Colossus’ Critical Damage Cap Isn’t Working
Doc_Manhattan93
Member Posts: 14 ★
Hi everyone, I apologize for my bad English.
I own a 5/65 Colossus and I am generally very happy with his restyling.
Besides being very powerful from an offensive point of view, I seemed to understand that he should also be an excellent defender, especially thanks to the limitation of the damage of opponent’s critical hits.
The new spotlight reports:
"Damage is capped at 150% of the opponent's attack rating.
Each time this damage is hit, the duration of all Armor up buffs are refreshed and he has a 50% chance to gain another Armor up buff lasting 15 seconds.”
I think this mechanic is not working and to be more precise I think that at the moment the game considers the CURRENT level of the opponent's attack and not the BASIC one.
I did tests and screenshots to clarify the concept:
2-star Starlord’s basic attack: 124
So 150% of it is: 124+62 = 186
The fight was long and:
1. Starlord's critical hits have increased without apparent limits well over 150% of his basic attack
2. Despite having received very powerful critical hits, Colossus has NEVER generated extra armor up buffs (50% chance)
I also made more tests with other powerful champs like Spiderman Stark or Hyperion: same results.
So I think the answers are two:
1. this protection is not working as intended (friends told me about 20k critical hits against Colossus boss in Variant: Polar Opposites with characters like Ghost);
2. the game considers the CURRENT value of the opponent's attack and not the BASIC one, which would be absurd considering that in 90% of the cases the increased potency of critical hits derives from passive or active furies, which by definition increase attack rating too.
I would really like to receive an explanation about this mechanic, since I am noticing that my Colossus is not performing as he should on defensive side, while I thought that part of the purpose of his rework was to make him a real wall to throw down.
Thank you for your attention and for any replies.
I own a 5/65 Colossus and I am generally very happy with his restyling.
Besides being very powerful from an offensive point of view, I seemed to understand that he should also be an excellent defender, especially thanks to the limitation of the damage of opponent’s critical hits.
The new spotlight reports:
"Damage is capped at 150% of the opponent's attack rating.
Each time this damage is hit, the duration of all Armor up buffs are refreshed and he has a 50% chance to gain another Armor up buff lasting 15 seconds.”
I think this mechanic is not working and to be more precise I think that at the moment the game considers the CURRENT level of the opponent's attack and not the BASIC one.
I did tests and screenshots to clarify the concept:
2-star Starlord’s basic attack: 124
So 150% of it is: 124+62 = 186
The fight was long and:
1. Starlord's critical hits have increased without apparent limits well over 150% of his basic attack
2. Despite having received very powerful critical hits, Colossus has NEVER generated extra armor up buffs (50% chance)
I also made more tests with other powerful champs like Spiderman Stark or Hyperion: same results.
So I think the answers are two:
1. this protection is not working as intended (friends told me about 20k critical hits against Colossus boss in Variant: Polar Opposites with characters like Ghost);
2. the game considers the CURRENT value of the opponent's attack and not the BASIC one, which would be absurd considering that in 90% of the cases the increased potency of critical hits derives from passive or active furies, which by definition increase attack rating too.
I would really like to receive an explanation about this mechanic, since I am noticing that my Colossus is not performing as he should on defensive side, while I thought that part of the purpose of his rework was to make him a real wall to throw down.
Thank you for your attention and for any replies.
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