Melee Attack: Difference between revisions
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[[File:SevenMeleeAttack.jpg|300px|thumb|[[Seven]] performing a heavy melee attack.]] | [[File:SevenMeleeAttack.jpg|300px|thumb|[[Seven]] performing a heavy melee attack.]] | ||
Every hero can perform a '''melee attack''' to quickly finish off an enemy or do damage while reloading. Melee damage scales with levels and with certain [[items]] like {{ItemIcon|Melee Lifesteal}} and {{ItemIcon|Lifestrike}}. A light melee attack can be charged up to a heavy melee attack to dash forward without using up any of the player's stamina and do more damage. Compared to a normal [[dash]], using one stamina bar, a heavy melee attack dash travels the player approximately half of the distance. Charging the melee attack can also be done in the air. Performing a melee attack after a successful [[parry]] will | Every hero can perform a '''melee attack''' to quickly finish off an enemy or do damage while reloading. [[Melee Damage|Melee damage]] scales with levels and with certain [[items]] like {{ItemIcon|Melee Lifesteal}} and {{ItemIcon|Lifestrike}}. A light melee attack can be charged up to a heavy melee attack to dash forward without using up any of the player's stamina and do more damage. Compared to a normal [[dash]], using one stamina bar, a heavy melee attack dash travels the player approximately half of the distance. Charging the melee attack can also be done in the air. Performing a melee attack after a successful [[parry]] will 35% more damage, and it will go on cooldown for 0.25s instead of 4.5s. The default keybind for melee attacks is '''Q'''. Pressing '''Q''' triggers a light melee attack, while holding initiates a heavy melee attack. | ||
The default light melee attack damage is 63 and heavy melee attack damage is 116 for all heroes except [[Yamato]], who has 69 and 128 respectively. Hitting an enemy with heavy melee attack will do 1.84x (rounded) of the light melee attack. Melee attack damage also benefits from 50% of all [[Weapon Damage]] buffs. | The default light melee attack damage is 63 and heavy melee attack damage is 116 for all heroes except [[Yamato]], who has 69 and 128 respectively. Hitting an enemy with heavy melee attack will do 1.84x (rounded) of the light melee attack. Melee attack damage also benefits from 50% of all [[Weapon Damage]] buffs. | ||
[[Troopers]]' health bar will start flashing when it | [[Troopers]]' health bar will start flashing when they are low but it is not an accurate predictor for if a melee attack will be enough damage to secure the last hit. Last hitting a Trooper with a melee attack will prevent its [[Souls|soul]] orb from appearing and give player the full amount of souls they would have gotten if they shot the Trooper and its orb. Players can perform melee attacks to secure orbs, though can only do so after a short delay when denying enemy soul orbs. | ||
{{Gameplay navbox}} | {{Gameplay navbox}} |
Latest revision as of 19:33, 30 October 2024
Every hero can perform a melee attack to quickly finish off an enemy or do damage while reloading. Melee damage scales with levels and with certain items like Melee Lifesteal and Lifestrike. A light melee attack can be charged up to a heavy melee attack to dash forward without using up any of the player's stamina and do more damage. Compared to a normal dash, using one stamina bar, a heavy melee attack dash travels the player approximately half of the distance. Charging the melee attack can also be done in the air. Performing a melee attack after a successful parry will 35% more damage, and it will go on cooldown for 0.25s instead of 4.5s. The default keybind for melee attacks is Q. Pressing Q triggers a light melee attack, while holding initiates a heavy melee attack.
The default light melee attack damage is 63 and heavy melee attack damage is 116 for all heroes except Yamato, who has 69 and 128 respectively. Hitting an enemy with heavy melee attack will do 1.84x (rounded) of the light melee attack. Melee attack damage also benefits from 50% of all Weapon Damage buffs.
Troopers' health bar will start flashing when they are low but it is not an accurate predictor for if a melee attack will be enough damage to secure the last hit. Last hitting a Trooper with a melee attack will prevent its soul orb from appearing and give player the full amount of souls they would have gotten if they shot the Trooper and its orb. Players can perform melee attacks to secure orbs, though can only do so after a short delay when denying enemy soul orbs.
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