Colossus’ Critical Damage Cap Isn’t Working
Doc_Manhattan93
Member Posts: 14 ★
Hi everyone, I apologize for my poor 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 would be: 124+62 = 186
First of all, although the fight was really long, Starlord's critical hits increased the potency apparently without any limits;
furthermore, I think I have reached (and exceeded) the 150% limit of my basic attack several times, and Colossus has NEVER generated additional armor up buffs.
So I think the answers can be two:
1. this protection is not working as intended (friends told me about 20k critical hits against Colossus with characters like Ghost);
2. the game considers the CURRENT value of the opponent's attack and not the BASIC one, which would be rather absurd considering that in 90% of the cases the increase of critical hits’ potency derives from passive or active furies mechanics, which by definition increase also basic attack.
I am very interested in understanding this mechanic in detail, because I noticed that, in spite of practically all his abilities, Colosso remains a defender quite easy to knock out even without using the “mystical neutralizers” (for example, my opponents in the last wars demolished my 5/65 one without any difficulty using Domino and Corvus Glaive even on perfect nodes for him).
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 would be: 124+62 = 186
First of all, although the fight was really long, Starlord's critical hits increased the potency apparently without any limits;
furthermore, I think I have reached (and exceeded) the 150% limit of my basic attack several times, and Colossus has NEVER generated additional armor up buffs.
So I think the answers can be two:
1. this protection is not working as intended (friends told me about 20k critical hits against Colossus with characters like Ghost);
2. the game considers the CURRENT value of the opponent's attack and not the BASIC one, which would be rather absurd considering that in 90% of the cases the increase of critical hits’ potency derives from passive or active furies mechanics, which by definition increase also basic attack.
I am very interested in understanding this mechanic in detail, because I noticed that, in spite of practically all his abilities, Colosso remains a defender quite easy to knock out even without using the “mystical neutralizers” (for example, my opponents in the last wars demolished my 5/65 one without any difficulty using Domino and Corvus Glaive even on perfect nodes for him).
Thank you for your attention and for any replies.
5
Comments
But with all respect it would make no sense, because it would mean that this protection is almost never activated.
Almost every powerful critical hit is caused by increased attack rating.
And Corvus with boosts and suicides can easily beat him anyway... such a disappointment.
This means that 90% of the game's hard-hitting champions will still be able to destroy him very easily.
What a disappointment.
Critical resistance always be the “missing feature” of this beatiful champ... and it’s still like that.
Red Skull, Ironman IW, Doctor Doom, Killmonger, Sentinel (just to name a few) are all excellent examples of characters who, thanks to their high resistance, extend the duration of each fight.
It has always been this way and nobody has complained, why should the most tough mutant of the Marvel universe be an exception?
All characters with high armor have weaknesses: for Killmonger and Emma Frost are armor breaks, for Sentinel are Cosmic Champs, True Damage or specific gameplay, for Red Skull are neutralizers, for Doom are DOT, etc ...
Same for Colossus: he's not immune to poison and shock, he also has no protection against neutralization.
He wouldn't have been too much OP
He would have been simply Colossus.