MissPotato
Member
When turrets take damage the damage is always rounded down to the nearest full number. I presume this is because turrets store health as int where damage appears to be decimal/float. This really only means worse case scenario the turrets are taking 0.999... less damage per shot. And considering turrets already ignore falloff from incoming damage.
However, in a working example: you're in lane as ivy against McG, ivy has 5 base damage, you unload your entire clip into the turret doing the expected 165 damage. You buy High-Velocity Mag giving you 19% more damage, you unload the entire mag you still only do 165 damage. If you instead buy heavy melee bringing you to +22% weapon damage you now do 186 damage killing the turret in a single mag with 2 extra bullets left over. This limits Ivy to needing basic magazine, close quarters or hallow point lane to deal with turrets without reloading.
As a McG main, I'm a bit biased. I already think turrets not taking any falloff damage makes them incredibly easy to deal with, to the point that they're just fodder in lane. I presume turrets having int health is an optimization thing. I think to compensate for this, the decimal should be rounded up and then applied. (And then increase their base 75 health to maybe 100 to compensate.)
However, in a working example: you're in lane as ivy against McG, ivy has 5 base damage, you unload your entire clip into the turret doing the expected 165 damage. You buy High-Velocity Mag giving you 19% more damage, you unload the entire mag you still only do 165 damage. If you instead buy heavy melee bringing you to +22% weapon damage you now do 186 damage killing the turret in a single mag with 2 extra bullets left over. This limits Ivy to needing basic magazine, close quarters or hallow point lane to deal with turrets without reloading.
As a McG main, I'm a bit biased. I already think turrets not taking any falloff damage makes them incredibly easy to deal with, to the point that they're just fodder in lane. I presume turrets having int health is an optimization thing. I think to compensate for this, the decimal should be rounded up and then applied. (And then increase their base 75 health to maybe 100 to compensate.)