When struck, a Shield lowers the type of stun or stagger by one stage, unless the shield is broken, or the effect is delivered via a Melee weapon. Shields share MS Typing, and thus, are easier to break from MS that have an Advantage against the target's type. Shields are an ablative defense, with their own HP value, separate from the MS. Please also be aware that damage stats such as range and melee boost max out at 100(Double Damage,) and defenses cap at 50(Half damage taken.) While boost stat maxes at 100 At low values the difference is minimal, and at lower costs it is significantly easier to increase damage output over defense, however, as defenses increase, the gap widens in favor of defenses around 600 cost. Taken the example above, adding 10 Ballistic Resistance to the target, will cause the Bazooka do deal cloor 1249 damage. However, this is also occurs later in the damage formula, so the effect is ever so slightly stronger. Adding 10 Ranged Boost will increase the damage this weapon inflicts by 10% (1375 Power.) This relationship is exactly the same for both weapon types, and applies to beam weapons, charged, and uncharged as well.Ĭonversely, 1 point of Ballistic Resistance, Beam Resistance, or Melee Resistance will reduce damage taken from one of those sources by 1%. For example, the Hyper Bazooka and Zaku Bazookas have a power rating of 1250. Ranged Strength and Melee Strength stats increase a MS's corresponding weapon damage, by 1% per point. If you're stunned, you may be able to dodge roll out of the stun before the enemy can close the distance and melee combo you. Dodge rolling out of a stun can be a good way to weaken the popular "bazooka + melee knockdown" tactic. Players can dodge roll out of a stun after 1.4 seconds, and out of a stagger in 2.7 seconds. A player who is winced, or stunned, can perform dodge-rolls however to attempt to prevent follow up attacks, but Stagger and Knockdown are total restrictive statuses. Knockdown is caused by heavy-melee strikes, Counters, or by very select weapons such as the Heat Lance and Arm Punch. Lastly, Knockdown forces a MS to collapse, and be entirely defenseless for the longest period, however, at the end of this period, the MS will stand up with damage invulnerability for a few seconds or until it takes an aggressive action such as charging a weapon, attacking, or tackling. Stagger is caused by a very select series of ranged and melee weapons, such as the 135mm Anti-Ship Rifle or Twin Beam Spear (Scythe), among others and some sub-weapons. Next is Stagger or "Heavy Stun" which causes a MS to recoil more sharply, and often, drop to a knee, forcing them to stand upright in order to resume normal behavior. Stun is normally caused by bazooka-type weapons, large missiles and sturm fausts and grenade launchers, cannons, sniper rifles and charging beam weapons when charged, and melee strikes, however it can also be caused by some non-charging or uncharged beam weapons, or by a mechanic called 'build stun' which is a hidden feature which allows any weapon or combination of weapons to inflict a stun after enough hits have landed, however this varies with the individual weapon. The next effect, is Stun which fully stops a MS's motion, and ability to react for a short time. There are 4 tiers of these effects, the first, Wince, is generally caused by small missiles, small beam guns, or other similar weapons, and will sometimes prevent a MS from boosting, firing, or jumping, if they were not already doing so. Weapons can inflict hindering effects when used against enemies or yourself. 2.3.3 Maneuver Armor and Baiting Tackles and Rolls.īasic Mechanics Wince, Stun, Stagger, Knockdown.2.3.2 Emergency Avoidance, or "Dodge Rolling.".1.6 Standing, Kneeling, Prone, Scoped, Stationary in Space.1.5 Melee Directions, Damages, and Combo Damage.
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