are causing the problem. Also: Bombers that think just because they can get two or more projectiles in from one bomb that way they need to use it to attack one or multiple puppies (or get very close without a shield to something big & spiky) are very "efficient" hp-burners and I'd recommend letting them lie there on the floor until the dangerous mobs are gone.
Don't get me wrong - the crystal bomb series can be fun and it can be useful in some situations. But it's really a rather suboptimal choice for the very limited amount of weapon slots one has no matter where you're going and I wouldn't take one along unless the run probably will be rather easy and the team fooling around on the battlefield anyway.
"The only situation where crystal bombs might have a place might be fighting big packs of wolvers (in some cases maybe gremlins / devilites) when you're solo, a lot too weak for the encounter and actually want them to jump around like crazy for half an hour, praying that that way they die before you do. It is slightly better at this job than the autogun line or the new T1 boss bomb."
...I thought the Spine Cone line was blast-radius-based, and therefore doesn't set off dodge reflexes.
Even though ISB doesn't have a 5* version, it's still really good due to shock. Even against T3 Wolvers it would probably be good because there are enough projectiles to hit them even after they poof.
Also, shocked mobs take more damage.
The Spine Cone line is also good for picking off healers nestled at the centre of a bunch of lumbers and half a dozen other nasties, because you don't have to circle around looking for a firing solution that may or may not exist, with a gun, or charge into the centre of the enemies and hew away, with a sword, or stand on the outskirts occasionally peppering a construct or slime pretty much on accident with your cute little spike launcher bomb.
The Crystal Bomb line does not afford any tactical advantage over healers. If they're exposed enough for you to get them with it, they're exposed enough that a sword-wielder could gank them, or a gunner could mow them down.
"The Crystal Bomb line does not afford any tactical advantage over healers. If they're exposed enough for you to get them with it, they're exposed enough that a sword-wielder could gank them, or a gunner could mow them down." - you sound like a pro gamer. One who has good equipment and does not consider the fact that you can easily die while chopping towards the healer.
And I still state that they have huge damage potential if well-planted.
Regarding wolvers - hitting with a spike knocks them down - that's one. Two: wolvers spam in groups and well placed bomb in a group always allow spikes stacking.
And the obvious rule - plany them in the middle if you can - if you knock some enemies down - you might just have saved someones hp :)
aight i use radiant sun shards as my main weapon when in bomber gear, thats why i believed what u said
however i just crafted and tryed ionized salt bomb
BIGGEST FAIL : charge time
because of the charge time i add it to the box of mostly useless fun bombs, which contains graviton and big angry and whatever else charges that slow
other than that the dmg is really low, on slimes and constructs its ridiculously low, i doubt it would help me against healers
when i solo with my sun shards i can take t3 healers, it just takes a lil bit and have to be careful not to get hit by any monsters
now the effects of that bomb..since the dmg is low, the charge is low, all we have is shock..what would i want with a shock, when i could place 2x sunshards instead? why not take a voltech alchemer, could even charge that thing..
u also say it helps against slimes, but i still cant believe i did like 20 dmg on depth 9 slimes, i might actually just take a proto sword instead lol
after thinking about ur confidence again..r u sure that u arent talking about sun shards o.O? salt bomb died for me just because of the charge time and i cant imagine any1 succeeding with that bomb as a main weapon
Lack of 5* is what kills many items in this game from being used. If they're really balanced around 4*, then they're kind of OP considering how much cheaper it is to make them.