Implanted Bomb Match Damage Increase

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Comments

  • trenchdigger
    trenchdigger Posts: 185 Tile Toppler

    Yes it does boost him but only from the second turn onwards. So provided he makes a match during turn 1, he gets 40% boost turn 2. Provided he makes a match in turns 1 and 2, he gets an 80% boost turn 3, etc. Max boost is 120% from turn 4 onwards. So maybe a little slow to get going.

  • bluewolf
    bluewolf Posts: 5,949 Chairperson of the Boards

    I tend to only use Implanted Bomb on boosted characters and even then you're somewhat at risk of them not finding a match and dying.

    Also, the concept is supposed to be trying to emulate a villain needing to follow the rules/do good in order to avoid their head being blown up, and the villain presumably is fighting their tendency to be selfish/do bad things under this threat. So making it a thing you the player need to manage and handle is evocative of that idea. If it just became easy to do the further you went it's not really capturing the concept as well.

  • dianetics
    dianetics Posts: 1,697 Chairperson of the Boards

    @entrailbucket said:

    @Painmonger said:

    @KGB said:
    @entrailbucket - Yes, I agree it's the rule. It's just annoying the abilities don't all work the same way with regards to adjusting who tanks what color.

    Ultimately I swapped out Implanted Bomb for Pocket Radio. Even at R3, the +247 damage lets him tank Red (I'll probably push to get this support to R5 for the +398 along with the +528 in Black at R5). Then that team started to shine even though my Sam is only 3/1/1 at L300.

    KGB

    This is me. R5 Pocket Radio pretty much all the time for exactly this reason. I've tried to use other supports that should be better in theory, but fixed match damage increase at the start of battle always works. It also means he tanks black over almost everyone, too.

    Don't you notice the R5 implanted bomb effect on Juggernaut's AoE damage? Or does it not boost that? I think I remember Okoye not boosting him, for reasons that are totally unclear.

    Turn 1 1654 aoe
    Turn 2 2481 aoe
    Turn 3 3308 aoe
    Turn 4 4315 aoe

    So this is boosting the ability damage like 3May does for him as well
    With 3May4

    T1 4962
    T2 4962
    T3 4962
    T4 4962

    So if you pair 3May4 with Huggernot you don't need implanted bomb. Just use an AP generator on him.

  • entrailbucket
    entrailbucket Posts: 6,242 Chairperson of the Boards

    @dianetics said:

    @entrailbucket said:

    @Painmonger said:

    @KGB said:
    @entrailbucket - Yes, I agree it's the rule. It's just annoying the abilities don't all work the same way with regards to adjusting who tanks what color.

    Ultimately I swapped out Implanted Bomb for Pocket Radio. Even at R3, the +247 damage lets him tank Red (I'll probably push to get this support to R5 for the +398 along with the +528 in Black at R5). Then that team started to shine even though my Sam is only 3/1/1 at L300.

    KGB

    This is me. R5 Pocket Radio pretty much all the time for exactly this reason. I've tried to use other supports that should be better in theory, but fixed match damage increase at the start of battle always works. It also means he tanks black over almost everyone, too.

    Don't you notice the R5 implanted bomb effect on Juggernaut's AoE damage? Or does it not boost that? I think I remember Okoye not boosting him, for reasons that are totally unclear.

    Turn 1 1654 aoe
    Turn 2 2481 aoe
    Turn 3 3308 aoe
    Turn 4 4315 aoe

    So this is boosting the ability damage like 3May does for him as well
    With 3May4

    T1 4962
    T2 4962
    T3 4962
    T4 4962

    So if you pair 3May4 with Huggernot you don't need implanted bomb. Just use an AP generator on him.

    Do they stack?

  • dianetics
    dianetics Posts: 1,697 Chairperson of the Boards

    @entrailbucket said:
    Do they stack?

    Nope Mays boost is bigger than implanted bomb so it does nothing.

    If they did stack my T2-4 would see increases to about 5700, 6500, and 7400 or so.

  • entrailbucket
    entrailbucket Posts: 6,242 Chairperson of the Boards

    @dianetics said:

    @entrailbucket said:
    Do they stack?

    Nope Mays boost is bigger than implanted bomb so it does nothing.

    If they did stack my T2-4 would see increases to about 5700, 6500, and 7400 or so.

    Ah that's right. Interesting, thanks!

  • concillado
    concillado Posts: 91 Match Maker

    @entrailbucket said:

    @Painmonger said:

    @KGB said:
    @entrailbucket - Yes, I agree it's the rule. It's just annoying the abilities don't all work the same way with regards to adjusting who tanks what color.

    Ultimately I swapped out Implanted Bomb for Pocket Radio. Even at R3, the +247 damage lets him tank Red (I'll probably push to get this support to R5 for the +398 along with the +528 in Black at R5). Then that team started to shine even though my Sam is only 3/1/1 at L300.

    KGB

    This is me. R5 Pocket Radio pretty much all the time for exactly this reason. I've tried to use other supports that should be better in theory, but fixed match damage increase at the start of battle always works. It also means he tanks black over almost everyone, too.

    Don't you notice the R5 implanted bomb effect on Juggernaut's AoE damage? Or does it not boost that? I think I remember Okoye not boosting him, for reasons that are totally unclear.

    ....the old reason Okoy not boosting JuggFear was that she only boosted powers that were not tilematch-related, which JuggFear's is. Again one thing is how supports and powers in generel should work also when setuping up a synergy team with supports, then comes reality... :D