There's a formula, based on the enemy's health, you can look it up on swogh.gg. I think detonators all do the same damage regardless if its mob enforcer or JE. it's 20% of max health for any pvp enemy and like 0.02% of the tank
There's a formula, based on the enemy's health, you can look it up on swogh.gg. I think detonators all do the same damage regardless if its mob enforcer or JE. it's 20% of max health for any pvp enemy and like 0.02% of the tank
JE's can get bonus damage.
OP, the applicator of the TD determines how much damage it does.
40% max health - Greedo, Mob Enforcer, Nute Gunray (The main one does 40%, splash damage is 24%)
30% max health - Zam Wesell
28.5% max health - Jawa Engineer
20% max health - Jawa Scavenger
For Raid Bosses:
.08% max health - Greedo, Mob Enforcer, Nute Gunray
.06% max health - Jawa Engineer, Zam Wesell
.04% max health - Jawa Scavenger
Crits from Thermals do 150% damage rather than 100% of their normal damage. So instead of say 20% of max health, the crit detonator will do 30% damage of max health for Scavenger.
I forget the crit chance for bombs, but they all have the same fixed crit chance I think its like 15% crit chance.
Say you have the AAT toppled and have a boat load of detonators on it. Is it better to detonate these with Scavengers special or wait for the AAT to "untopple" and have them detonate on their own? Or is it the same amount of damage regardless? I always let them detonate on their own. Hopefully I haven't been robbing myself in damage dealt.
Say you have the AAT toppled and have a boat load of detonators on it. Is it better to detonate these with Scavengers special or wait for the AAT to "untopple" and have them detonate on their own? Or is it the same amount of damage regardless? I always let them detonate on their own. Hopefully I haven't been robbing myself in damage dealt.
From what I understand, if you detonate them with scavenger, the tank gains a whole boatload of TM, but if they blow up on his turn, no TM increase. If you're about to die and there's a stack of bombs, then yeah I blow them up
Say you have the AAT toppled and have a boat load of detonators on it. Is it better to detonate these with Scavengers special or wait for the AAT to "untopple" and have them detonate on their own? Or is it the same amount of damage regardless? I always let them detonate on their own. Hopefully I haven't been robbing myself in damage dealt.
From what I understand, if you detonate them with scavenger, the tank gains a whole boatload of TM, but if they blow up on his turn, no TM increase. If you're about to die and there's a stack of bombs, then yeah I blow them up
But wouldn't detonating them with his special do more damage since the tank is toppled?
Say you have the AAT toppled and have a boat load of detonators on it. Is it better to detonate these with Scavengers special or wait for the AAT to "untopple" and have them detonate on their own? Or is it the same amount of damage regardless? I always let them detonate on their own. Hopefully I haven't been robbing myself in damage dealt.
From what I understand, if you detonate them with scavenger, the tank gains a whole boatload of TM, but if they blow up on his turn, no TM increase. If you're about to die and there's a stack of bombs, then yeah I blow them up
But wouldn't detonating them with his special do more damage since the tank is toppled?
That's the question. I guess it would depend on the interpretation of the "reduced damage" sentence in the Fearsome Foe detail description.
Crits from Thermals do 150% damage rather than 100% of their normal damage. So instead of say 20% of max health, the crit detonator will do 30% damage of max health for Scavenger.
I forget the crit chance for bombs, but they all have the same fixed crit chance I think its like 15% crit chance.
so the crit chance is fixed and cannot be improved by mods or buffs?
what about crit damage? can I make them do 216% instead of 150?
Crits from Thermals do 150% damage rather than 100% of their normal damage. So instead of say 20% of max health, the crit detonator will do 30% damage of max health for Scavenger.
I forget the crit chance for bombs, but they all have the same fixed crit chance I think its like 15% crit chance.
so the crit chance is fixed and cannot be improved by mods or buffs?
what about crit damage? can I make them do 216% instead of 150?
Crits from Thermals do 150% damage rather than 100% of their normal damage. So instead of say 20% of max health, the crit detonator will do 30% damage of max health for Scavenger.
I forget the crit chance for bombs, but they all have the same fixed crit chance I think its like 15% crit chance.
so the crit chance is fixed and cannot be improved by mods or buffs?
what about crit damage? can I make them do 216% instead of 150?
I don't think you can change the crit chance or crit damage of the thermal detonators.
Say you have the AAT toppled and have a boat load of detonators on it. Is it better to detonate these with Scavengers special or wait for the AAT to "untopple" and have them detonate on their own? Or is it the same amount of damage regardless? I always let them detonate on their own. Hopefully I haven't been robbing myself in damage dealt.
From what I understand, if you detonate them with scavenger, the tank gains a whole boatload of TM, but if they blow up on his turn, no TM increase. If you're about to die and there's a stack of bombs, then yeah I blow them up
But wouldn't detonating them with his special do more damage since the tank is toppled?
That's the question. I guess it would depend on the interpretation of the "reduced damage" sentence in the Fearsome Foe detail description.
I don't know the answer
I don't think that detonating them all at once while the tank is toppled would do any different amount of damage because the damage is calculated purely from a % of the total hp of the tank. It doesn't gain anything from other status effects. Although detonating all of them while the tank is toppled will give you a high chance to apply Tenacity down, Defense down and healing immunity so if you want the defense down on the tank while the rest of your team goes that might be useful.
Replies
JE's can get bonus damage.
OP, the applicator of the TD determines how much damage it does.
From SWGOH and At highest skill levels:
40% max health - Greedo, Mob Enforcer, Nute Gunray (The main one does 40%, splash damage is 24%)
30% max health - Zam Wesell
28.5% max health - Jawa Engineer
20% max health - Jawa Scavenger
For Raid Bosses:
.08% max health - Greedo, Mob Enforcer, Nute Gunray
.06% max health - Jawa Engineer, Zam Wesell
.04% max health - Jawa Scavenger
I forget the crit chance for bombs, but they all have the same fixed crit chance I think its like 15% crit chance.
From what I understand, if you detonate them with scavenger, the tank gains a whole boatload of TM, but if they blow up on his turn, no TM increase. If you're about to die and there's a stack of bombs, then yeah I blow them up
But wouldn't detonating them with his special do more damage since the tank is toppled?
That's the question. I guess it would depend on the interpretation of the "reduced damage" sentence in the Fearsome Foe detail description.
I don't know the answer
so the crit chance is fixed and cannot be improved by mods or buffs?
what about crit damage? can I make them do 216% instead of 150?
I don't think you can change the crit chance or crit damage of the thermal detonators.
I don't think that detonating them all at once while the tank is toppled would do any different amount of damage because the damage is calculated purely from a % of the total hp of the tank. It doesn't gain anything from other status effects. Although detonating all of them while the tank is toppled will give you a high chance to apply Tenacity down, Defense down and healing immunity so if you want the defense down on the tank while the rest of your team goes that might be useful.