Fireball splashback clarifications (in General)
Sorry if this has been discussed before; I searched the forum for "fireball friendly" and "fireball splashback" but the exact issue I am concerned about was not addressed as far as I can tell...
In particular, I am interested in how splashback is affected by the number of minions, both on the opponent's team and my own.
Let's say that I have trained fireball to an _effect_ of... 5000.
Then against a single opponent, do I do a maximum of 25000 damage? (is it just a linear 5 max targets x max damage, or is it some graduated curve?)
Let's say that I have a two minion team. During melee, does my second minion suffer half of 5000 damage in splash? Or, since the max possible number of friendlies in the team is 4 (5 in total - the fb mage itself), does the second minion suffer half of 5000x4 = 1/2 x 20000 = 10000 damage?
The answer to this is linked to the answer to the above question, I guess... but, what if I have a five minion team? Does each of the four friendly minions suffer half of 5000 damage in splash? Or does it take the effect (5000) and halve it (2500) and then divide that amongst my minions (about 625 damage each)?
Obviously, if the answer to question two was the last answer: each minion in team gets hit by (max effect x max number of minions) / (number of minions in team) points of damage, then the answer to question three is just the same as the effect.
Well, anyway, it is just something that has confused me for a while. The wiki isn't all that clear on the effects, and given that the free retrain is coming up, I thought I would ask the questions, in case one of CB's analysts wants to set their mind to the problem.
I believe it's 1/2 damage to each friendly minion, I could be wrong
January 1 2007 5:06 AM EST
That is also the impression I was under.
So, no matter how many minions I have, each minion would receive (in this example) 2500 damage?
Ok, thanks people.
Does armour, endurance, mage shields and TSA reduce the effects of the splash?
January 1 2007 7:51 AM EST
"Does armour, endurance, mage shields and TSA reduce the effects of the splash?"
I think it does.
January 1 2007 5:02 PM EST
No, it is half the damage spread across all your remaining minions. If my "base" FB is 1 million, say, and I have two minions left in melee (other than the FB mage himself), the average damage done to the team is half that (500K) spread across two minions (so 250K each).
Yes, endurance, AC, et al reduce the splashback damage, and GA of the friendly minions will attack your FB mage back... The splash is as if you are treating your friendly minions as opposing minions in every way, as far as I know.
Sut: ok, so if I have 5 minions, then the damage suffered by each friendly minion is significantly lowered? And if I have some PL in there, then I can still use GA without having to worry too much (until my PL minion dies, at least).
I'm going to try whacking a FF on my 4 minion team when the free retrain comes; 2xAS, 1xGA, 1xDM + FF... should be interesting.
January 1 2007 5:20 PM EST
Why have GA on there if you are intentionally trying to kill it with your own PL? It won't be useable until melee and that's when you DON'T want to have it....unless you have that FF up front to die first.
January 1 2007 5:48 PM EST
muon, I will go ahead and say going multi-minion with FB as your main offense is probably not a great idea... That backlash really, really hurts, and even if you start with five, a couple might die in ranged, leaving the splash more concentrated in melee. But give it a shot, especially during a week where we will have retraining (assuming that i still on...)
January 1 2007 6:45 PM EST
don't use GA, not with PL and not FB.
you'll hit yourself, and GA will be useless, because damage absorbed by PL does not get reflected.
January 1 2007 7:23 PM EST
I have a question about FB as well.
Do surviving friendly minions account for any of the 5 targets? For example, if you and your opponent have 3 surviving minions, do all 6 get hit?
January 1 2007 9:22 PM EST
Yes, as far as I know, everyone gets hit. In theory, you could hit five opponent targets and four of your own, I suppose, for a total of 9 (assuming everyone lived to round one of melee).
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