Forum Discussion

RyanRenRockstar's avatar
8 years ago

Boba and Vader Question

Execute and Culling Blade are great abilities, but I find that I often misjudge what constitutes *enough* debuffs to line up a kill shot. Does anyone have a technique to avoid removing all of the debuffs and leaving the character alive and not ability blocked?
  • I run the vader boba combo and it is hit or miss. I would think about using critical chance mods on Vader. You also might think about running IG-88 for his 20% crit chance increase. I've got one crit chance set bonus and am trying to develop another to give him 10% increase.

    Additionally, I like to see which toon will be attacking next. If I've got Palp, Biggs or TFP going next, then I know I might be able to finish them. You have to factor in will that toon get a TM bonus because of the attack. On the rebel teams, I won't do this on Biggs because he gains 100% TM from an empire attack that doesn't kill him. I normally will focus on Wedge which makes Biggs special less powerful(reduces 3 attacks to 2).

    My general rule of thumb on when to use Culling blade with a lot of negative effects:
    1) Avoid doing this with tanks. Unless they have less than half of health or have crazy # of negative effects, you are likely not going to kill them
    2) Focus on attacker like Wedge, lando, palp, Chirrut if they are almost out of their protection
    3) If I don't think I have a good chance, I won't use culling blade and just let the other team go slower with their speed down and take damage over time.
    4) If they have a cleanser like Rex or Chirrut, then I will either: 1) use it on someone with all of their protection since tit doesn't come back or 2) lob the hail mary to see if I get lucky or at least make a huge dent
  • does vader gear or mods affect the damage of the dots? Or do all dots apply same damage (regardless if bistan, vader, sid, luke, etc apply them)

    can culling blade crit or be affected by Vader's offense ? I wonder this b/c affects how to mod him. It seems his basic is weak dps and most of his damage then comes from culling blade. if culling blade is not affected by crit chance etc, then it seems that only potency and speed are important (if the other stats dont affect the damage of culling blade).

    I have read vader zeta w/ boba should be awesome ... I have both almost maxed and while I have geared them for speed or potency in the past, they seem lack-luster and too slow in arena. I tried them w/ well geared maul, EP, RG and a combination of Baze/chirrut (chir 4* and max, baze b11 and 10304 power) but the dps was under-whelming and the attack speed was too slow (I'm talking about top 10 in arena, they may be great for lower spots)

    any advice would be appreciated

    as to the OP, get a speedy boba, apply the block. only apply vader dot's after the enemy rex/GK/chirrut have already used the cleanse.

    if you are facing a chirrut, be aware he apples tenacity up if there are no debuffs to apply and vader will then be useless (but boba will still get benefit from the hots)
  • scuba75's avatar
    scuba75
    Seasoned Rookie
    Dots are unaffected by applying characters stats as to how much damage they do.
    Except Kylo and raid bosses they remove 5% of max health of the character they are applied to.

    How much culling blade or execute hits for is affected by characters stats. The base damage is determined by
    Modifer - > set by ability level
    Physical damage - > set by gear, level, stars, mods
    Armor penetration - > set by gear
    Opponents armor - > set by gear, level, stars mods. The higher the armor the less damage done.


    The more base damage the more it is multiplied

    The higher the physical critical chance and crit damage the more base damage is multiplied and more that damage is multiplied.
  • "scuba;889614" wrote:
    Dots are unaffected by applying characters stats as to how much damage they do.
    Except Kylo and raid bosses they remove 5% of max health of the character they are applied to.

    How much culling blade or execute hits for is affected by characters stats. The base damage is determined by
    Modifer - > set by ability level
    Physical damage - > set by gear, level, stars, mods
    Armor penetration - > set by gear
    Opponents armor - > set by gear, level, stars mods. The higher the armor the less damage done.


    The more base damage the more it is multiplied

    The higher the physical critical chance and crit damage the more base damage is multiplied and more that damage is multiplied.


    This makes sense. However, I'm thinking more in terms of in a battle how do you eyeball based on the amount of health a character has left and the number of buffs/debuffs whether to pull the trigger for a kill shot.
  • scuba75's avatar
    scuba75
    Seasoned Rookie
    "RyanRen;889619" wrote:
    "scuba;889614" wrote:
    Dots are unaffected by applying characters stats as to how much damage they do.
    Except Kylo and raid bosses they remove 5% of max health of the character they are applied to.

    How much culling blade or execute hits for is affected by characters stats. The base damage is determined by
    Modifer - > set by ability level
    Physical damage - > set by gear, level, stars, mods
    Armor penetration - > set by gear
    Opponents armor - > set by gear, level, stars mods. The higher the armor the less damage done.


    The more base damage the more it is multiplied

    The higher the physical critical chance and crit damage the more base damage is multiplied and more that damage is multiplied.


    This makes sense. However, I'm thinking more in terms of in a battle how do you eyeball based on the amount of health a character has left and the number of buffs/debuffs whether to pull the trigger for a kill shot.


    That I can't answer cause I don't use them
  • "RyanRen;889619" wrote:
    "scuba;889614" wrote:
    Dots are unaffected by applying characters stats as to how much damage they do.
    Except Kylo and raid bosses they remove 5% of max health of the character they are applied to.

    How much culling blade or execute hits for is affected by characters stats. The base damage is determined by
    Modifer - > set by ability level
    Physical damage - > set by gear, level, stars, mods
    Armor penetration - > set by gear
    Opponents armor - > set by gear, level, stars mods. The higher the armor the less damage done.


    The more base damage the more it is multiplied

    The higher the physical critical chance and crit damage the more base damage is multiplied and more that damage is multiplied.


    This makes sense. However, I'm thinking more in terms of in a battle how do you eyeball based on the amount of health a character has left and the number of buffs/debuffs whether to pull the trigger for a kill shot.


    You can calculate this if u wish. Just get your Vaders offense and multiply it by the ability modifier. Then make a table for number of debuffs and opponents armor so that u can guesstimate how much dmg it will do crit and not crit.