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== The Numbers (Hp/Damage) ==
== The Numbers (Hp/Damage) ==
Character Health Points
'''Character Health Points'''


* The HP values of character differ depending on class (sometimes characters), and they can only be increased by raising your team level.
* The HP values of character differ depending on class (sometimes characters), and they can only be increased by raising your team level.
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'''RAINBOW HEALTH (Arcade only atm)'''
'''Character Health Rainbow Update (Arcade only atm)'''
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!Role
!Role
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Structures Health Points
'''Structures Health Points'''


* Both teams start out with structures all around the map. The number and type of structures depends on the map.
* Both teams start out with structures all around the map. The number and type of structures depends on the map.
* It could be said that a Base has 2000HP normally, and then granted an additional 500HP for each corresponding team's Tower present on the map.
* It could be said that a Base has 2000HP normally, and then granted an additional 500HP for each corresponding team's Tower present on the map.
* When a tower is destroyed, the team's tower that was destroyed loses 500 health points to their main base. This health loss however, is not permanent (not on the PC version) the damage taken can be healed back up.
* When a tower is destroyed, the team loses 500 health points to their main base. This health loss however, is not permanent (not on the PC version) the damage taken can be healed back up.


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Damage Sources
'''Damage Sources'''


* While playing bombergirl you may realize that there are a lot of ways you can take damage.
* While playing bombergirl you may realize that there are a lot of ways you can take damage.
* Minbos are small and cute little fellas, but don't let them get too close, they bite >:3
* Minbos are small and cute little fellas, but don't let them get too close, they bite >:3
* Gates have their own form of protection they come equipped with turrets, these turrets will fire at nearby opponents. When the turrets fire, they leave a marker to indicate where the projectile will land. The area where the turret shoots remains harmful until the visuals for it disappear, which is about 0.75 seconds
* Gates have their own form of protection they come equipped with turrets, these turrets will fire at nearby opponents. When the turrets fire, they leave a marker to indicate where the projectile will land. The area where the turret shoots remains harmful until the visuals for it disappear, which is about '''0.75 seconds'''
* Can't forget BOMBS! Bombs will be around everywhere (This is Bombergirl after all). Enemy(red) bombs will deal damage, this damage can vary depending on distance(near or far); While friendly(blue) bombs, though they may not inflict damage, they still hurt in that they will stun you, and the stun duration also varies depending on distance(near or far).
* Can't forget BOMBS! Bombs will be around everywhere (This is Bombergirl after all). Enemy bombs (colored red) will deal damage, this damage can vary depending on distance(near or far); While friendly bombs (colored blue) will not inflict damage, they will stun you, this stun duration also varies depending on distance(near or far).
* A bomb is considered Near if you are within one block from it, anything beyond this point and the bomb will be considered Far.
* A bomb is considered "Near" if you are within one block from it, anything beyond this point and the bomb will be considered "Far".
* A thing to note, special bombs such as penetration bombs, big bombs, and Shiron's "Sunlight Fire Bomb!" have no fall off damage, everything within it's blast radius will take full damage.
* A thing to note, special bombs such as penetration bombs, big bombs, and Shiron's "Sunlight Fire Bomb!" have no fall off damage, everything within it's blast radius will take full damage.
* Bombs will blow up after about 2.33 seconds(140 frames)
* Bombs will blow up after about '''2.33 seconds(140 frames)'''
* Once a bomb detonates, it's flames will remain active for 0.5 seconds(30 frames).
* Once a bomb detonates, it's flames will remain active for '''0.5 seconds(30 frames).'''


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Base Panic
'''Rush'''


* What is a base panic? Base Panic's occur when there is a significant health difference between the two teams, 800 HP difference between their bases.
* What is a Rush? Rush occur when there is a significant health difference between the two teams, 800 HP difference between their bases.
* Base panics can only occur once for each team, this is Bombergirl's comeback mechanic.
* Rush can only occur once for each team, this is Bombergirl's comeback mechanic.
* Two base panics cannot coexist at once. This means, if the enemy is in the middle of their base panic, and lowers your health to below 800 of theirs, you will have to wait for their base panic to end before yours can begin.
* Two teams cannot experience rush at the same time. This means, if the enemy is in the middle of their rush, and lowers your health to below 800 of theirs, you will have to wait for their rush to end before yours can begin.
* It is best to hold off on healing or dealing too much damage, if it means giving your enemy a free base panic, however, sometimes it can lead to an earlier victory.
* It is best to hold off on healing or dealing too much damage, if it means giving your enemy a free rush, however, sometimes it can lead to an earlier victory.
* When base panic occurs, for the next 14 seconds you will gain the following buffs:
* When rush occurs, for the next 14 seconds you will gain the following buffs:


<blockquote>
<blockquote>
* The whole team will be fully healed.
* The whole team will be fully healed.
* The whole team will know what it means TO GO EVEN FURTHER BEYOND! and get all their stats maxed to 7 (7 bomb, 7 flame, 7 skates).
* The whole team will know what it means TO GO EVEN FURTHER BEYOND! and get all their stats maxed to 7 (7 bomb, 7 flame, 7 skates).
* If the team level is not 5, for the duration of the panic, you will be allowed access to any skills locked behind higher team levels.
* If the team level is not 5, for the duration of the rush, you will be allowed access to any skills locked behind higher team levels.
* Skill cooldowns will be 7 times shorter. (A skill that has 70s cd, will now be 10s during panic.
* Skill cooldowns will be 7 times shorter (A skill that has 70s cd, will now be 10s during rush).
</blockquote>
</blockquote>

Revision as of 00:16, 3 October 2022

The Numbers (Hp/Damage)

Character Health Points

  • The HP values of character differ depending on class (sometimes characters), and they can only be increased by raising your team level.
  • While inside your own base you gain a defensive buff. This buff halves all incoming damage taken by the player, effectively doubling their current health.
Role Lv.1 Lv.2 Lv.3 Lv.4 Lv.5(max)
Bombers(+ Sepia) 120 130 140 160 180
Attackers(- Sepia) 100 110 120 130 130
Shooter 110 120 130 140 150
Blocker 150 170 180 200 210

Character Health Rainbow Update (Arcade only atm)

Role Lv.1 Lv.2 Lv.3 Lv.4 Lv.5(max)
Bombers 120 130 140 160 190
Sepia 120 130 140 160 180
Attackers(- Sepia) 100 110 120 130 130
Shooter 110 120 130 140 150
Blocker 150 170 180 200 210


Structures Health Points

  • Both teams start out with structures all around the map. The number and type of structures depends on the map.
  • It could be said that a Base has 2000HP normally, and then granted an additional 500HP for each corresponding team's Tower present on the map.
  • When a tower is destroyed, the team loses 500 health points to their main base. This health loss however, is not permanent (not on the PC version) the damage taken can be healed back up.
Structure Name Health
Gate 750
Towers 500
Base(One Tower) 2500
Base(Two Towers) 3000


Damage Sources

  • While playing bombergirl you may realize that there are a lot of ways you can take damage.
  • Minbos are small and cute little fellas, but don't let them get too close, they bite >:3
  • Gates have their own form of protection they come equipped with turrets, these turrets will fire at nearby opponents. When the turrets fire, they leave a marker to indicate where the projectile will land. The area where the turret shoots remains harmful until the visuals for it disappear, which is about 0.75 seconds
  • Can't forget BOMBS! Bombs will be around everywhere (This is Bombergirl after all). Enemy bombs (colored red) will deal damage, this damage can vary depending on distance(near or far); While friendly bombs (colored blue) will not inflict damage, they will stun you, this stun duration also varies depending on distance(near or far).
  • A bomb is considered "Near" if you are within one block from it, anything beyond this point and the bomb will be considered "Far".
  • A thing to note, special bombs such as penetration bombs, big bombs, and Shiron's "Sunlight Fire Bomb!" have no fall off damage, everything within it's blast radius will take full damage.
  • Bombs will blow up after about 2.33 seconds(140 frames)
  • Once a bomb detonates, it's flames will remain active for 0.5 seconds(30 frames).
Damage Source Damage
Bomb(Near) 100
Bomb's Flames(Far) 50
Minbos 60
Gate Turrets 40
Bomb Vicinity Stun Duration
Near(Bomb) 2.53s
Far(Flames) 1.26s


Rush

  • What is a Rush? Rush occur when there is a significant health difference between the two teams, 800 HP difference between their bases.
  • Rush can only occur once for each team, this is Bombergirl's comeback mechanic.
  • Two teams cannot experience rush at the same time. This means, if the enemy is in the middle of their rush, and lowers your health to below 800 of theirs, you will have to wait for their rush to end before yours can begin.
  • It is best to hold off on healing or dealing too much damage, if it means giving your enemy a free rush, however, sometimes it can lead to an earlier victory.
  • When rush occurs, for the next 14 seconds you will gain the following buffs:
  • The whole team will be fully healed.
  • The whole team will know what it means TO GO EVEN FURTHER BEYOND! and get all their stats maxed to 7 (7 bomb, 7 flame, 7 skates).
  • If the team level is not 5, for the duration of the rush, you will be allowed access to any skills locked behind higher team levels.
  • Skill cooldowns will be 7 times shorter (A skill that has 70s cd, will now be 10s during rush).