Formation
A vital part of creating an echelon is determining the formation the units are going to be arranged in, and like units, not all formations are created equal. Bootable el capitan dmg. These are a few commonly used formations to help you start out.
RFs do have high DMG but low RoF, though, which means that they need HGs to compensate for their low Rate of Fire. Often, high DMG HGs are not used in these squads, as RFs have high enough DMG to overkill most foes. This Echelon composition, when compared to AR+SMG, is a great deal more diverse in regards to the units that can be used to. Maybe it is better if i have more April 2017 - Tried Low life with RF. Swapped in shavronne + chayulas presence with 4L highest gems RF andpurity of fire. 82% fire res. Clearspeed was indeed very good, dmg went to 20k, but regeneration due to RF wasnt high enough to survive endgame content. Mar 10, 2014 And with MFFS and a turtle you can easily automate the whole process of creating and killing the wither for netherstars. Easily charges up multiple resonant energy cells with one star. Or more practical, process redstone through a magma crucible to a heated redstone generator for over a 1million RF at 320RF/t. EE and 2-3 curses (CoH/Blasphemy) and vaal lightning trap have always been quite necessary. Now with Ascendancy there are few more options to get more dmg or AoE, but overall selfcast RF isn't too flexible in it's scaling options. Ele Overload, 30% more Ele Dmg essence and sources for%more dmg like the berserker node should work tho.
F Formation
Use for: AR+SMG, HG+RF
This formation is the most commonly used Echelon formation, and rightfully so. The F formation is so prevalent because it allows for both efficient buff distribution and somewhat equal distribution of damage dealt to your tanks.
Typically, an AR+SMG Echelon composition using this formation is organized like this:
While an HG+RF Echelon composition using this formation is organized like such:
B Formation
Use for: AR+SMG, HG+RF Tree of savior outlaw dmg low.
The B formation is almost congruent to the F formation -- the only difference being that the main damage dealer (the AR that receives buffs from both SMG) and the off-damage dealer (the AR that receives buffs from only one SMG) is switched, and the offtank is moved to the bottom. The functionality is the same as an F formation; overall, the distribution of damage dealt to the SMGs is about the same as the F formation. As the F formation usually results in more efficient distribution of buff tiles, however, this formation is only recommended if you have a buff tile configuration that only works with this particular set-up.
C Formation
Use for: AR+SMG, HG+RF
The C formation actually somewhat contrasts with the previous two formations in that its distribution of damage dealt to your SMGs is practically equal. The distribution of buffs becomes uneven, though, so this formation is only recommended if you have a squad that works particularly well with it.
Sideways T Formation
Use for: Corpse Dragging, Early Game HG+RF
The sideways T formation sees niche usage, but it does its job and does it well. It is used in corpse dragging squads, which fuel only one unit in order to save resources. By putting a tank in the forwardmost spot, only the tank will receive the enemy’s fire leaving your damage dealer and the units you’re dragging safe.
Another use to this formation is in early game HG+RF Echelon compositions. Handguns, unlike SMGs, unlock their Exoskeleton slot at level 80 instead of level 20. Therefore they are subpar at tanking, and sometimes it’s necessary to slot in an SMG in front of HGs in order to absorb damage until the HGs can tank. Putting the SMG in the forwardmost spot will keep the HGs and RFs safe from damage.
Cross Formation
Use For: HG+RF
This formation is used sometimes in HG+RF Echelon compositions to optimize buff zones against enemies that won’t deal much damage to your units. A semi-popular squad in which this formation is utilized is when using both M590A and Welrod -- as M590A and Welrod’s positions overlap, M590A is instead moved to the back such that both RFs in the Echelon can take full advantage of M590A and Welrod’s buffs. As there is only one tank now, however, the forwardmost unit has to tank all incoming damage. Additionally, as the singular tank is towards the front of the formations, she will be attacked faster. Overall, this formation isn’t very effective, and therefore is not recommended.
2SG Formation
Use for: SG+MG echelons with 2SG
This is the formation optimized for SG+MG echelons with two SGs instead of only one. Although there are some variations -- such as placing an SG in the center instead of one of the sides -- most of the time to get optimal tile buff distribution from the SGs, they’re used in the corners of the grid. The back row can be either 3MG or 2MG as well as an HG. This formation is only used when the SGs used have tile buffs that necessitate this formation (ie. M500, M590); otherwise the Sideways T formation is superior.
Echelons
There are many types of Echelon compositions, and when you’re just starting out it might be confusing to try to figure out which ones to use. Here are some common Echelon composition examples that work well:
AR+SMG
This Echelon composition may be basic, but it works the most reliably. They usually utilize 3 ARs in the back row and 2 SMGs in the middle row -- as ARs buff SMGs and SMGs buff ARs, no buffs are ideally wasted. AR+SMG Echelons specialize in consistent damage dealing against any type of enemy. Early on, however, as neither ARs nor SMGs can equip AP shells, an AR+SMG Echelon may have trouble defeating armored units in Night Battles.
HG+RF
How To Get More Dmg From Rfd
Overall, although this Echelon composition can be used as a normal day DPS-focused team, most players fall back to this composition when they first experience difficulty dealing with armored enemies. As RFs can equip AP shells, they have a much easier time against armored units. RFs do have high DMG but low RoF, though, which means that they need HGs to compensate for their low Rate of Fire. Often, high DMG HGs are not used in these squads, as RFs have high enough DMG to overkill most foes. This Echelon composition, when compared to AR+SMG, is a great deal more diverse in regards to the units that can be used to compose it. The following are some examples:
RoF
These HG+RF squads utilize two RFs with RoF buffing skills -- mainly SVD and WA2000. As these dolls can buff their own RoF, they don’t need more than one or two appropriate Handgun buffs to cap this stat. Because of this, just enough RoF buffing HGs are used to reach the RoF cap, and the rest of the spots in the Echelon are filled with utility HGs.
DMG
These HG+RF squads utilize two RFs that buff their own DMG, mainly M14 and Lee Enfield. As these units cannot buff their own RoF, they require HG buffs to cap this stat. Because of this, these squads are usually run with 3 HGs that can buff RoF. These squads, however, are less efficient when compared to RoF HG+RF Echelon compositions, as this specific composition tends to result in overkill.
Nuke (Bamboo)
These are special types of HG+RF squads that use RFs with certain skills. These skills fire one or two powerful shots after a certain cooldown, so the units who use them want to make those shots count by packing as much DMG into them as possible. Units these skills are therefore used with 3 DMG buffing HGs. Although these Echelon compositions sound good on paper, their initial cooldown is far too long, so they are often neglected in exchange for AR+SMG or other types of HG+RF squads.
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SG+MG
This Echelon is the plan B echelon of GFL -- while it clears enemies faster than either AR+SMG echelons or HG+RF echelons, it is also much more Resource costly and therefore is not used often. The basic purpose of this Echelon is to mow down enemies as fast as possible as MGs need to reload after firing for a certain length of time. In addition, as SGs tank by absorbing damage instead of evading it, using SG+MG Echelons against bosses -- who have high health and deal large amounts of damage -- is not recommended. MGs can equip Armor Piercing (AP) ammo, so SG+MG echelons perform well against armored units during Night Battles.
How much does Dark Nec. Reduce the monster's defense by? Don't say 154%. I don't understand what that means. How can you reduce something by more than 100%? Also, what does defence even mean in this context? Is it like armor? It seems pretty significant every time I activate him during a battle, but I'd like to have an idea of how much he's. How much dmg does 8 defence reduce. How big is the difference from 90-99 combat related skills? How big is the difference from 90-99 combat related skills? For example, If im 90 defence, how much damage would I take compared to 99 defence? Save hide report. Note that armour values do not reduce. Crushing Blows formula is as follows (for percentage): ((Attacker weapon Skill - Defender defence skill).2)-15. So for level 60 vs a 63 boss, it is 15%. Defense Rating from gear does not directly reduce crushing blows (it is not calculated in the above formula), though it.