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报告翻译问题
Pros:
*+2 primary ammo on hit
*+0.2 sec charge
Cons:
*Cannot ever crit
This blend of stats is designed to help those that like to "Demiknight" or use a grenade launcher along with a sword and shield. It may not be the most effective Demoknight weapon - in fact, it's terrible, because the shield doesn't crit boost it - but it's very helpful for those who want mobility and extra primary ammo.
+30% against robots
+10% against buildings
Would be a great addition to a new MVM update
+ 100% in charge recharge rate
+ All ammo collected becomes added charge boosts (like 10% or w/e the same amount as the Persian Persuader collects?)
Cons:
- No random critical hits
Basically, the opposite of the Persian Persuader, except it makes all ammo into +%charges instead of health.
and yes I have considered making a skullcutter mod but i'll just have to update it
good
+80% more dmg on robots
+45% more dmg on buildings
for each head you take will give you more dmg and alot more speed
100% crits on robots
on kill on robots you get 50% chance of 3 sekonds crit
bad
-45% dmg on players
for each head you take you will get lower heathl
cant get crit boosted
-10% Movement Speed
-20% Damage vs Players
+35% Damage vs Machines/Robots
+50% Damage vs Buildings
+ 0.5 Seconds Charge Bonus While Equiped
(It would be a great addition to MVM because has lots of ups and downs to make it more unique and a MVM based weapon)
Second, Stats:
On hit: +15% shield charge restored
On kill: +0.8 Seconds of increasesd charge duration (max is 3.2)
Cannot be crit boosted by shield bashing
CAN deal random critical hits
On shieldbash kill: +250% Increased turning control (250% is what the booties give you and you still can barely turn even with that)
+33% longer melee reach
Special Ability: Upon pressing your reload key, you will lose one of your stored heads but gain a permanent +10% movement speed (max is 50%) until you die.
Using this weapon with the tide turner reduces max health by 75.
But anyway, here are my stats:
+On hit: 100% chance to slow target for 3 seconds
+deals 100% more damage to buildings
+On hit to back: Target is slowed for 6 seconds and is pushed away slightly from the Demo
-10% damage done
-25% healing and ammo gain from dispensers
-No random critical hits
At the time of typing this, I cannot think of another downside to balance these stats. Feel free to help.
On kill you gain 50 hp
Normal melee range (bottle like)
-10% health