![]() It has a higher ceiling for big number attack, but slightly less effective on lower number attack.Īnd 14% is not that low, given how prevalent physical damages are. Which, if you know how it works, it sounds quite bad.īut at a high enough damage, amplifying final damage do a lot more than increasing base ATK or lowering enemy DEF, precisely again because of the calculation formula. This talent amplify damage after DEF calculation. If you can use that middle range at E1, it’s either an Ifrit spot (Aak put that gun down), or you’re looking in perpendicular from the path and the extra range at E2 still help you cover the area much further and/or easier.Īvailable at E1: When deployed, all blocked enemies take +7% Physical damage.įirst of all, this needs to be clarified first and fast because of the physical damage calculation. Usually, the range tile will be on the side of the route, and so the range on the side matters more often than the middle one. The little range at E1 rarely comes into play, as it is rare that you would be able to deploy a range unit facing straight into an enemy lane (thanks Ifrit). ![]() The extra range at E2 is the more important part, at least in my eyes. Kal’tsit also gain extra range per promotion but she’s not part of a special archetype (as stated by HG) AoE/ Splash Sniper range at base (left), E1 (center), and E2 (right) Later on in CN, there will be another archetype with range that match Ifrit, pushing them to third place. They are also the only archetype so far to gain extra range at E2, which is one of the main reasons for the extra increased cost at E2. This make them have the second longest base range in the game, losing only to Ifrit, and tied with Deadeye sniper and Heavyweight Snipers, excluding the side range. The only other one is Kal’tsit, who coincidentally share the same range. This is almost the only archetype in the game that has a range expansion on E2.
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