Sure, I’ll ask the combat the team. Will reply when I have that.
Sure, I’ll ask the combat the team. Will reply when I have that.
Hello! Combat guy here - let me try to shed some light on the design here:
Power % - Power scales the base of any attack, it is then used to determine amount of Damage (straight up hitpoints), amount of Impact (to stagger enemies) and Cleave.
Rending: Your attack will disregard Flak or Carapace armor mod and use base damage instead for the rending portion. So at 50% rending, half the damage will calculate based on original armor type.
Brittleness: Rending but for all future attacks vs that enemy - basically provide rending for friends.
Chain: Attacks have timed chain-windows so basically if you continously keep attacking, chaining from one attack to another, you count as chaining. Chains start on the second attack in a row so any gains should be applied after that.
Impact: The stagger-potential of the attack. Each attack has an Impact number, it is checked vs the stagger thresholds of the target and then picks a type of stagger (light-medium-heavy) and scales duration/distance based on how far you exceed the threshold. More Impact equals more/longer control.
Basically what Padds said - Hope this helps, we’ll be tuning and tweaking stuff in the future so any feedback is appreciated.
each stack of rending is 5%.
Heavy stagger is only one stagger, there’s no curve over light/medium. So for stuff that scales on number of staggers we just count the number of times an enemy has been staggered, not the size of the stagger.
should work for any combo of chains, “just keep clicking”.