![]() Each time ZED takes fire damage game picks up such DOT and applies it on ZED (overwrites current DOT if current DOT is less effective in terms of total damage). Damage x Duration / Interval) will be applied at ZED. By any means only the most effective DOT in terms of total damage (i.e. Note that at time there can exist only one type of the Fire DOT. While Direct Hits ans Splash damage shares the same DOT attributes, Ground Fire has it's own:ĭamage Scale (of respective damage values) = x0.8.ĭamage Scale (of Ground Fire damage) = x0.5. Multiple Ground Fire sources do not overlap each other, player cannot create a new bonfire on top of the current, instead there has to be small distance between two - 0.25 meters.ĭamaging ZED by any type of attack causes it suffer from Damage Over Time which is another independent source of the damage. Ground Fire appears at rate of 1 per every 0.1 second, lasts for total of 2.5 seconds and does damage within 0.25s intervals. Amount of the Ground Fire damage decreases linearly from the distance of bonfire epicenter. Spraying fire at the ground creates a Ground Fire, a small bonfire that lasts for a short period of time and does damage to ZEDs independently from Direct Hits, Splash and Afterburn. Amount of the Splash Damage decreases linearly from the distance of player's initial target. If in doubt, simply burn everything down." Technical Informationįlamethrower applies Direct Hit damage to the player's initial target and at the same time at the same rate all nearby targets take indirect damage refered as Splash Damage.
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