Projectile add to hit scan? A recent post brought up break points and I was wondering just how much “Damage boost” does lifeweaver actually add to someones damage?
So soldier does 171 damage per second (19 per shot).117.9 overall w/ reload). Lifewever does Damage per second: 132 while firing (~85 overall w/ reload).
Just how much damage overall am I adding by helping my soldier shoot? Like consider what I’m doing a “Damage boost” if you said all that damage was soldiers how much damage is he doing exactly?
And since overwatch is a fast paced game let’s say it’s within half a second.
It’s kinda hard trying to straight add projectile to hit scan but the thorns are like super fast I’m not sure how much you would have to attribute for.
Uh, my bad, but my sleep-deprived brain can’t understand what you mean. Are you asking how much dmg projectiles would do if they were hitscan? Or something else about wifeleaver, I can’t think rn.
Ah, I get it now. Well, I’m no mathamatician, but I would assume that the dmg applied would be equal if the target was within a certain distance and all of the thorns hit.
After like 20 ft, though, the projectiles become noticeably slower, and would mean that the dmg applied is being applied over a longer period of time, and might become pretty useless unless the target stands still. I’m not sure though, and you probably shouldn’t trust the words of a random guy on the internet.
Its not really worth contemplating on LW too much. You are simply penalized on your damage output way too much to realistically try to consider it. Its projectile so its not as reliable at range. Its low total damage output with spread making it even less reliable to guarantee how much damage you’ll do.
In general, you can help certain break points depending upon the hero. You can combo sort of well with a sustain fire heroes like Sojourn and S76 because your incremental damage means they don’t need to hit as many raw bullets.
When it comes to pairing up with a Cass or Ashe they need specific break points to do stuff. You sort of need to do quarter of a heroes health to be helpful to an Ashe player. You get greater strides in general on the sustain heroes as you can say burst a short amount while a hero with you is high, then go into healing them.
Like Veluna says, it’s definitely not guaranteed. In close quarters, I’ve seen lifeweavers shred a flanker or two, but after a certain range the dmg becomes basically non-existent, especially since you typically need to heal more in most scenarios.
A better way to think about it is that S76 does ~171 DPS in a short burst before reloading. You generally want to factor in burst situations with your damage and not the long game of reloads since if you have to reload the other person likely got healing or some type of assistance messing with breakpoints already.
Most S76 players are going to hit like ~30-50% on the mid-high end of skill. This is around 51-85.5 dmg. A lifeweaver on overbuff says around ~25% weapon accuracy. You are doing like 33 dps. S76 can spam his rifle for around 3seconds before needing to reload.
You are helping him get say about ~85-120 DPS. A Mercy boosting him by 25% brings him to around 64-106DPS. It is less than a LW, but that’s expected. ALL supports (including Mercy) will help kill a target faster than a 25% dmg bst.
The value with dmg bst comes in aligning that damage into a stronger and guaranteed burst. There is no guarantee your burst will align with a LW especially at range. Mercy can guarantee your S76 will hit better breakpoints at range reliably because he has hitscan and you don’t.
AND you get the benefit of swapping to healing instantaneously when needed without penalty. LW cant’ do that. In super close range, you can drop healing to go into damage exceedingly quick, but that’s where Mercy excels at the long range spam like a Sojourn, Echo, or S76. LW can help kill threats up close.
Pretty much anything is better than damage boost in reality. You never want to be doing a quarter of what someone else does. There are a few things that make it worth it for Mercy though:
You can instantly switch to healing the target
Damage boost works on abilities and ultimates
Mercy has nothing better to do most of the time
Damage is fused for flawless focus fire
As for Lifeweaver, he will likely do more damage but puts his team at greater risk since he can’t instantly switch to healing. It’s still important to have offensive pressure, but much scarier.
I’m not a LW player, but I pretty much use Mercy these days to deal with sniper fights and long range spam comps along with vertical maps like Parasio, Gibraltar, Dorado, etc. Its simply faster for Mercy to contribute to a fight on dmg bst and help remove long range kills (rez) than LW to get anything done in those situations. You can sit in safety while your DPS or tank are out in the open. You get indirect DPS without risk. You can revive the sniper fights to give them advantage.
I’d consider LW marginally stronger against dive characters because he can safely heal in the back 30m out from the main scuffle and if people try to dive you (which they likely will need with 30m range on heals compared to mercy’s 15m range), then you have petal platform to get up and out maneuver a diving winston, ball, doomfist, tracer, sombra, etc. If you combine it with dashing to other roof tops as well you can get away and self heal quickly. While having access to instant DPS output to defend yourself or combine with another player. However, its a more direct confrontation and you are banking on I will take this fight and win compared to Mercy’s more evasive approach of I’m out of here.
LW equally kind of helps out with dive in some cases because you have the 30m pull as well to help save someone from a failed dive and tree of life to give them the ability to persist longer in a fight without having to run off.