Very nice details, i didnt knew about few of them (shield gate and 3 swings, sync mod after receiving a melee ...). I think you should even make a thread about it and pin it in the library (ask to). Maybe with few details on the bubble mechanicsPhantoms have 4 states:
Regular: anything goes, but from this they can be triggered to transition into bubble or flip.
Staggered: short time window but takes normal damage, as you yourself so aptly demonstrate in the video.
Flip evade animation (and a fraction of a second thereafter perhaps): DR. Triggered by projectile powers or rapid shooting at them. Vulnerable to projectile power if timed right, e.g. Sentinel shoots at her with Eagle, she starts flipping and Sentinel times a warp to hit her mid-air or right thereafter. Now she's primed and ready for TA stagger + Throw detonation. Vulnerable to powers, but DR still applies, so I'd rather wait till she lands if I am using a hitscan power (e.g. Engie with Hornet triggers flip, primes her with Incinerate in the air and waits for her to not be in flip or bubble up to detonate with Overload).
Palm of denial/Bubble up: On-host DR. Invulnerable to powers. Triggered by projectile powers. Distance seem to be a factor, up close she'd prefer flip most of the time, far away is the other case. Vulnerable to stacked penetration through ammo and piercing mods; it needs to be more than 2m. Need to wait it out for powers/nades to work or use a rapid fire weapon to trigger flips again.
They have 3 offensive modes:
Palm Blaster: 4 shots with 990 damage each on Gold and 1000 smth on Plat.
Melee (regular): 3 slashes (ignores shield-gate from slash to slash)
Melee (sync): Triggered after flipping or executing melee or receiving melee. Well-timed ops pack is the only save, which means it mostly works on host and mostly not off.
They also have a special bullsh!t mode where they don't pause between following up one mode with another or the same (e.g. 8 pew-pew or melee regular followed immediately by melee sync with seamless transition or even part of the first animation skipped). Because Derperus are cheating cheaters. Who cheat.
Anyway we have a recent test that shows 1.80m is enough for bubble double hits. I guess 2 m might be more reliable if you add some angle.
As for bubble, main stuff is that you loose far more than the 75% DR in case you dont pierce enough : Cause you loose the HS ability unless you have those 1.8m worse of penetration. So instead of full damage*2.5 (the HS) + ammo damage to the head health + Hitscan damage to the health (bubble hit)*0.25 + ammo damage to the barrier, U get the last 2 only, so maybe less than 10% of it.
(Corlist s test)
Sorry for the lazy maths, i used it as a reminder. I wonder now why the direct health hit is the only one affected by DR.
rewatched some nice phantom action in mission_scrubbed's vid. the 0.25 damage is quite obvious on the first 2/3 phantoms, the one at 3:05 is bubbled and take two bars of barrier damage too instead of direct health damage. This story of direct health damage when bubbled was never obvious to me, even less now ....





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