

Penetration power (Crystal Spike impact) = 2. Knockdown power (Blood Ball normal / heavy impact) = 0 / 140. Gun hit power (Crystal Spike impact) = 100. Gun hit power (Blood Ball normal / heavy impact) = 40 / 350. It cost 20 units of ammo to shoot single Crystal Spike and it containts up to 100 units of ammo (5 shots max).īash: Damage = 26, Rate of fire (per minute) = 61. Upon primary attack HRG Vampire replenishes 1 unit of secondary ammo within 0.04s intervals (25 ammo / second). For example, charging the Blood Ball for 0.8s will result in DamageB圜harge value of (0.8 - 0.12 / 0.88) = 0.773. DamageB圜harge is set to 1 when Blood Ball is fully charged, however undercharged projectile has DamageB圜harge of (Current Charge - 0.12 / 0.88). Damage and radius values are interpolated as Lerp (Min, Max, DamageB圜harge). After charging it for one second or more the Blood Ball will inflict maximum damage / radius. Suctioning (damage / type) = 15 / Bleeding.īlood Ball impact and explosion damage and radius: Blood Ball is fully charged after consuming 10 units of ammo worth of blood sucking (takes 1 second to fully charge it). Suctioning (approx effective range, m) = 7.2. Alt fire mode consume the blood pool to shoot crystallized blood spikes." Technical Informationīlood Ball (explosion damage, min / max / type) = 20 / 200 / Toxic.īlood Ball (explosion falloff exponent) = 0.5 (exp).īlood Ball (explosion radius, min / max) = 130 / 280.īlood Ball (heal amount, per explosion, min / max) = 12 / 60.īlood Ball (impact damage, min / max / type) = 15 / 150 / Ballistic (Shell).īlood Ball (time to fully charge / ammo required) = 1s / 10.īlood Ball explosion DOT (scale / interval / duration) = x0.1 / 0.5s / 2s.Ĭrystal Spike (damage / type) = 320 / Piercing. After the primary fire, it launches an explosive coagulated blood ball that harm enemies and heal allies. "Primary fire absorbs the blood of the enemies, filling the blood pool.
