Implanted Bomb Match Damage Increase
Anyone know how this works (or if it's bugged?)
I have Implanted Bomb on my 370 Juggs. His base Blue match is 131 and I have his Red at 5 covers (+225%). When the match starts I look at Juggs and he has a Blue match damage of 438 as expected.
Implanted Bomb R1 says it increases base match damage by 40% for each turn in a row the character makes a match or uses a power.
I made a match 3 in Green (he's tanking it) and on the next turn his Blue match damage was still 438. I then made another match in Black (he's tanking it) and again on the next turn his Blue is still 438.
I can't seem to ever get his match damage to increase whether he makes matches or not. The reason I care is because Sam Wilson is starting the matches tanking Red/Blue over Juggs but one boost of 40% (or possibly 2 in a row can't be sure) would put Juggs tanking over him in those colors in which case Juggs would have 2 more colors he'd be tanking making it easier to keep him in front and creating those strikes.
KGB
Comments
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Had to read the description again for myself but yeah it says it increases base match damage. When it says bonus match damage that typically doesn't actually raise the numbers but increasing base should.
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@KGB said:
Anyone know how this works (or if it's bugged?)I have Implanted Bomb on my 370 Juggs. His base Blue match is 131 and I have his Red at 5 covers (+225%). When the match starts I look at Juggs and he has a Blue match damage of 438 as expected.
Implanted Bomb R1 says it increases base match damage by 40% for each turn in a row the character makes a match or uses a power.
I made a match 3 in Green (he's tanking it) and on the next turn his Blue match damage was still 438. I then made another match in Black (he's tanking it) and again on the next turn his Blue is still 438.
I can't seem to ever get his match damage to increase whether he makes matches or not. The reason I care is because Sam Wilson is starting the matches tanking Red/Blue over Juggs but one boost of 40% (or possibly 2 in a row can't be sure) would put Juggs tanking over him in those colors in which case Juggs would have 2 more colors he'd be tanking making it easier to keep him in front and creating those strikes.
KGB
Can you confirm if his match damage is actually still 438? I think some of these powers etc don't bother updating the numbers on the card, but do give you the effect on the board.
Although, funny enough, in this case you'd never see it anyway -- he's not tanking blue and never will, because the board is probably based on the (non-boosted) numbers.
Bring someone who doesn't tank any of his colors and mess around with it.
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It does seem a little inconsistent after looking at a few. Chasm (as ap goes up or down) Colossus (when match 1st begins) and Yellowjacket (after using his blue) will change the icons on tiles, but America Chavez won't. Some say base match damage and some just say match damage, but for instance Chavez says base match damage 🤷
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@Pantera236 said:
It does seem a little inconsistent after looking at a few. Chasm (as ap goes up or down) Colossus (when match 1st begins) and Yellowjacket (after using his blue) will change the icons on tiles, but America Chavez won't. Some say base match damage and some just say match damage, but for instance Chavez says base match damage 🤷I think I used to know how it all worked and then forgot. It's surprisingly complicated (for no good reason)!
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I've never understood how the bomb works, either. I play a lot of 550 Juggs and it doesn't seem like it's boosting the way it says. I'm too lazy to do the work, though. I just end up using OmniC. It's benefits on him are VERY noticeable.
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@Borstock said:
I've never understood how the bomb works, either. I play a lot of 550 Juggs and it doesn't seem like it's boosting the way it says. I'm too lazy to do the work, though. I just end up using OmniC. It's benefits on him are VERY noticeable.I use it quite a bit -- the level 5 ability is really useful on Yelena and OBW (yes, she is a villain!).
The level 3 ability is also super useful on 672 Juggernaut. Since it's a percentage of his 600k health pool, it generates a ton of healing
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Besides OmniC on JuggFear, then I can warmly recommend 5* ThanosCopter, because I also cannot make MindBomb work any good on JuggFear.
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@dianetics said:
Using it on 4a5 Juggs and its working no problem.10k+ match 3 red turn 1.
14k+ match 3 red turn 2.
22k+ match 3 red turn 3.You don't see changes on the character sheet though. The base stats do not change not change, so who is tanking what on the board won't change either.
That's what I figured happening. It just sucks they're ot more consistent with it.
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@dianetics said:
Using it on 4a5 Juggs and its working no problem.10k+ match 3 red turn 1.
14k+ match 3 red turn 2.
22k+ match 3 red turn 3.You don't see changes on the character sheet though. The base stats do not change not change, so who is tanking what on the board won't change either.
That's just plain weird because it means the character making the match is not moving to the front as normally happens. Technically that makes it a bug in that you see character X make the match and move to the front but the damage is coming from character Y.
KGB
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@KGB said:
@dianetics said:
Using it on 4a5 Juggs and its working no problem.10k+ match 3 red turn 1.
14k+ match 3 red turn 2.
22k+ match 3 red turn 3.You don't see changes on the character sheet though. The base stats do not change not change, so who is tanking what on the board won't change either.
That's just plain weird because it means the character making the match is not moving to the front as normally happens. Technically that makes it a bug in that you see character X make the match and move to the front but the damage is coming from character Y.
KGB
Nope! The tile icons still dictate which character makes the match, and when you make the match you'll get their tile damage plus whatever bonus.
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@dianetics said:
@entrailbucket said:
@KGB said:
@dianetics said:
Using it on 4a5 Juggs and its working no problem.10k+ match 3 red turn 1.
14k+ match 3 red turn 2.
22k+ match 3 red turn 3.You don't see changes on the character sheet though. The base stats do not change not change, so who is tanking what on the board won't change either.
That's just plain weird because it means the character making the match is not moving to the front as normally happens. Technically that makes it a bug in that you see character X make the match and move to the front but the damage is coming from character Y.
KGB
Nope! The tile icons still dictate which character makes the match, and when you make the match you'll get their tile damage plus whatever bonus.
It is literally this. If the damage increase is resolved after base calculation it will never change.
Try it with others like Headpool. He will never tank over others no matter how high his match damage increases.
Yep. I suppose you might argue that it's a bug, but it's kinda just one of those things -- it's always worked this way, so you have to take it into account when team-building and evaluating powers.
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@entrailbucket said:
@KGB said:
@dianetics said:
Using it on 4a5 Juggs and its working no problem.10k+ match 3 red turn 1.
14k+ match 3 red turn 2.
22k+ match 3 red turn 3.You don't see changes on the character sheet though. The base stats do not change not change, so who is tanking what on the board won't change either.
That's just plain weird because it means the character making the match is not moving to the front as normally happens. Technically that makes it a bug in that you see character X make the match and move to the front but the damage is coming from character Y.
KGB
Nope! The tile icons still dictate which character makes the match, and when you make the match you'll get their tile damage plus whatever bonus.
Not quite understanding what you wrote.
Dianetics test says it's working fine. But apparently only when Juggs tanks the color?
Because in my case Juggs is never able to tank Blue because the base match damage is not increasing. That means the match + damage must be coming from Sam Wilson and not Juggs. I know that to be true because if I match 3 Blue/Red in a row Juggs is downed because he didn't make a match. So the 40% increase to his match damage is being wasted because Sam's is being used instead of his now technically higher damage.
KGB
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@KGB said:
@entrailbucket said:
@KGB said:
@dianetics said:
Using it on 4a5 Juggs and its working no problem.10k+ match 3 red turn 1.
14k+ match 3 red turn 2.
22k+ match 3 red turn 3.You don't see changes on the character sheet though. The base stats do not change not change, so who is tanking what on the board won't change either.
That's just plain weird because it means the character making the match is not moving to the front as normally happens. Technically that makes it a bug in that you see character X make the match and move to the front but the damage is coming from character Y.
KGB
Nope! The tile icons still dictate which character makes the match, and when you make the match you'll get their tile damage plus whatever bonus.
Not quite understanding what you wrote.
Dianetics test says it's working fine. But apparently only when Juggs tanks the color?
Because in my case Juggs is never able to tank Blue because the base match damage is not increasing. That means the match + damage must be coming from Sam Wilson and not Juggs. I know that to be true because if I match 3 Blue/Red in a row Juggs is downed because he didn't make a match. So the 40% increase to his match damage is being wasted because Sam's is being used instead of his now technically higher damage.
KGB
The rule is: whoever's icon is on the tile, that's who is making the match. Juggernaut's blue match damage could be a million, but if Sam's icon is on the tile, Sam is making the match.
Some abilities change the tile icons, and some don't. It's important to know which ones work which way when you're building your team, and unfortunately it's pretty inconsistent.
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@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
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@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
I agree that it's weird and annoying, I guess I've just gotten used to the inconsistency.
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@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.
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@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.
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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.
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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.
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@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 aoeSo this is boosting the ability damage like 3May does for him as well
With 3May4T1 4962
T2 4962
T3 4962
T4 4962So if you pair 3May4 with Huggernot you don't need implanted bomb. Just use an AP generator on him.
Do they stack?
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