Shield Charge


Coolio

 

Posted

How much damage does shield charge actually do? Mids doens't show its numbers (it shows liek 24 damage or something) but says its superior or extreme or something of the nature. Anyway just curious.


 

Posted

Try show info on the games power selection screen and moving the by level slider as it like all powers varies depending on selected level and enhancements.

Tech info: http://tomax.cohtitan.com/data/power....Shield_Charge

Which if I read it correctly the power itself does 0 DMG, but the psudopets it summons do the DMG.


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Posted

Quote:
Originally Posted by Coolio View Post
Try show info on the games power selection screen and moving the by level slider as it like all powers varies depending on selected level and enhancements.

Tech info: http://tomax.cohtitan.com/data/power....Shield_Charge

Which if I read it correctly the power itself does 0 DMG, but the psudopets it summons do the DMG.
Yep, this is how the power works... like Lightning Rod, it simply acts as a teleport and pet summon to the selected spot on the screen.

The pet summoned, which varies by AT, deals the damage via an auto power. For Brutes, the base damage dealt is 133.46, to a 20' radius, at level 50. Tankers deal a base of 141.25 damage, and Scrappers get a base of 200.2 damage - at least, those are the numbers pending an upcoming nerf.

Other notes:
  • Since it's a pseudopet dealing the damage, it uses the pet damage cap (of +300%), instead of the AT cap (+750% for Brutes, +400% for Scrappers). So a Scrapper with Build Up and around 2 SOs worth of damage slotting will do as much as a Brute can possibly do, and Tankers that are capped on damage (SS w/stacked Rage + AAO + slotting, for example) will do more damage while using Shield Charge than a Brute as well.
  • When it was first created, all ATs had the same (Brute) pseudopet. That was changed later, after Lightning Rod was changed when ported over to Scrappers and Tankers, apparently without Castle going over the changes completely (hence the upcoming nerf).
  • Its original incarnation dealt damage like Lightning Rod, with 2 radii for the damage (one being 3', making it harder to leverage the full damage). This was changed during the beta for Shields - I remember reading the patch notes and asking for the same change to Lightning Rod. I'm reading into a couple of Castle's comments that it likely will be reverted to this, rather than my hoped-for buff of Lightning Rod.


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