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Our latest Hotfix is now live for both iOS and Android! Please manually update your game. Additionally, because of the bugs’ impact on energy refill consumption, we have provided summoners with Energy Refills and a few other items to assist in the Contest! Sign in and check your messages now to claim yours!
Comments
My guess is AFTER people spend for his FGMC and grind his arena.
1) Debuffs with a set duration, like Double Edge or the Bleed from Hawkeye’s Hemorrhage ability, will deal their full damage when transferred, but the damage will be compressed into a 4 second duration Debuff on the opponent.
2) Debuffs with an infinite duration, like Liquid Courage, will do the same damage-per-tick that they would normally do, but they only last for 4 seconds once they had been transferred. This will not compress an infinite amount of damage, or damage equal to Mister Sinister's health, into the 4 second Debuff.
3) Additionally, any Debuffs that he transfers that deal their damage based off of their target's Health will calculate their damage based off of Mister Sinister’s Base Health when transferred. This means these Debuffs will still be potent when he transfers them, but keeps them from becoming too powerful from node buffs in places like Alliance War.
100% agree. Compressed damage + recalculate damage to per mr. Sinister base health upon transfer sounds like a recipe to many potential bugs. In fact clarification 2 and 3 makes sense but 1 makes no sense.
I guess just some clarification on what 'full damage' means will be helpful. Imo full damage means all damage generated within the maximum possible set duration.
So if double edge last 10 sec and generate 1000 bleed damage, 'full damage' means 1000 bleed damage in 4 seconds after transfer (regardless of when the sp 1 was activated as long as there's a DE bleed debuff on him during the transfer).
So basically he has been nerfed since his release based on how miike described it ? He said it would be transferred off his boosted health.
That's exactly what I asked on page 3 of this thread. Based on Zibiit's answer (and thanks for that, by the way) it sounds like, yes, short bleeds get stretched out - although practically speaking, it would be very hard to actually transfer them.
Zibiit's answer - which specifically references Double Edge - reinforces my personal inference that the thinking behind this particular ability is: design at least a few champions who make Suicide masteries more desirable (Sinister, Ghost, Omega Red, Emma Frost...)
As such, personally I'd be highly surprised if Double Edge is any less effective when transferred late than early. Expect the full damage to be transferred; so that 'Double Edged' Sinister becomes hugely dangerous whenever placed on a Health Boost node.
Read point 3 in Zibiit’s last post, the transfer is from sinister’s base health, not boosted. The opposite of what Miike stated on page 1 of this thread. A 5/65 sinister will deal out 20% of his base health in bleed damage, nodes won’t affect the transfer. This is a good thing since boosted he could kill you without touching you if you weren’t bleed immune in war.
We still need clarification on whether it’s the full amount or the remaining amount that gets transferred though. It really should be left as it was when released, with a cap to the damage in LoL similar to Loki. He will still be useful on defense, but not worth putting suicides on in my opinion.
All Mutants: Randomly start the fight with either +25% passive Attack Rating, +25% passive Power Rate, or +25% passive Armor Rating.
With this synergy a team composed of Domino, Cable, Rulk, Massacre, Mr. Sinister together, will make my Dominó even more fun to play.
Like kpatrix mentioned, health boost will not affect the strength of that full damage but yes I tend to agree with your other points.
Fair point, you're right there.
Good question! You're correct; Debuffs that deal a set amount of damage will do the same total damage after they're transferred, just over a 4 second period of time.
So Debuffs shorter than 4 seconds would deal less damage per tick when transferred, but the amount of overall damage they dealt would be the same. Using your example, the Bleed Debuff that lasted 2 seconds and did 100 damage, would still deal 100 damage after it is transferred, just spread out over a 4 second period of time.
Hey there, the amount of time left on a Debuff will not impact the damage it does when transferred by Mister Sinister. It would do the same damage when transferred no matter if it had 1 second left or 10 seconds left. Hope that helps!
Correct. You deal the same amount regardless of time left.
Against Iceman, Sinister can transfer coldsnap to iceman at full strength regardless of time left for coldsnap to expire. So whatever damage his coldsnap is supposed to do to sinister is condensed into 4 seconds and transferred back to him.
Correct and a good example!
Agreed! Liquid Courage for example, you can transfer it, but you won't be dealing much damage compared to Double edge, however, if awakened and have 2 or more science persistent charges + willpower, you will be healing 20+ per tick. In those scenarios, I prefer to keep the debuf on me! Great for AQ.
1 - Can it be glanced? My guess is, no, since the mechanism seems independent of actually getting hit.
2 - Will Civil Warrior's Armours potentially shield him (by reducing offensive ability accuracy)?
1) Nope, Glancing can't stop the Debuff transfer.
2) Yep! Ability Accuracy can stop the transfer, including Concussions, Neurotoxin, and the like.
Ability accuracy reduction is not modifying the effect of the ability, but reducing the ability from triggering in the first place. That's how sabretooth with km synergy worked on say.. mordo astral evade, or blade on mephisto regen just as an example. Once the ability is allowed to trigger though, the transfer will happen and can't be prevented (what the developer meant).