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6/13/2025, 8:03:07 PM
>>527304734
passive grants a 15% bonus to ALL damage when it is active, lasting 3 seconds from the first time you damage an enemy (misses don't trigger it), and then taking another 7 seconds to recharge. the recharge is functionally by shooting again, hit or miss
when i say "all damage" i do mean all damage: even frag grenades trigger it and get boosted to 115 max damage. accordingly, her rifle's damage is boosted to 39 on the body and 68 on the head at close range, her ability to 92 max damage, her tactical to 92 damage over 2 ticks, and her ult to 57 damage every .2 sec. heavy sword swings jump to 103 damage, a hilarious 139 on paper targets. this gets pretty funny with maxed damage upgrades, as she can do 82 damage on a headshot with a full-auto rifle.
awakening 1 lets her disable healing and armor regen on targets after some amount of damage, no vfx so i can't really tell what the threshold is
awakening 2 gives her active skill 4 sub-munitions when it detonates, which each deal a flat 20 damage within 5 meters, boosted to 23 by her passive. these detonate 1 second after hitting any floor, and with the +10 damage upgrade (only affects the initial explosion) can easily one shot targets in light armor if with the full volley; don't stand still if she's targeting you with this shit
awakening 3 lets you use her ability as a trap, enabling them during set-up time and making them last 90 seconds upon being planted. with only 1 charge and a base 25 second cooldown, i'm not sure this is gonna be terribly useful in comparison to "free extra 80 damage". on the bright side, there doesn't seem to be any limit to how many you can have active at a time and it doesn't seem like they're destructible, so if you choose the 5 second faster cooldown and you're quick about getting to your site you could have at least 5 or 6 arrow already in position by the time enemies arrive to give them a pain in the neck
long story short: she strong, this is gonna be a season for defenders
passive grants a 15% bonus to ALL damage when it is active, lasting 3 seconds from the first time you damage an enemy (misses don't trigger it), and then taking another 7 seconds to recharge. the recharge is functionally by shooting again, hit or miss
when i say "all damage" i do mean all damage: even frag grenades trigger it and get boosted to 115 max damage. accordingly, her rifle's damage is boosted to 39 on the body and 68 on the head at close range, her ability to 92 max damage, her tactical to 92 damage over 2 ticks, and her ult to 57 damage every .2 sec. heavy sword swings jump to 103 damage, a hilarious 139 on paper targets. this gets pretty funny with maxed damage upgrades, as she can do 82 damage on a headshot with a full-auto rifle.
awakening 1 lets her disable healing and armor regen on targets after some amount of damage, no vfx so i can't really tell what the threshold is
awakening 2 gives her active skill 4 sub-munitions when it detonates, which each deal a flat 20 damage within 5 meters, boosted to 23 by her passive. these detonate 1 second after hitting any floor, and with the +10 damage upgrade (only affects the initial explosion) can easily one shot targets in light armor if with the full volley; don't stand still if she's targeting you with this shit
awakening 3 lets you use her ability as a trap, enabling them during set-up time and making them last 90 seconds upon being planted. with only 1 charge and a base 25 second cooldown, i'm not sure this is gonna be terribly useful in comparison to "free extra 80 damage". on the bright side, there doesn't seem to be any limit to how many you can have active at a time and it doesn't seem like they're destructible, so if you choose the 5 second faster cooldown and you're quick about getting to your site you could have at least 5 or 6 arrow already in position by the time enemies arrive to give them a pain in the neck
long story short: she strong, this is gonna be a season for defenders
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