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Take a moment to discuss our lord and savior, Turbillion

2 Antworten [Letzter Beitrag]
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Fehzors-Forum-Alt

Before it was a thing I told those that were wondering that a five star winmillion wouldn't change anything for them. It would just have higher damage numbers but not enough to exceed brandishes or anything, and that they'd pass up on it and I wasn't wrong.

But I actually liked winmillion, because it had burst damage. That is, from 2-3 tiles away it can start doing damage and finish things off when they're low. Leviathan, Turbillion and Combuster are all based around the same damage values without being boosted. When actually boosted, the damage values of combuster for whatever reason are slightly higher (319 in T3 training) vs (214+86 = 300 in T3 training), but the point still stands- if I'm 3 tiles away, I start doing damage faster and hit my finisher faster with winmillion than I do with combuster, resulting in what I've been calling burst damage.

86 (projectile hit) + 300 (second hits) + 350 (third hits) = 736 total

If I'd ran up and swung combuster twice it would be 638 total

While this is underwhelming for the amount of effort it requires to use turbillion, it still stands to reason that as a normal damage weapon, turbillion is at the very least functional in what it is supposed to do.

I think we should recommend the spur line to anyone interested in primarily gunning and bombing as a viable normal damage weapon, to be honest.

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Bopp
response

What does "boosted" mean in your post?

I like your observations about what you call "burst damage". Sworders can benefit from this idea. But can gunners really benefit? Wouldn't they rather use their guns until they get quite close to the target?

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Fehzors-Forum-Alt

Boosted = with any amount of damage multiplier

Gunners do benefit, as they can add the burst to the end of their attacks for an even larger burst. Bombers benefit the most, as they can finish off enemies with bursts.