So I’m probably not going to be able to much PvP tonight so I won’t be able to test this out but here’s the info if someone would like to let me know how it works.
Kid Ultra’s level six helix allows for a 16% damage amp for whoever has a drone on them. This stacks. So that’s a 32% damage amp on someone with two drones. And at level eight you can get another two drones active at once so that becomes a 64% damage amp. I did a solo run of the Attikus DLC and I can confirm that this stacks in this manner at least when applied to KU himself but most likely to allies as well.
That’s insane. Seriously. What the actually ■■■■.
I’m not gonna lie, I’m a numbers person. I like to look at the math when figuring out how much damage potential a skill has and imagining it at it’s fullest. That’s how I figured out how strong Kleese’s mortars were and same with Deande’s Calculated Risk helix.
I’m imagining Marquis, Toby, or ISIC just sitting in the back with this damage amp destroying everything so fast you’d think this game had Overwatch’s TTK.
I named this thread Practice vs Theory because this is a best case scenario for the damage output and I want to know how it works in practice with PvP. Do the drones get destroyed instantly by most characters? Would you be able keep them up effectively on a sniper hiding behind his friends? How much destruction would you be able to cause with a melee character having a 64% damage amp on all melee and skills before the drones go down? (El Dragon viable again confirmed?) Can someone playing him in PvP tell me how this works in practice? If it works half as well as it does in theory then Kid Ultra will be getting what me and some of my friends call the Alani treatment soon.