Fortnite 100 Dmg Is Actually O9

Posted By admin On 27.05.20
  1. Fortnite 100 Dmg Is Actually O9 Full
  2. Fortnite 100 Dmg Is Actually O9 Online

While the big news on the block might be that Fortniteis getting a mobile iOS edition soon (with Android planned down the line), Battle Royale Season 3 is still going strong as the updates continue at breakneck speed.

While you twiddle your thumbs wondering when Fortnite Mobile is coming out, there's no reason not to jump back into some 100-player Battle Royale matches on PC or console -- especially since new weapons have arrived!

Jan 07, 2018 However, as far as I can remember, Fortnite doesn’t really give you much of an explanation of elemental enemies and the elemental weapons you need to quickly kill them. So this quick little guide will help make things a little more clear. Fortnite has three types of elemental enemies: Fire (Red/Orange in color) Nature (Glowy yellow in color). So lets say the Base damage of a gun (Base damage would be level 1 damage with 0 offense and no level) is 100. So plus 10% would add only 10 damage to the gun. You could have 1.2k offense and have a gun do 900 damage (a low level sniper).

The smoke bomb has now been replaced with remote explosive C4 units that can be thrown at a distance and then safely detonated while you hide out of sight. Building a wall or ceiling unit for protection is no longer a guarantee of safety when people have explosives ready and waiting to be blown!

Where we're going, there's no need for doors!

How To Detonate C4 In Fortnite

Remote explosives are a rare drop found in chests like any other Battle Royale Season 3 weapon variety. When you switch to C4 in your inventory, there's a two part detonation process, so plenty of players are throwing out a bunch of remote explosives and waiting for something to happen, but they don't ever actually blow up.

Like with a standard gun, you just hit left click to fire off some C4 (sort of in an arc like a grenade). You have to then actually press the right click button on the mouse to detonate those explosives. If you switched to a different weapon after throwing the C4, right click won't do anything to set off the explosion chain.

Note that they will also explode if they take any damage, so they can go off prematurely if people are firing wildly in the area, so take that into account when planting C4.


You really don't want to find this underneath your base's floor!

Throwing multiple explosives before pressing right click will result in each stick of C4 exploding in the order that it was thrown, with a slight delay in between blasts.

This can completely change whether you get a kill or not as it gives other players time to change positions and get out of the blast radius. You have to time these properly or they are basically useless. Unless you have planned out the explosion change precisely and have immobile targets, it's better to just use one at a time against other players.

Weirdly, the new Fortnite remote explosives don't actually do that much damage to players (usually 70 damage), so they are more useful as a surprise attack or a means of taking out the base segment of a player-built ladder than actually for killing someone in a close up firefight. Maybe the damage will get tweaked in an update down the line?

They do a pretty solid job of destroying doors and walls though, so if you need to get inside a building quickly (and unexpectedly) instead of heading through the main entrance, these explosives give you an edge on people who think they are safe.

For a squad that focuses on building and defending a base instead of moving out in the open across the map, remote explosives will be a game changer. Camping and sniping until the expanding storm forces you to move may no longer be a viable strategy.

Blowing up a player's wood ceiling with C4
(thanks to Koala Tea Gaming for the screenshot)

That's all you need to know on how to use remote explosives in Fortnite! Need help completing any other Fortnite Season 3 content? Check out our other latest Fortnite guides here:

INTRO

One of my favorite things that keeps pulling me back to Diablo 3 is how fun it is to theorycraft and analyze all of the different values that are well documented either in game or by other nerds like me posting in forums. It's fun to break everything down and use basic math skills to determine what I can do with my characters to increase their power level.

I also enjoy sharing my findings with the community, as I've done in the past: /r/diablo3/comments/abtpaf/diablo_3_greater_rift_scaling_guide/

I make no claims of any of these ideas being completely original, but they are relatively new to me at the time of writing, and I did the work of figuring things out on my own. Anyone can hit up Google and try to find the answer, but I'm weird like that. If I don't understand the process of getting to that answer, how am I to trust that they didn't make a mistake?

This guide is for everyone out there who, like me, have been curious about just how valuable this stat really is.

AREA DAMAGE

From the ingame tooltip: 'All attacks have a 20% chance to also deal ___% of the damage to enemies within 10 yards.'

This means different things to different builds and classes. To a Condemn Crusader, it means the more density and the more enemies they hit, the more Area Damage procs they can get. If they fight 5 or more enemies, they have a good chance to proc Area Damage with each attack. If they fight 10, they have a good chance to get 2 Area Damage procs for each attack, and so on. For a Condemn Crusader with 100% Area Damage, this nearly triples the damage of Condemn, and it actually is for all enemies but the 2 it was procced off of. Area Damage scales amazingly with AoE and density.

To an Impale Demon Hunter, it means something different. It means that if they can 1-shot an enemy, then at 100% Area Damage they have a 1 in 5 chance to 1-shot all the enemies within 10 yards. This is amazing for a fast-hitting elite hunter that is limited on how many enemies they can hit with each attack, often with lesser enemies blocking attacks on elites. However, to a rift guardian killer, it means nothing unless they get a rift guardian that spawns lots of adds. Otherwise, it's completely wasted. Area Damage is good for everyone, so long as you are fighting more than one enemy at a time.

There are a few different values that are necessary for determining the effectiveness Area Damage. How many enemies are hit, how many enemies are in 10-yard Area Damage range, and how much total Area Damage you have:

EP = Enemies Procced (20%)

ER = Enemies in Range hit by area damage

AD = Area Damage

EH = Enemies Hit by the player

DMG% = Percent damage vs hitting a single enemy.

(EP * ER * AD) + (EH * 100) = DMG%

For example, with the free 50% Area Damage everyone gets from paragon, a Crusader hitting 5 enemies with Condemn:

(EP * ER * AD) + (EH * 100) = DMG%

1 * 4 * 50 + 5 * 100 = DMG%

200 + 500 = 700%

All 5 enemies get hit with 100% damage from Condemn, and 4 out of 5 get hit with 50% Area Damage. So just how effective is it? Well, if Area Damage was 0%, the total damage would be 500%.

700 / 500 = 1.4

Fortnite 100 Dmg Is Actually O9 Full

That's right! Just those 50 points from paragon gives us 40% more damage against 5 enemies. Let's check out a realistic scenario for the Impale Demon Hunter. 1 Enemy Hit, 5 in range:

(EP * ER * AD) + (EH * 100) = DMG%

1 * 4 * 50 + 1 * 100 = DMG%

200 + 100 = 300%

Triple Damage! Well…every 5 hits…let's add up 5 hits…

100 + 100 + 100 + 100 + 100 = 500 @ 0 Area Damage

100 + 100 + 100 + 100 + 300 = 700 @ 50 Area Damage

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700 / 500 = 1.4

Yes, same as the AoE scenario. It is 80% as effective as its Area Damage value. If we double enemies hit by Area Damage:

Condemn – 10 enemies (8 hit by AD):

(EP * ER * AD) + (EH * 100) = DMG%

2 * 8 * 50 + 10 * 100 = DMG%

800 + 1000 = 1800%

1800 / 1000 = 1.8

Impale with 9 enemies (8 hit by AD):

(EP * ER * AD) + (EH * 100) = DMG%

1 * 8 * 50 + 1 * 100 = DMG%

400 + 100 = 500%

100 + 100 + 100+ 100 + 500 = 900%

900 / 500 = 1.8

80% more damage. This is why it truly shines with density. But how does it scale with additional Area Damage on Gear?

Condemn:

(EP * ER * AD) + (EH * 100) = DMG%

1 * 4 * 100 + 5 * 100 = DMG%

400 + 500 = 900%

Impale:

(EP * ER * AD) + (EH * 100) = DMG%

1 * 4 * 100 + 1 * 100 = DMG%

400 + 100 = 500%

100 + 100 + 100+ 100 + 500 = 900%

900 / 500 = 1.8

It scales with gear similarly to how it scales with density. It's worth noting that it is affected by diminishing returns. The first 50% gives you 40% more damage. The second 50% gives you 1.8 / 1.4 = 1.286, or 28.6% more damage. Again, it is exactly 80% as effective as its Area Damage value. We can use this to make a new formula to actually compare values:

AD * 0.8 = DAMAGE INCREASE %

So, we all get 50% Area Damage from paragon, and as you can see it is very effective. However, it is situational, and so it is important to be able to estimate just how much more damage you will get by rolling off one of your stats to get more.

If we take our new formula and plug in the amount of Area Damage you're thinking about rolling for such as shoulders with 20% Area Damage, we can do this:

(50 * 0.8) + 100 = 140%

Fortnite 100 Dmg Is Actually O9 Online

(70 * 0.8) + 100 = 156%

156 / 140 = 1.1142857142857142857142857142857

20% more Area Damage will increase your overall damage, against multiple enemies, by about 11.4%.

If you have a specific goal in mind, you can actually figure out how much you need. For example, you just got a Furnace in the cube that gives you 50% additional damage against the rift guardian, and now you feel like your weakness is clearing up to the rift guardian. In order to raise your damage against multiple enemies by 50%, you can do this:

What you have: 50 * 0.8 + 100 = 140

What you want: 140 * 1.5 = 210

AD * 0.8 + 100 = 210

AD * 0.8 = 110

AD = 110 / 0.8

AD = 137.5

You can get 24% AD on weapons and 20% from 3 other items to get pretty close at 134% Area Damage. It's kind of funny to think about, but at over 100% your Area Damage will actually be hitting harder than you do.

CONCLUSION

Is it worth it to stack Area Damage? It really depends on where you are in your progression. It does have diminishing returns, and you already get a good amount of it through paragon. It also depends on what you'd be replacing. It is a good idea when your mainstat starts hitting significant diminishing returns at high paragon levels. If you have any questions or feedback, feel free to comment below. Thanks for reading!

Source: Original link

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