New Character - Sidewinder (Seth Voelker) 4*

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Comments

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

    Looks decent.
    I think the match damage bonus for characters like Jugg or Col5 will make little difference for those characters.

    Max damage bonus between 1525% and 1725% is actually fairly minimal.

    I think he will make a lot of other characters far more valuable/viable. If a character has a great kit and then gets the match damage bonus you will be more likely run them. Also, this will potentially reduce 3May usage which would be a good thing.

  • WhiteBomber
    WhiteBomber Posts: 505 Critical Contributor
    edited 19 February 2025, 19:30

    @Pantera236 said:

    @darkman84 said:

    @Tac said:

    @Pantera236 said:
    It doesn't say 1st time per turn though. I read it as each teammate can be sent away 1 times per battle.

    let's pray you're right.
    Note : if it sets himself away first on aoe hit, the rest of his teammates won't be able to be sent away either. Away disable passives temporarely.

    I'm curious how it will work actually, for example OR passive is not disabled on being Away (which actually seem like a bug, but I've experienced that). Anyway if you could sent the whole team away with one AOE shot, it can be super easy to fight against his teams - just by using Kang :)
    And quite frankly - it should work like that to keep the balance - then his teams would be very good on offence, but poor on defence.

    Yeah I see that as a bug as well. I don't think it will create a new one if he's away but nothing in his description or for that matter the devs description of away makes it ticking down while away correct to me.

    I think of it this way: The plague spores are surrounding him, they are not him. Even though he is sent away, the cloud of spores remains. If you fart in a room and walk away, everyone else in the room still feels the pain after you are gone (I guarantee this is how the dev team tested it).

    This would also explain the cloud dissipating after completion, but not creating a new one if he is away.

  • KGB
    KGB Posts: 3,409 Chairperson of the Boards
    edited 19 February 2025, 20:32

    @dianetics said:
    Max damage bonus between 1525% and 1725% is actually fairly minimal.

    Do you realize that a 100% bonus means double (2x) match damage? So 1525 means 15.25x match damage. So a character who does 1000 match damage per tile (a typical 5 at 450) would suddenly do 15000 match damage per tile. It's an incredible bonus if it's not a typo.

    KGB

  • Borstock
    Borstock Posts: 2,844 Chairperson of the Boards

    Forgive me if already asked, but is it a boost to base match dmg?

    So, 550 Juggs in green is 2166. His red power gives him a 225% buff at 5.

    What does the 1525% buff do? Is it a bonus to the match dmg on top of the 225%? Is it a bonus to the 225% number? Does it replace the 225%? Are none of these correct?

    And if I'm facing an M'Baku team, is he doing 300k dmg a match to me on turn 2?

  • stef_focus
    stef_focus Posts: 123 Tile Toppler

    @KGB said:
    Gotta be some typos on that Yellow power for 4 and 5 covers. 3 covers does 3399 damage (L370) but 5 covers only does 411 damage (L370). It might be 4110 damage or maybe something else. Needs to see the fixed numbers.

    Could be correct
    LVL 3: 3-turn timer, max 2
    damage per turn: 0 / 0 / 3399 / 0 / 0 / 6898
    LVL 5: 1-turn timer, max 6
    damage per turn: 411 / 822 / 1644 / 2466 / 2466 / 2466
    So comparable damage, but a lot less vulnerable to destruction by multiplying faster

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

    @Borstock said:
    Forgive me if already asked, but is it a boost to base match dmg?

    So, 550 Juggs in green is 2166. His red power gives him a 225% buff at 5.

    What does the 1525% buff do? Is it a bonus to the match dmg on top of the 225%? Is it a bonus to the 225% number? Does it replace the 225%? Are none of these correct?

    And if I'm facing an M'Baku team, is he doing 300k dmg a match to me on turn 2?

    Nobody knows. These powers don't have a consistent function or wording.

    Once he's in game we can test how it works.

  • ThaRoadWarrior
    ThaRoadWarrior Posts: 9,522 Chairperson of the Boards

    Re-upping the petition to use CCG style keywords in bold in all power descriptions

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

    @KGB said:

    @dianetics said:
    Max damage bonus between 1525% and 1725% is actually fairly minimal.

    Do you realize that a 100% bonus means double (2x) match damage? So 1525 means 15.25x match damage. So a character who does 1000 match damage per tile (a typical 5 at 450) would suddenly do 15000 match damage per tile. It's an incredible bonus if it's not a typo.

    KGB

    I think your missing my point.

    I am saying the difference for characters that already have a high match damage boost compared to other characters will be minimal.

    If Jugg gets 225% match damage boost it will likely be additive to this boost (like other match damage gains already in the game).

    So Juggs will likely be at 1750% match damage gain and a character like Sersi will get 1525%.
    All other things equal the extra 225% will actually make little difference, because the boost is already so high.

  • darkman84
    darkman84 Posts: 61 Match Maker

    @WhiteBomber said:

    @Pantera236 said:

    @darkman84 said:

    @Tac said:

    @Pantera236 said:
    It doesn't say 1st time per turn though. I read it as each teammate can be sent away 1 times per battle.

    let's pray you're right.
    Note : if it sets himself away first on aoe hit, the rest of his teammates won't be able to be sent away either. Away disable passives temporarely.

    I'm curious how it will work actually, for example OR passive is not disabled on being Away (which actually seem like a bug, but I've experienced that). Anyway if you could sent the whole team away with one AOE shot, it can be super easy to fight against his teams - just by using Kang :)
    And quite frankly - it should work like that to keep the balance - then his teams would be very good on offence, but poor on defence.

    Yeah I see that as a bug as well. I don't think it will create a new one if he's away but nothing in his description or for that matter the devs description of away makes it ticking down while away correct to me.

    I think of it this way: The plague spores are surrounding him, they are not him. Even though he is sent away, the cloud of spores remains. If you fart in a room and walk away, everyone else in the room still feels the pain after you are gone (I guarantee this is how the dev team tested it).

    This would also explain the cloud dissipating after completion, but not creating a new one if he is away.

    Heh, that could be an explanation if the spores effect stayed also after he's downed - using your metaphor - if you fart in a room, it won't help anyone remaining in that room when someone knocks you out right after you did it (quite funny reaction to someones fart by the way).

  • trenchdigger
    trenchdigger Posts: 185 Tile Toppler

    @dianetics I am genuinely interested to know what match damage gains work on a additive basis with Jugg?

    I thought the general rule is that boosts fall into different categories and that only the highest of each category is applied, and that when applied they operate on a multiplication basis rather than an additive basis.

    However, I'm far from having complete knowledge of every power and interaction between powers and there are many characters I rarely/never use, so I acknowledge that there could easily be examples of additive boosts of which I am unaware.

    An example of what I am familiar with is 3May boost and imploded bomb, both multiply Jugg's 225% match boost, but only the highest of this type of boost are applied. When 3May is still a 3* with only 80% boost this applies until imploded bomb has increased to 120%, and then imploded bomb's 120% boost will be used instead of 3May's 80% boost, but once 3May is ascended to a 4 then don't bother using imploded bomb as it will never exceed May's 200% boost (similar applies with Doop, as he collects AP gaining 30% boost per AP).

    My expectation is that the 1525% will replace Jugg's 225%, but I am looking forward to experimenting to test this.

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

    @trenchdigger said:
    @dianetics I am genuinely interested to know what match damage gains work on a additive basis with Jugg?

    I thought the general rule is that boosts fall into different categories and that only the highest of each category is applied, and that when applied they operate on a multiplication basis rather than an additive basis.

    However, I'm far from having complete knowledge of every power and interaction between powers and there are many characters I rarely/never use, so I acknowledge that there could easily be examples of additive boosts of which I am unaware.

    An example of what I am familiar with is 3May boost and imploded bomb, both multiply Jugg's 225% match boost, but only the highest of this type of boost are applied. When 3May is still a 3* with only 80% boost this applies until imploded bomb has increased to 120%, and then imploded bomb's 120% boost will be used instead of 3May's 80% boost, but once 3May is ascended to a 4 then don't bother using imploded bomb as it will never exceed May's 200% boost (similar applies with Doop, as he collects AP gaining 30% boost per AP).

    My expectation is that the 1525% will replace Jugg's 225%, but I am looking forward to experimenting to test this.

    For that specific case it is 1 or the other(whichever is higher).
    They are additive to his bonus though. You can see this when you use Implanted Bomb on him.
    So if you pair 4Jugg with 3May then use a different support for him, most likely an AP generator.
    I expect that this will act in the same way and add to his already 225% boost.

  • trenchdigger
    trenchdigger Posts: 185 Tile Toppler

    No, they are not additive, they multiple his bonus. I record matches and go through the footage in great detail to understand the maths behind damage calculations.

    So for instance match 3 green with 550 Jugg with implanted bomb and 3May4 is 2166 * 3 * 225% * 200%
    (May's 200% is used instead of the lower implanted bomb bonus).

    But the damage calculation is not 2166 * 3 * (225% + 200%).

    It might be we are talking at cross purposes, and you mean it is an additional bonus applied as a multiple, rather than the bonus is applied in an additive fashion?

    However, in your earlier post you suggested a multiplier of 1750% which would be additive (ie 225% + 1525%) rather than 3,431% (225% * 1525%) which is an additional bonus but applied in a multiplicative way.

    My expectation is the damage simply becomes 2166 * 3 * 1525%, with the 225% being replaced by the higher 1525%.

    I was interested to know if there were any examples where bonus %s were added rather than multiplied. Anyway, we will have the answer soon enough, but even my lower formula of 2,166 *3 * 1525% results in over 99k damage from a simple match 3 green.

  • DAZ0273
    DAZ0273 Posts: 10,545 Chairperson of the Boards

    Whilst you guys sort that geek stuff out let's worry about another thing: that costume. Magneto + Aquaman + that dinosaur who eats the fat guy from Jurassic Park = what were you thinking Seth, seriously?!?!?

  • ThisisClemFandango
    ThisisClemFandango Posts: 903 Critical Contributor

    I'm surprised no one has complained that gus fring wasn't using a comic faithful get up

  • DAZ0273
    DAZ0273 Posts: 10,545 Chairperson of the Boards
    edited 20 February 2025, 16:05

    If I had gus fring I think I would want an urgent doctors appointment.

    • I don't actually know what gus fring is but it sounds bad...
  • entrailbucket
    entrailbucket Posts: 6,242 Chairperson of the Boards

    He's insane.

    I haven't figured out all the details of how his match damage boost works, but oh man does it ever work.

  • TheXMan
    TheXMan Posts: 199 Tile Toppler

    What's insane is that you already have 9 covers for him!

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

    @TheXMan said:
    What's insane is that you already have 9 covers for him!

    Oh right, I forgot every other player is participating in this no spending boycott. Sorry guys, I like new characters!

  • BriMan2222
    BriMan2222 Posts: 1,427 Chairperson of the Boards

    @entrailbucket said:

    @TheXMan said:
    What's insane is that you already have 9 covers for him!

    Oh right, I forgot every other player is participating in this no spending boycott. Sorry guys, I like new characters!

    I don't have any stats on this, but I would wager that most players aren't boycotting anything. They just don't spend much or anything on this game at all.

  • WhiteBomber
    WhiteBomber Posts: 505 Critical Contributor

    @darkman84 said:

    @WhiteBomber said:

    @Pantera236 said:

    @darkman84 said:

    @Tac said:

    @Pantera236 said:
    It doesn't say 1st time per turn though. I read it as each teammate can be sent away 1 times per battle.

    let's pray you're right.
    Note : if it sets himself away first on aoe hit, the rest of his teammates won't be able to be sent away either. Away disable passives temporarely.

    I'm curious how it will work actually, for example OR passive is not disabled on being Away (which actually seem like a bug, but I've experienced that). Anyway if you could sent the whole team away with one AOE shot, it can be super easy to fight against his teams - just by using Kang :)
    And quite frankly - it should work like that to keep the balance - then his teams would be very good on offence, but poor on defence.

    Yeah I see that as a bug as well. I don't think it will create a new one if he's away but nothing in his description or for that matter the devs description of away makes it ticking down while away correct to me.

    I think of it this way: The plague spores are surrounding him, they are not him. Even though he is sent away, the cloud of spores remains. If you fart in a room and walk away, everyone else in the room still feels the pain after you are gone (I guarantee this is how the dev team tested it).

    This would also explain the cloud dissipating after completion, but not creating a new one if he is away.

    Heh, that could be an explanation if the spores effect stayed also after he's downed - using your metaphor - if you fart in a room, it won't help anyone remaining in that room when someone knocks you out right after you did it (quite funny reaction to someones fart by the way).

    Oh no, you're right! Excellent catch. Damnit... send him back, he doesn't make sense!