Smokescreen and Malfunction (Full Version)

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Stabilis -> Smokescreen and Malfunction (9/11/2011 10:13:06)

Do you use them? How do you look at them?
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Did you know smokescreen lasts longer than malfunction? I used it the turn after and malfunction wore off first!




rajkumar -> RE: Smokescreen and Malfunction (9/11/2011 10:19:48)

As a tactical merc i like to use smokescreen because it make my opponent easy and make me get a win against him.




SouL Prisoner -> RE: Smokescreen and Malfunction (9/11/2011 11:00:32)

it depends wat gets over 1st (maybe the smoke was higher lvl ) n malf was lower lvl!!




TurkishIncubus -> RE: Smokescreen and Malfunction (9/11/2011 11:08:26)

Smoke is my favorite skill ,

Combined with strike + reduce def + reduce oponents connect chance + increase your block chance :)

Malf

Combined with strike (the dmg is very low because most ppl use it with supp build) + reduce robots dmg + reduce res

i think smoke has more advantage but malf can also decrease smoke




PivotalDisorder -> RE: Smokescreen and Malfunction (9/11/2011 11:26:04)

smokescreen and malfunction last 3 turns. their is a known bug when a buff lasts 4 turns.
I personally prefer malfunction cause most of the people im fighting are tactical mercs with hybrid.




FrostWolv -> RE: Smokescreen and Malfunction (9/11/2011 11:48:47)

Malfunction is better than Smoke:

TLM have HB and so malfunction works better

Malfunctions reduces the ability of more skills than smoke like plasma bolt, plasma rain, Bunker Buster, Plasma Canon, Surgical Strike, EMP, etc.. and ya even SMOKE!!




frosty123 -> RE: Smokescreen and Malfunction (9/11/2011 14:40:03)

Depeends on which one starts first and the class.
If malf statred first then it would be superior to smoke
If Smoke started first then it would be a bit better




od -> RE: Smokescreen and Malfunction (9/11/2011 15:09:40)

Smoke is significantly better, especially against str builds. If I get malfed, I usually ignore it since I can usually outdamage them, but If I get smoked I have 2 use special since I often get blocked after being smoked




redxtra -> RE: Smokescreen and Malfunction (9/11/2011 15:24:01)

i would have to say malf is better because it lowers the debuff of smoke and the power of must skills
even tho malf needs support to be powered up, only delta weapons can lower malf effect and thats only 20 support gone to where malf could be anywhere from 10-60




Algorithm -> RE: Smokescreen and Malfunction (9/11/2011 15:27:46)

Malfunction.




InceptionAE -> RE: Smokescreen and Malfunction (9/11/2011 17:55:40)

I could get 48 malf at level 4. Level 4 smoke is no more than 40. So it makes things alot better if you use Malf.




Aere -> RE: Smokescreen and Malfunction (9/11/2011 21:47:02)

Malf, because it's better to increase one's Support then it is to increase one's technology.




Midnightsoul -> RE: Smokescreen and Malfunction (9/12/2011 2:01:25)

well, malf is best with energy unblockables when it comes to offense. in defense, it reduces the power if many special moves and robots.
smoke is best when u wanna fight in skill based fights. its best to reduce enemies block rate, increase ur block rate, and some special moves. it is useful especially if u add some shadow arts to it.




Joe10112 -> RE: Smokescreen and Malfunction (9/12/2011 2:13:31)

Smoke.


But Malf nerfs Smoke which is annoying.




RageSoul -> RE: Smokescreen and Malfunction (9/12/2011 6:42:10)

Malfunction and Smoke Screen ; they are complete opposites .
- Malfunction is powered by Support , which no other current effect but Curse can decrease it , while Smoke Screen is powered by Technology , which Malfunction can reduce its power .
- Smoke Screen is good for Strength builds while Malfunction is good for Support and Caster builds .
- Smoke Screen reduces Strength build potentials ( by the way of blocking too much ) , Dexterity-powered skills and increases connect chance , while Malfunction decreases just robot damage and resistance , which your opponent can still block your blockables .

Overall , Smoke Screen is better in my opinion .




tigura -> RE: Smokescreen and Malfunction (9/12/2011 10:43:42)

They last the same length...If you used smoke the turn after, of course malf will run out first. And yes I use them. I use them a lot when I play as TM/TlM/CH/BH




Lord Nub -> RE: Smokescreen and Malfunction (9/12/2011 12:48:32)

^ I believe he glitched therefore didn't know the difference. Remember new weapons and shiny buttons are more important to the staff than fixing 2-4 turn buff/debuff glitches and 2v1's set up after selecting 2v2 because a player cancelled the match but still appeared in the match.




supermasivo -> RE: Smokescreen and Malfunction (9/12/2011 19:55:33)

Smoke = blocks :p




PumKing -> RE: Smokescreen and Malfunction (9/12/2011 23:58:50)

All I have to say is this

Because of all the multifacilated aspects that physically go into lowering an opponents dex, AND the fact that it is easier to increase the effectiveness of technology than dexterity, malfuntion needs to be at least a teir 2 attack. For tech mages I suggest it switch places with blugeon, and for cyber hunter, I think it wouldnt be remiss to switch it with static




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