What makes the Loader a stellar choice is her grappling fists. ![]() This means she can close in and punch enemies with little risk. Connecting a basic attack creates a scrap barrier that protects her from enemy attacks for a short time. While there may be fluctuations to her offense per run, her mobility is the one trait that is consistently reliable. The Loader has excellent offensive potential when she gets the right items to complement her play. These tools will give the Captain much-needed space from enemies when he needs it. Lastly, this survivor adds to his versatile kit with a taser that can hold opponents down in place and an orbital shot that deals significant damage as well as stun enemies on an area. This mechanic allows you to hit foes from a distance with decent accuracy. You can charge it up to massively reduce the spread of the shots. While this may seem to appeal to only players who prefer close ranges, it’s actually versatile even from afar. The Captain’s primary weapon is a shotgun. His microbots, for instance, shoot down enemy projectiles coming your way – allowing for a safe approach towards an enemy mob with only a few risks. While he only has a few options defensively, they work well with his kit. The Captain is an offensive powerhouse who can rush through waves of enemies with ease. Putting the time to learn them early will yield fruitful rewards down the line. They have the best tools to deal with most situations and are relatively safe to use. It deserves the D-tier slot but it needs a really big asterisk next to it since it scales way harder than other Equipment.The best survivors in the game. But it's not particularly hard for it to be an improvement, especially if you're already getting a lot of On-Kill effects. So, yes, it's unreliable for short runs, especially if you wound up with items that scale better with the Capacitor. This can be reached with 3 Wisps, 11 Gasolines, or 2 Daggers. ![]() Preon deals 4000% in an AoE every 120s for 33.3% damage/sec but has better clear capabilities so it only needs to hit 5 enemies to outdo Capacitor at 166.6%/sįMP deals 8 pulses of damage every 45 seconds, so the multiplier for any on-kill effect is 0.17x the dealt %, or rather it needs to deal 882% damage per death proc in order to outperform the other Equipment, ignoring things like Crowbars and the Bands that scale with the Capacitor much better. Putting Crowbar on the fringe category of "you probably want to scrap it away for a syringe or whatever" which this list, his video and even the wiki seems to imply with garbage sentences like "doesn't trigger often enough" when it triggers every single time a new enemy spawns, which is constantly is just wrong.įorgive Me Please for just writing down math since there's not much of an argument to be made otherwiseĬapacitor deals 3000% damage every 20 seconds for a total of 150% damage per second, which isn't the best metric overall but it's worthwhile here. My Argument was never that Crowbar is better than anything else.īut Crowbar is on par with or at least close to the strongest items, and becomes stronger the longer your run goes. In a game where you are constantly surrounded by new spawning enemies, that 'first hit' just happens way too often to be discounted as "Only useful when you play Loader and want to One-Shot things."īut ultimately having 5 glasses and 20 Crowbars, is still the best case scenario. ![]() Well, we got to the point where the only thing left to say is "No you!" indefinitely without empirical data, and I do not have the means of bringing those to the table.īecause it is comparing a 1000% multiplier to the first* hit to an enemy and all subsequent proccs of that hit, to a 50% chance to a 100% multiplier of a hit and it's subsequent proccs.
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