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But here it is again:
Block is a permanent damage reduction. (Point based) Armour renews every round.
So if your guy has 8 block and say 30 armour. (A slightly lucky starting guy):
If he gets attacked from 4 sides for 30 damage each, he will receive 0 damage from the first (8 blocked and 22 from armour) then he will get from 2nd attack 30-8-8=14 damage again(and now has 0 armour) and from the other two 22 and 22 damage, he will have 0 armour but still 8 block. Once the round ends his armour is renewed again.
However take into consideration there are enemies who have weapons against block or dodge does not apply.
- dual wield: you need to unluck those weapons, they are called "off-hand" weapons. Like offhand hammer, axe, pistol, orb.(only found these so far).
Since i am obviously starting to really dig this game, is there a good resource to look this stuff up, or is it all changing to fast right now with the updates?
Armor generally beats block on similar sources unless you tank more than 5-6 hits per round which rarely happens. Plus with high armor you can actually plan ahead on how many hits you can tank without trying to figure out the block/resistance math, lol.
(Edit: with 32 armor vs 8 block breakpoints are 4 regular or 2 physical hits per round so I'd grab 8 block there)
Perks system was recently reworked and most info on wiki and stuff is outdated unfortunately.
Still, having some defensive on tanks doesn't hurt, especially if offered blue upgrades.
Defensive training is the extra xp from defensive buildings right? Well it might be worth or it may not. I usually have a certain few useful perks. (Like spiked armour+vampire+epidemic+poison and toxic leech, give the guy a good armour and good block item and you have your mass infecter tank:D)
On certain levels it is actually good to take defensive training(currently one since we have only 3 maps). I would say in Lakeburg it is worth it. But in glenwald, it is so so.
(Also currently now i seem to have issues with ranged guys, terrible drops and terrible builds come up:D)
It would be a big xp shift to go from zero xp on a kill to double, triple (up to however many heroes have the perk).
I feel like it would make more sense to already have defensive structures distribute their xp to all heroes without a perk. Losing all xp seems like too big of a hit (without perk).
As for the reliability issue. When I highlight the attribute in character details it only shows a max. Accuracy on the other hand shows a min of -50%. That is why I am wondering if reliability can't fall below 0% which would just be the standard damage range of the attack.
It wouldn't apply to debuffs though right?
I just looked in the game and I don't see any stunning perk. There used to be perk that increased stun chance, but that seems to have been taken out. If you go into the character panel and hover over stun chance you will see it only applies to skills that have the stun effect.
It is still in game. (Was earlier when i played.)
But yes it only applies to any attack and skill that already has a stun effect.
(Poison and stun can really make a good combo:))
Remember that not all perks are available for all characters, so just because you see one character who does not have that perk does not men it is not in the game.
And I'm not sure how it interacts in multiples, but I really doubt its anything but "split evenly"
Ah, I didn't know that at the time.
I think it can be a good alternative option, especially when you get a hero who for some reason starts to get on the first few levels only XP skill upgrades as blue. I think i managed to get a guy like this to level 13 on lakeburg. (Guy was a beast:D) Had like 175% or 190% extra xp+25 xp perk +25 xp from defensive buildings, the next nearest guy with level was still on 8 or 9.