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Impact Advantage Damage Bonus

slowecsl4pweslowecsl4pwe Posts: 221 Arc User
edited August 2013 in Power Discussion
Hi everyone,

Has anyone had any experience with the advantage called Impact (2 Points) on the travel powers Mach Speed and Flag Speed? The description indicates "While this travel power is active, you gain a damage bonus which scales with your current speed. This bonus persists for a short time upon losing speed or stopping."

When I am moving I see no stats changing and when I stop I have no idea if it's even active as there are no indicators. I don't want to waste my 2 points if the advantage does nothing measurable.

Thanks
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Post edited by slowecsl4pwe on

Comments

  • kallethenkallethen Posts: 1,576 Arc User
    edited August 2013
    I think when I used it last (been a while), you'll have a buff icon show up under your portrait when you start moving and disappears a second or so after you stop moving. As to if it made any difference on damage or not, I couldn't really tell, but it was also when I was fairly new to the game and was still trying things out.
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  • crypticbuxomcrypticbuxom Posts: 4,630 Arc User
    edited August 2013
    I can say that it is not worth getting whatsoever. Spend the points where it could be more useful. Accelerated Metabolism is even better and that is a terrible advantage. Should probably just put them in your travel powers or try and add Nail to the Ground or rank something up.
  • chalupaoffurychalupaoffury Posts: 2,559 Arc User
    edited August 2013
    Wasn't terrible, but that and flippin got a serious downgrade with the general power-up that on alert brought. The only veritably solid travel power advantage, anymore, is versatility.
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  • ayonachanayonachan Posts: 557 Arc User
    edited August 2013
    Impact is a damage bonus up to 30% but only when you are moving. Gotta-Go fast in order to get the full 30% bonus and gotta keep moving in order to maintain it.

    Flippin' currently has a bug where if you increase your avoidance stat you decrease the dodge chance that the buff applies. For some odd reason I believe this is for 'balance' but since on-alert hit one could increase their avoidance stat to a much higher degree than one could in the 'legacy' years also the whole dodge mechanic was changed when on-alert hit so all those 'legacy' power effects need to be updated. Sadly, all the 'legacy' mechanics will never be updated...No body likes thumbing through tangled up Christmas lights even if they do get paid...they will just find a way to cut down on the work load and just hide all the tangled bits out of plain sight...

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  • tditstdits Posts: 561 Arc User
    edited August 2013
    Yeah, but does add a flat 20% avoidance bonus, and not avoidance rating, right?

    Considering how easy it is to stack Dodge and how hard it is to stack Avoidance, I'd say flipping would be a great buy even if it didn't add any dodge at all.
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  • holloweaverholloweaver Posts: 588 Arc User
    edited August 2013
    I tried this advantage a long time ago and it's not worth it.

    Basically you've to run and fight or you get no damage bonus.
    So, except if you like kiting mobs (it works only with no lockdown powers), Impact isn't worth it.

    N.B.: Superjump is a good travel power too, even more since the fall damage had been drastically reduced.
  • slowecsl4pweslowecsl4pwe Posts: 221 Arc User
    edited August 2013
    Great info guys. Thanks for letting me know. I decided to add the points to my active offense instead.

    As a side note, when I had the advantage it showed no icon under my portrait when I was moving or not, so it may be bugged, at least on Flag Speed.

    Thank again.
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  • jonesing4jonesing4 Posts: 803 Arc User
    edited August 2013
    tdits wrote: »
    Yeah, but does add a flat 20% avoidance bonus, and not avoidance rating, right?

    Considering how easy it is to stack Dodge and how hard it is to stack Avoidance, I'd say flipping would be a great buy even if it didn't add any dodge at all.

    Incorrect. It'll get you a few % points, especially if you haven't added any avoidance, but not 20%. Averages out to about 4%.
  • ayonachanayonachan Posts: 557 Arc User
    edited August 2013
    Flippin' gives you around 20% avoidance. The actual avoidance % that increases varies based on how high you pumped your avoidance already..more than likely you will only receive an actual increase of 5.7%

    I still get flippin' and actively use swinging(rank 1) as my travel power because it negates almost all pve knock damage except for bad positioning and bugged knocks. Superjump changes your stance and acrobatics(rank 1) merely negates 70% of all pve knock damage.
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