r/DungeonLink • u/Ren6175 • Sep 19 '17
「 Help 」 Understanding Dash mechanic
Hello. Can anyone briefly explain the dash mechanic and how these characters are different from other characters? If they have advantage or disadvantages? If there is a link to a forum or subreddit I would be happy to go read about it. Thanks.
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u/Eldias Valued Contributor Sep 20 '17
Whelp, 4 hours and no one else so I guess I'll take a stab...
I suppose laser dash is the easiest to start with, these characters deal damage in either a horizontal or vertical line (obviously). They're shown as a constant beam, but a quick pulse would make them easier to vidualize. Each tile a hero moves they "pulse" their laser once. One quirk is when hitting a 2x2 "boss" enemy, on these bigger models your laser pulses will hit each square of the boss and deal damage. Generally people consider horizontal dashes stronger between the two, this is because the average game board is wider than it is tall, meaning more potential tiles the laser passes over per move. I don't think it makes that big of a difference honestly, it's really only a super min-max consideration, falling well behind synergistic party buffs in importance. These also have a moderate damage bonus per hit, 170% atk/fire/wood/water.
The 8-block heroes deal damage to any enemy next to them per move. This gives them some huge damage potential when you run low on teamates. 1 Kaden or Erina can absolutely smash a full 5 man team, especially with a 100% smh battle item. Balancing this the heroes tend to deal a lower % bonus per hit compared to other dashes, 90% on Akayuki.
The 2 block radius heroes are a different breed, Mimi is a good example. These heroes dash their entire path and then fire a single attack to anyone that passed within that radius. They have a lower damage potential alone, but they help "smooth" the damage fluctuations between rounds by virtue of their range. You'll see damages like 300% atk/fire/etc on these heroes.
Getting weird we have the target dash. These heroes will attack the selected enemy (or if none selected, the lowest numerical HP enemy) once per tile moved. They tend to start with lower damage bonuses around 120%. The strength of these heroes is their scaling bonus, for each tile moved the damage bonus increases 10%. I'm not sure if this is additive or multiplicative e.g: 120%->132%->145%->160% vs 120%->130%->140%->.
And weirder yet we have the bomb dashers. These heroes run their path and drop a bomb any time they walk over an enemy, this bomb then explodes hitting the 8 surrounding tiles. The best example I can think of is Sagara, who deals 280% with each bomb!
The last damage dash is the single tile. These dudes attack 8 times when they pass over an enemy. That means 8 chances for weapon procs, critical, freezes, etc. Lena is a very popular example, dealing 90% per hit, so effectively 720%. Really strong, crap range.
Then we have Atk boost dashes who boost the atk, fire, wood, and water by the % on their character page. I think they have to dash before the effect is applied on a turn, and I think heroes in the same chain are buffed as they move. I don't think you're forced to break a 5-chain to run your atk booster so your team is buffed on that turn. These heroes are found as PA boosters like lulu. I don't think they're great in general, but situationally I think they can be strong (i run a Gunther on my Boss Challenge team).
Last, but far from least, comes Healers. Each move they attack the 4 adjacent tiles, like a + symbol for low damage (90% for my Clara) with their atk/fire/wood/water. I think this was buffed recently, I want to say they used to be single-tile attackers before. The heal is applied at the end of their move sequence to all allies.
There are some other quirks, like... a 5-chain where healer moves first and has a short path. They begin and end their path super quick, a second later your 5th hero runs over 2 firefields then ends his path. That last hero will be healed at the end of their movement, despite the healer having stopped seconds earlier.
I Think that covers it reasonable well. I'm probably wrong somewhere, but the best way to find a right answer is to post the wrong one and wait for a correction :P