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Penny’s Workbench: Kinetic Overload / Impact Part 1

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Hey mates, so this one’s been a bit arduous – and is not a simple ‘my opinion’ sort of write-up. It’s also incredibly long and riddled with videos, maths, etc – so I’m not putting it all in one post. Also, I’m not done testing things.

Ever since Kinetic Overload was reworked with 8.0, I (and most constructors) suddenly had a reason to care about Impact on melee weapons. From what I’ve found – or, not found- in guides / resources – it doesn’t seem like there’s been much written or figuring done around melee impact. So, I present my findings on the subject.

— —

First off, I wanted to determine on my own if elemental matchups had a role in impact dealt and triggering Kinetic Overload – long story short they do not. I don’t know if this was common knowledge or not before, as it could’ve been tested other ways, or noted by elemental smashers interactions with wall launchers etc.

To reach this conclusion, I entered a PL 82 Ice Storm mission (all water husks) with 3 test hammers equipped –

https://reddit.com/link/b0krzn/video/b8cxm1h9dvl21/player

I used the 3 pictured Doomhammers. Fire, Nature and Water – you’ll notice the perks are slightly higher calibur on the water one, but it doesn’t affect the test – since I noted each hammer’s damage per regular hit, and critical hit and reviewed each hit in the footage later to see which ones were crits. (listed below) Also, since the husks I was testing on were water husks, the water hammer was the least important – since Fire and Nature are weak against, and super effective against water targets. The selected perks also cannot possibly alter impact, even if it were dependent on damage. Attack speed and crit rating have no bearing on impact per hit – and I made sure to attack un-buffed or debuffed husks only, while I had no modifiers active.

It’s also worth noting I’m playing as Catstructor not just because I love Catstructor, but because she is in a hero loadout which receives NO hammer / hardware or kinetic overload buffs to damage, crit rating, impact, or anything else. I also had Recycling as my team perk.

This is the damage each hammer dealt in my test environment, which can be used to see relative impact and which hits were critical hits:

Doomhammer: (Lv. 40, Obsidian) 2,619 Impact (WATER) ON WATER HUSKY

Standard:

Hit: 10,889

Crit: 16,334

Heavy:Hit:11,997 Crit: 17,995

Doomhammer: (Lv 40, Obsidian) 2,619 Impact (NATURE) ON WATER HUSKY

Standard:

Hits: 15,546Crits: 23,320

Heavy:

Hit: 17,127

Crit: 25,691

Doomhammer: (Lv 40, Obsidian) 2,619 Impact (FIRE) ON WATER HUSKY

Standard: Hits: 3,886Crits: 5,830

Heavy:

Hit: 4,281

Crit: 6,422

————

https://reddit.com/link/b0krzn/video/xt4ur0egdvl21/player

So first, we see the Nature Hammer’s standard attack deal 23,320 + 38,867 + 31,093 – a non crit, a crit, then a non-crit, and trigger KO on the third hit. Then, we see the fire hammer deal (3,886 + 3,886 + 9,716, a non crit, a non crit, and a crit (plus some other bonus) – triggering KO on the third hit again. What’s important to glean from the first two parts, is that even after 2 hits from the Nature hammer, even with one being a crit – which would be dealing 100% of its impact against the water husky, it wasn’t staggered. But the Fire hammer, which would be dealing only 25% of its impact if elements mattered for impact, took the same 3 hits to stagger the husky – even with the first two not being crits, and only the third. Even if crits quadrupled impact, the 3 hits from the fire hammer wouldn’t have equated to even the first 2 from the nature hammer.

Next, a single heavy attack from the Fire hammer is used to knockback the water husky, which deals 4,281 damage – confirming it as NOT a critical hit. This is important, because were elemental matchups in play for impact, this would be the weakest possible heavy attack of all 3 hammers in terms of impact. The Water hammer is then shown to trigger KO with a hit of 17,995 – a crit, but again – knowing the fire hammer can trigger KO without a crit – confirms the water hammer doesn’t need the crit even if elements made a difference. Lastly the Nature hammer gets the same KO trigger on two separate heavy attacks. It’s worth noting no damage numbers show up on those two hits… That should probably be looked into Epic. The KO Damage shows up, but no weapon damage.

From those tests though – it’s very safe to say that elemental matchups DEMONSTRABLY don’t affect impact dealt.

— —

So from the video with Doomhammers staggering elemental husks, it might seem like we can begin to work out a bit about the relation between impact dealt from regular standard attacks, heavy attacks, and crits to impact, but… that gets a little trickier.

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Each Doomhammer has a base of 2,619 impact per hit. We’ll use the water huskies in the second video as a bit of a metric. The fire hammer landed 2 non crit standard attacks, which would total 5,238 impact – before the third hit crit, triggering KO. We also saw the nature hammer land two standard attack hits before triggering KO, one of which was a crit. So we cannot assume that the impact threshold was immediately past the 2 standard non-crit hits of the doomhammer for the target, or the second hit on the nature hammer would’ve triggered KO when it crit. Assuming impact gets the minimum possible boost comparable to damage upon crit (50%, which is what the poor Doomhammer actually has as its base Crit Damage) a critical hit from the Doomhammer would deal at LEAST 3928 Impact. So the Nature hammer dealt at least 6,547 impact to the target in its first two hits. Now conservatively, we can assume the impact threshold for our metric here is directly above that – lets say 6,550 impact. It’s likely higher, but we’ll err on the side of lowballing here. Consider that the Fire hammer’s initial heavy attack immediately triggered KO on hit then, without a crit. That means that the heavy attack for the Doomhammer, deals at LEAST 6,550 impact. What’s interesting about this, is that if you compare the damage from standard attacks on the doomhammer to that of heavy attacks on it, you’ll notice it’s only a 10% increase in damage. But the impact MUST be at least 6,550 on the heavy attack – which compared to the base 2,619, is exactly 250%.

Now, for a bit – I was afraid this could be completely inaccurate, because upon using a pickaxe – and all variety of hammer, EVERY heavy attack seemed to stun every enemy – no matter how much impact the hammer had, or how high PL the enemy was. Not a bad thing for constructors – but for the point of measuring the ratio of impact between regular and heavy attacks – this looked problematic. However, after testing for impact thresholds on PL 100 huskies, it seems like the heavy attack on ALL hardware just – actually breaks the impact threshold for even PL 100 husky husks. Even if it’s a level 10 Doomhammer. From what I could observe – the Impact threshold on PL 100 Huskies was between 7,125, and 8,366. I used a variety of launcher traps to land in that ballpark, with the 7,125 impact one just failing to launch them, and the 8,336 one being the lowest to do so. This figure is not far off from my conservative estimate, based on the impact per hit, of what the Doomhammer also took to stagger the Huskies. Which supports the theory that the heavy attack used by the Doomhammer, and possibly all hammers – provides at **least** if not more than 250% of the impact of the standard hit.

So, with that information – and the ballpark of where a Husky’s impact threshold lies – I present 5 Hammers I commonly use in PL 100 Missions and their Impact ratings:

Dragon’s Fist: (Lv 50, Brightcore) 3,446 Impact (Fire)

Pulverizer: (Lv 50, Brightcore) 3,829 Impact (Nature)

Smasher Basher (Lv 50, Sumbeam, no impact perks) 3,957 Impact (Energy)

Smasher Basher (Lv 50, Brightcore, one 50% impact perk) 4,947 Impact (Physical)

Smasher Basher (Lv 50, Brightcore, two 60% impact perks) 7,256 Impact (Physical)

You’’ll notice that all but the least punchy of these hammers can guarantee an impact threshold break after only 2 hits – even without Impact Perks. You’ll also sort of see the difference in Impact stat choosing Brightcore or Sunbeam makes, as the Smasher Basher typically has less Impact than a Pulverizer; but with the added impact of Sunbeam / Decreased Impact of Brightcore, the Smasher Basher just beats out a Pulverizer on Impact without any perks even invested. Also, the Highest impact Smasher Basher, with 2 maxed Impact Perks, sits at 7,256 impact – dangerously close to the Husky Impact threshold. It is brightcore, which is lowering the impact as well. This hammer can trigger KO on all non-smasher enemies in a single hit, but I haven't verified if it needs crits or other factors to do so. I do fully expect, that if it were Sunbeam, and had 2 Impact perks – it would be doing so without crits 100% of the time.

Also, assuming the 250% scalar for heavy attacks – even the Brightcore Dragons Fist will guarantee a KO trigger on heavy attack against anything besides Smashers. But those, I’ll have to cover in the next guide. This one’s gotten too long, and I have coursework and real work to do. And sleep. Somewhere. I don’t know where I’m getting sleep. But sometime.

If you’ve made it this far, thanks for indulging my Constructor obsession, and good morning. There will be a second part to this, and I will be covering how to perk what hammers, which hammers to use, how much it takes to stagger a PL 100 Smasher, etc. Cheers and I hope this helps!

Oh, yeah – and

TL;DR – Impact doesn’t interact with elements, any hardware heavy will trigger Kinetic Overload even in PL 100 zones, Huskies have around 7,500 impact before they get staggered or whatever.

Here's a video of me using that level 10 Copper Doomhammer heavy attack to trigger KO on PL 100 Husks 100% of the time:

https://reddit.com/link/b0krzn/video/b62ulrpudvl21/player

Source: Original link


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