Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Indeed its better if we don't move, but if the option is disabled due to it being in melee, the only option to dps is to tank a hit and disengage... But if a unit can still range atk in melee/zone of control, then it is indeed better to stay still and dps in scenarios where safety isn't the concern.
Hence your understanding is correct overall, especially if primal darter can use range attack in melee/ignores zone of control, and staying up close to shoot is even more ideal for dps if primal darter can only range attack units that are next to it.
Primal darter as an example has a shoot blowgun that does 10 damage and it appears to shoot 3 times if it didn't move. Disengaging shot shoots once and from what I understand does 20 damage (10 physical 10 blight).
I've seen videos claim it's best to move up and do disengaging shot because it does more damage. But to me you've done 20 damage vs 30 you could have by standing still.
Am I wrong with my understanding of that? If you can attack 3 times you do the listed damage each time right?
Dmg reduction should be (-0.9^defense)+1 and *100% for the number to be in percentage instead of fractions based on the plot
but i assume devs made an exception for that in code
Its like 0.9 to the [Defense] Power