CG_SBCrumb
6 years agoNew Spectator
[MEGA] General Grievous’ Leadership and Damage Clarifications
Hi Holotable Heroes,
There has been some confusion around the rework of General Grievous and several posts concerned that the damage Grievous can deal is less than what has been shown to be possible in the footage we provided for preview videos.
What this has revealed to us is that we need to give more information and be clearer about character intent. While we generally avoid it, because we don’t want to be prescriptive, and because quite honestly, we are fearful of posting something that is wrong later, or can be beaten another way - understanding our intentions will help you all make decisions about how to use these characters as you see fit. We will work to formalize this kind of post moving forward.
Two key parts of the kit to keep in mind:
This means General Grievous' should be solely modded for health if you are looking to maximize damage. With max gear, max abilities, and 6 dot mods (3 Health sets, 2 Health primaries, and 1 Critical Damage primary), the Grievous in the sample footage had around 65,000 health. This is not the usual modding strategy for attackers which traditionally care about Speed and Damage, and may seem counterintuitive to people first picking up the kit. Additionally, when looking at the damage in the footage, keep in mind that Grievous' unique, "Metalloid Monstrosity", increases his Max Health throughout the fight. As such, Grievous' damage will look different at the start of a battle compared with the end of the battle.
We have also seen reports that General Grievous’ Leadership, Daunting Presence, is not decreasing the enemy team’s armor but we didn’t find any issues during our investigation and given the damage variance of all attacks and the way armor is calculated, many characters, such as B1, already have enough defensive penetration naturally to overcome the damage mitigation from armor without any assistance.
As for Grievous' -50% Defense on his Leadership specifically, it won’t have a noticeable impact on targets with low armor. In general, this is very difficult to detect the impact of armor penetration as most PvP and PvE units have little armor to mitigate. However, you can test this with units that have a large amount of armor like the Heroic Sith Triumvirate Raid version of Sion or against player-obtainable Sith Trooper, Stormtrooper, and CT-5555 "Fives" in order to see a more observable difference.
Hopefully this clarifies some things, as always keep providing your feedback. We have addressed several of the issues that came up yesterday in today’s hotfix, and will continue to monitor and make any appropriate changes.
<>
There has been some confusion around the rework of General Grievous and several posts concerned that the damage Grievous can deal is less than what has been shown to be possible in the footage we provided for preview videos.
What this has revealed to us is that we need to give more information and be clearer about character intent. While we generally avoid it, because we don’t want to be prescriptive, and because quite honestly, we are fearful of posting something that is wrong later, or can be beaten another way - understanding our intentions will help you all make decisions about how to use these characters as you see fit. We will work to formalize this kind of post moving forward.
Two key parts of the kit to keep in mind:
- His Basic Attack, Furious Assault, deals damage based on his Max Health
- His Unique, Metalloid Monstrosity, increases his max health each turn
This means General Grievous' should be solely modded for health if you are looking to maximize damage. With max gear, max abilities, and 6 dot mods (3 Health sets, 2 Health primaries, and 1 Critical Damage primary), the Grievous in the sample footage had around 65,000 health. This is not the usual modding strategy for attackers which traditionally care about Speed and Damage, and may seem counterintuitive to people first picking up the kit. Additionally, when looking at the damage in the footage, keep in mind that Grievous' unique, "Metalloid Monstrosity", increases his Max Health throughout the fight. As such, Grievous' damage will look different at the start of a battle compared with the end of the battle.
We have also seen reports that General Grievous’ Leadership, Daunting Presence, is not decreasing the enemy team’s armor but we didn’t find any issues during our investigation and given the damage variance of all attacks and the way armor is calculated, many characters, such as B1, already have enough defensive penetration naturally to overcome the damage mitigation from armor without any assistance.
As for Grievous' -50% Defense on his Leadership specifically, it won’t have a noticeable impact on targets with low armor. In general, this is very difficult to detect the impact of armor penetration as most PvP and PvE units have little armor to mitigate. However, you can test this with units that have a large amount of armor like the Heroic Sith Triumvirate Raid version of Sion or against player-obtainable Sith Trooper, Stormtrooper, and CT-5555 "Fives" in order to see a more observable difference.
Hopefully this clarifies some things, as always keep providing your feedback. We have addressed several of the issues that came up yesterday in today’s hotfix, and will continue to monitor and make any appropriate changes.
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