I was playing to try him out if he is worth ranking and when I reached combo meter around 40 I was not dealing damage anymore. The video is just a prove that I was not dealing damage. I tried to decrease the combo meter but nothing was happening. In his description I haven't found anything about this behavior.
I was playing to try him out if he is worth ranking and when I reached combo meter around 40 I was not dealing damage anymore. The video is just a prove that I was not dealing damage. I tried to decrease the combo meter but nothing was happening. In his description I haven't found anything about this behavior.
I think you try to keep his combo meter between 20 and 25 by weaving in heavies (which remove combo) to keep all the damage? If you keep gaining combo the attack rating from debuffs reduce by 5% for every new debuff or something like that. Also need to throw sp2 (which also removes combo) to get rage and fury. Very complicated champ info for this guy but I'm ready to test him as I have a sig 60 6*
An unexpected change of pace for the champion, but still not fond of his regeneration rate. It either needs to be increased through synergy or tune up, or at the very least have his regen rate not affected by poison since he has class advantage against science. One step in the right direction at least...
Here are some tips that I have for DDHK 1) 15 is the magic number, this number activates a lot of abilities in his kit so you need to make sure that you don’t stray too far away from it. 2) Fire off SP2s at 25-28 hits. 3) With the KP synergy, you are better off blocking hits than dexing them. 4) Getting hit can sometimes reward you, as it decreases your combo meter when it’s tough to land a parry. 5) Never let your combo meter go above 30 hits. 6) Bring Peni Parker!
With my 5*R5 I can hit get WS down in 90-100 hits with Peni and Kingpin, or between 105-110 without. The damage increase is more noticeable to me on Heavy Attacks and Specials but that’s probably to be expected. He’s re-earned his place in one of my main synergy teams (KP, Hood, Mysterio, Peni and now DDHK).
Sweeping statement: I don’t think Stick’s Apprentice has ever worked properly.
It would be nice to get some acknowledgment from Kabam about this fix, as it appears to have been investigated and changed relatively speedily (and thanks to the Devs and everyone else for pushing this through). As it wasn’t on the release notes. @Kabam Miike , @Kabam Jax, any chance of a quick update?
Let’s hope that with the Echo series, and Daredevil’s now bright future in the MCU, we get some nice synergies along the way.
With my 5*R5 I can hit get WS down in 90-100 hits with Peni and Kingpin, or between 105-110 without. The damage increase is more noticeable to me on Heavy Attacks and Specials but that’s probably to be expected. He’s re-earned his place in one of my main synergy teams (KP, Hood, Mysterio, Peni and now DDHK).
Sweeping statement: I don’t think Stick’s Apprentice has ever worked properly.
It would be nice to get some acknowledgment from Kabam about this fix, as it appears to have been investigated and changed relatively speedily (and thanks to the Devs and everyone else for pushing this through). As it wasn’t on the release notes. @Kabam Miike , @Kabam Jax, any chance of a quick update?
Let’s hope that with the Echo series, and Daredevil’s now bright future in the MCU, we get some nice synergies along the way.
Great effort everyone :-)
@Chobbly I tested out two scenarios and I am afraid it is still badly bugged (including the spike in damage). Let me put the information together.
Hey there, we posted this over in the bug thread about his damage dropping off, but wanted share it here as well:
The team found the issue with his damage drop off and is working on a fix for it. The Attack Rating bonus he gets from his Stick’s Apprentice ability was improperly scaling based on non-damaging Debuffs gained throughout the entire fight, rather than those on him at the time, resulting in some higher than intended damage. Since the bonus scales down with each Debuff, it would then scale down farther than intended as well, eventually resulting in much lower than intended damage. The fix should make it so he’s only scaling based on Debuffs on him at the moment, which may drop off some of the damage spikes, but will also prevent him from lowering his Attack Rating below his base. Even after this, he’ll still be coming away with higher damage than he had in the previous patch though.
Hey there, we posted this over in the bug thread about his damage dropping off, but wanted share it here as well:
The team found the issue with his damage drop off and is working on a fix for it. The Attack Rating bonus he gets from his Stick’s Apprentice ability was improperly scaling based on non-damaging Debuffs gained throughout the entire fight, rather than those on him at the time, resulting in some higher than intended damage. Since the bonus scales down with each Debuff, it would then scale down farther than intended as well, eventually resulting in much lower than intended damage. The fix should make it so he’s only scaling based on Debuffs on him at the moment, which may drop off some of the damage spikes, but will also prevent him from lowering his Attack Rating below his base. Even after this, he’ll still be coming away with higher damage than he had in the previous patch though.
Awesome, thanks so much for following up @Kabam Zibiit ! I’m super excited to see how he’s going to turn out. This might actually be much better for him when he is on his own! And definitely the fix I want to see.
PS. Glad I got the analysis right, but I could learn a thing or two from you about wording things in a simpler way 😉
Holy smokes! I took him into the EQ and noticed he was hitting really hard. At first, I thought it was the Fury buffs from the nodes, but then I noticed he was hitting pretty hard without the Fury buffs. I took him for a spin and holy smokes, this guy can dish out damage.
Hey there, we posted this over in the bug thread about his damage dropping off, but wanted share it here as well:
The team found the issue with his damage drop off and is working on a fix for it. The Attack Rating bonus he gets from his Stick’s Apprentice ability was improperly scaling based on non-damaging Debuffs gained throughout the entire fight, rather than those on him at the time, resulting in some higher than intended damage. Since the bonus scales down with each Debuff, it would then scale down farther than intended as well, eventually resulting in much lower than intended damage. The fix should make it so he’s only scaling based on Debuffs on him at the moment, which may drop off some of the damage spikes, but will also prevent him from lowering his Attack Rating below his base. Even after this, he’ll still be coming away with higher damage than he had in the previous patch though.
The excitement of the people says you should keep the entire fight debuff count, ditch the dropoff and let it cook.
Hey @Kabam Zibiit A question if you don’t mind: will the fix be rolled out as part of next month’s update? Or will it just be rolled out when it’s fixed?
Alright @Kabam Zibiit , I can see he’s tuned back down to normal numbers. It’s quite disappointing to see, because now it takes 117-120 hits with the KP synergy to take down WS. With Peni it’s 110ish hits.
If I may offer a humble suggestion to the team: give DDHK the Attack bonus from Rage across the entire fight. Whether it’s Murdock Boy or Stick’s Apprentice. It’s a small change, but would go a long way for this champ.
That’s the best compromise I can see, to give us some excitement again.
Comments
Loving it!
I also managed to capture an 82K SP2, the highest I managed was about 88K but unfortunately I forgot to record it.
I managed to hit an SP2 for 100K:
30K on the first hit
30K on the second hit
40K on the third hit
Safe to say that it was circumstantial, and you should normally expect SP2s to hit for about 78-88K when all hits crit.
Unfortunately I did not manage to capture the 100K SP2, but I did manage to capture something else quite spicy:
A 64K Heavy Attack!
1) 15 is the magic number, this number activates a lot of abilities in his kit so you need to make sure that you don’t stray too far away from it.
2) Fire off SP2s at 25-28 hits.
3) With the KP synergy, you are better off blocking hits than dexing them.
4) Getting hit can sometimes reward you, as it decreases your combo meter when it’s tough to land a parry.
5) Never let your combo meter go above 30 hits.
6) Bring Peni Parker!
With my 5*R5 I can hit get WS down in 90-100 hits with Peni and Kingpin, or between 105-110 without. The damage increase is more noticeable to me on Heavy Attacks and Specials but that’s probably to be expected. He’s re-earned his place in one of my main synergy teams (KP, Hood, Mysterio, Peni and now DDHK).
Sweeping statement: I don’t think Stick’s Apprentice has ever worked properly.
It would be nice to get some acknowledgment from Kabam about this fix, as it appears to have been investigated and changed relatively speedily (and thanks to the Devs and everyone else for pushing this through). As it wasn’t on the release notes. @Kabam Miike , @Kabam Jax, any chance of a quick update?
Let’s hope that with the Echo series, and Daredevil’s now bright future in the MCU, we get some nice synergies along the way.
Great effort everyone :-)
https://forums.playcontestofchampions.com/en/discussion/310919/apology-to-forums-ddhk-thread#latest
The team found the issue with his damage drop off and is working on a fix for it. The Attack Rating bonus he gets from his Stick’s Apprentice ability was improperly scaling based on non-damaging Debuffs gained throughout the entire fight, rather than those on him at the time, resulting in some higher than intended damage. Since the bonus scales down with each Debuff, it would then scale down farther than intended as well, eventually resulting in much lower than intended damage. The fix should make it so he’s only scaling based on Debuffs on him at the moment, which may drop off some of the damage spikes, but will also prevent him from lowering his Attack Rating below his base. Even after this, he’ll still be coming away with higher damage than he had in the previous patch though.
PS. Glad I got the analysis right, but I could learn a thing or two from you about wording things in a simpler way 😉
Joking aside, great to have an update that a fix is on the way.
definitely not bad for a 4/40 4*
A question if you don’t mind: will the fix be rolled out as part of next month’s update? Or will it just be rolled out when it’s fixed?
If I may offer a humble suggestion to the team: give DDHK the Attack bonus from Rage across the entire fight. Whether it’s Murdock Boy or Stick’s Apprentice. It’s a small change, but would go a long way for this champ.
That’s the best compromise I can see, to give us some excitement again.