Spirit resist and shields are bugged when calculating bebop bomb dmg

0 spirit resist. 388 bomb - 208 shield leaves 180 damage bomb (Tool tip for incoming damage shows 177)
Add tankbuster for 153 and you get 330 damage.

What is actually weird is that the bomb should deal 180 off by 3 and the tank buster should deal 165 (125 is 7.5% current hp then 40 bonus) My best guess is that the bomb has a rounding error with the stacks visually vs actually. and that the tankbuster was only partway charged up.

Either way, hope that solves the mystery.
 
idk i overall feel something off with these bombs, strange to get hit for 2400 hp from 2 bombs 1100 dmg each while u have 40% spirit res, i know there were prob other dmg from bebop but still feels like its bugged in some way
 
idk i overall feel something off with these bombs, strange to get hit for 2400 hp from 2 bombs 1100 dmg each while u have 40% spirit res, i know there were prob other dmg from bebop but still feels like its bugged in some way
Maybe do some testing in the sandbox. They did a couple more nerfs to bebop bomb scaling, range, and timer last night so hopefully that offsets it. Getting hit for 1200 per bomb with 40% spirit res should not be possible at all. (Would require a 2000 damage bomb which would be like 200 spirit with 435 stacks)

I'd consider building counterspell more often as you can reduce the damage by 50-100% depending on how far apart the bombs are.
 
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