Feral Rage
#7
Feral charges up in percentage steps for Leech and Run/Walk.

At early levels (like, 1st), Feral does indeed only take three hits to fully charge, as the top end of the leech is 12 (12%/3 hits = 4% per hit -- slvl 1 Feral leech is 4-12%). Once it hits much higher levels, it takes several hits to fully charge one's Feral (On my big wuff, it takes 14 hits (starting at 4% and topping out at 56%). For Werebears, Maul mirrors this.. taking more and more hits to fully exploit the top end bonuses.

The Fast Run/Walk is similar, speeding your wuff in stages as more and more charge builds. It's not quite as clean a math as the leeching, but it's similar enough.

However, the AR and the Damage percentages are constant, independant of the amount of charging. They remain constant whether you're fully charged or completely devoid of that whirling red star of joy.
Garnered Wisdom --

If it has more than four legs, kill it immediately.
Never hesitate to put another bullet into the skull of the movie's main villain; it'll save time on the denouement.
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Messages In This Thread
Feral Rage - by Vash - 06-26-2003, 10:10 PM
Feral Rage - by WarBlade - 06-26-2003, 10:40 PM
Feral Rage - by Nicodemus Phaulkon - 06-26-2003, 11:11 PM
Feral Rage - by Vash - 06-26-2003, 11:44 PM
Feral Rage - by Striker - 06-27-2003, 01:15 AM
Feral Rage - by WarBlade - 06-27-2003, 01:45 AM
Feral Rage - by Nicodemus Phaulkon - 06-27-2003, 02:45 AM
Feral Rage - by Vash - 06-27-2003, 02:58 AM
Feral Rage - by Striker - 06-27-2003, 02:59 AM
Feral Rage - by Nicodemus Phaulkon - 06-27-2003, 03:18 AM
Feral Rage - by kier - 06-27-2003, 09:50 AM

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