Risk Of Rain: Damage Numbers Acronym Legend: CD = Cooldown AoE = Area of Effect DPA = Damage Per Animation (You do this much damage% within the timeframe of the attack, using 60 frames per second as a reference point) DPC = Damage Per Cooldown (You do this much damage with the move when you use it as soon as the cooldown ends, and do not have an Alien Head or Wicked Ring reducing the cooldown. If a move cools down before it finishes animating, this number becomes equal to DPA) ##f = Number of frames per second a move takes. I recorded moves at 60 frames a second, so a move that takes 60 frames takes 1 second to activate while a move that takes 15 is 0.25s. General info: -Most damaging on-hit proc items are based not on your base damage, but of the damage dealt by the attack that sets it off. A Bandit that hits with Blast and sets off an Air-To-Ground Missile will do 300% of 150% damage, or 450% damage with the missile. If it instead procs off of Lights Out, it will do 300% of 600%, or 1800% damage. However, when you have enough items stacked together that procs are the vast majority of your damage, heavy-impact shots can "waste" damage from single-target procs like AtG missiles through severe overkill. -The health and damage of drones are based off of their current owner's health and damage, but their regeneration is a constant 1% of their HP per second. -All characters start with 0 armor. Melee characterss (HanD, Miner, Acrid, Merc) gain 3 armor per level, while Ranged chars (Commando, Enforcer, Bandit, Huntress, Engineer, Sniper) gain 2 armor per level. -Similarly, Melees move approximately 4 pixels farther per second than ranged characters during normal movement. The only exception is the Sniper, who has melee movement speed. ------------------------------------------------------------ Commando: Health: 110 +32/level Regen: 0.6 +0.2/level Damage: 12 +3/level To determine: Find and record Scepter while not having +IAS items get DPA of Suppressive Barrage Figure out which movespeed effects do not apply to Tactical Dive Does attackspeed decrease the duration (and thus the invincibility) of Tactical Dive? Doesn't seem like it does, but i should make sure. Double Tap: 18f (6f CD) 2 shots of 60% damage each (120% total) Damage: 7.2 +1.8/level x2 (14.4 +3.6/level) 400% (48 +12) DPA (300% (36 +9) spammed) Full Metal Jacket: 18f 1 shot for 230% damage. Has mild knockback and does full damage to all targets in that direction. 3s CD Damage: 27.6 +6.9/level 766.66% (92 +23) DPA 76.6% DPC Tactical Dive: 33f A forwards roll that moves 140 pixels, and is invincible for all but the last frame. The distance rolled is modified by most movespeed buffs. 5s CD Suppressive Fire: 52f 6 shots for 60% damage each (360% total), and stuns with each bullet. If there are enemies to both sides of you, the skill will alternate firing forwards and backwards instead of attacking in a single direction. Not all bullets travel exactly horizontal; some will angle slighhtly up or down, potentially missing the target or hitting the floor if used at great distances. 5s CD Damage: 7.2 +1.8/level x6 (43.2 +10.8/level) 415.384% (49.85 +12.46) DPA 72% DPC Scepter upgrade: Suppressive Barrage - S.Fire is 10 shots instead of 6 (600% total). Must find out if this increases animation time... DAmage: 7.2 +1.8/level x10 (72 +18/level) Barrage DPA unknown 120% DPC w/ Scepter ------------------------------------------------------------ Enforcer: Health: 119 +34/level Regen: 1.1 +0.2/level Damage: 12 +3/level To determine: Confirm (and re-confirm) other enemy attacks that ignore (not sneak past) Protect & Serve. Riot Shotgun: 25f (23f cooldown) 1 midrange shot for 160% damage, hits everything in the area Damage: 19.2 +4.8/level 384% (46.08 +11.52) DPA (200% (24 +6) spammed) Shield Slam: 60f 1 shortranged hit for 210% damage. Has heavy knockback. 5s CD Damage: 25.2 +6.3/level 210% (25.2 +6.3) DPA 42% DPC Protect And Serve: 29f to enter, 23f to exit Take an immobile stance that prevents damage from attacks from in front of you, and reduces the cooldown period between shots from Riot Shotgun. Riot Shotgun (P&S): 25f (10f cooldown) Damage: 19.2 +4.8/level 384% (46.08 +11.52) DPA (274.286% (32.91 +8.23) spammed) Crowd Control: 22f 1 grenade for 250% damage in a large area. Stuns on hit, and will bounce up to 2 times if it hits ground at a shallow angle. 5s CD Damage: 30 +7.5/level 681.81% (81.81 +20.45) DPA 50% DPC Scepter upgrade: Tear Gas - Replaces the stun on Crowd Control with a fear and knockback effect. Observations: -Protect & Serve does not protect against fall damage, Mushrum spores, jellyfish, or fire trails. -Protect & Serve only cares that the attack hits your front, not that the attack was started from in front of you. For example, a Parent standing in front of you will still slam the ground behind you, causing it to bypass your shield. Similarly, an Elite's missiles will often curve around you and hit you from behind. ------------------------------------------------------------ Bandit: Health: 115 +34/level Regen: 1.3 +0.25/level Damage: 12 +3.5/level Extra: +1.5% Critrate/level To determine: Find and record scepter without any IAS items to get DPA of Assassinate Blast: 16f 1 shot for 150% damage. Fires 46% slower between shots if the attack button is held down instead of consecutively pressed. Damage: 18 +5.25/level 562.5% (67.5 +19.69) DPA 303.75% (36.45 +2.84) DPA if holding button Dynamite Toss: 25f 1 lobbed grenade for 230% damage to all in a thin horizontal AoE where it hits. 3s CD Damage: 27.6 +8.05/level 552% (66.24 +19.32) DPA 76.6% DPC Smokebomb: No animation Provides 3 seconds of 100% dodge and +30% movespeed, while no longer being targeted by enemies. When the skill ends through firing or duration, deal 140% damage to and stun nearby targets. Unlike other more standard forms of invulnerability, Like Protect & Serve, Smokebomb does not protect against fall damage, fire trails, spore clouds, or jellyfish. Damage: 16.8 +4.9/level 10.769% DPC Lights Out: 40f 1 shot for 600% damage. Resets all skill (not item) CDs if it kills something. 7s CD Damage: 72 +21/level 900% (108 +31.5) DPA 85.714% DPC Scepter upgrade: Assassinate - Lights Out fires twice. Does it increase animation time? Damage: 72 +21/level x2 (144 +42/level) Assassinate DPA unknown 171.428 DPC w/ Scepter Observations: -Enemies do not actively attack Drones, even if there is no other target to attack. As such, Smokebomb can allow 3 seconds of uninterrupted fire from whatever Drones you have bought if you decide to stay near the enemies, though they can still be damaged by attacks that were started before you went invisible or by the passive damage effect of some monsters. ------------------------------------------------------------ Huntress: Health: 90 +34/level Regen: 0.6 +0.2/level Damage: 12 +3/level Extra: +2.5% IAS/level To do: Confirm scepter effect firsthand Strafe: 28f 1 shot for 140% damage. Damage: 16.8 +4.2/level 300% (36 +9) DPA Laser Glaive: 37f 1 thrown projectile that bounces to 4 targets, dealing 300%, 330%, 360%, and 390% damage on each successive target. 3s CD Damage: 36 +9 / 39.6 +9.9 / 43.2 +10.8 / 46.8 +11.7 486.486% (58.38 +14.59) DPA 1st hit 535.135% (64.22 +16.05) DPA 2nd hit 583.783% (70.05 +17.51) DPA 3rd hit 632.432% (75.89 +18.97) DPA 4th hit 100% DPC 1st 110% DPC 2nd 120% DPC 3rd 130% DPC 4th Blink: Instant Immediately teleports 65 pixels in the direction you are moving, or forwards if you are standing still. This can be used while in the middle of an attack's animation. 3s CD Cluster Bomb: 41f 1 grenade for 320% damage, fired straight forwards. On hit, drops 6 more grenades in a random nearby spread that deal 80% damage each (up to 480% more on a large target). The bomblets do not trigger proc damage. 7s CD Damage: 38.4 +9.6, 9.6 +2.4 x6 (57.6 +14.4) (96 +24) 468.293% (56.2 +14.05) DPA +702.439% DPA w/ bomblets 1170.732% (140.84 +35.12) DPA total 45.714% DPC +68.571% DPC w/ Bomblets Scepter upgrade: MK7 Rockeye - C.Bomb drops 12 bomblets instead of 6 (up to 960% more damage) Damage: 38.4 +9.6, 9.6 +2.4 x12 (115.2 +28.8) (153.6 +38.4) 468.293% (56.2 +14.05) DPA +1404.878% (168.59 +42.15) DPA w/ Scepter Bomblets - 1873.171% (224.78 +79.24) DPA total Observations: -Though the Huntress automatically turns to fire in the direction of the closest enemy, she does not actually track them. If an enemy is on one side of you when you start your attack, but moves to the other side before she fires her arrow/throws her glaive, the attack continues to be fired in it's origial direction and will usually hit nothing but air. ------------------------------------------------------------ HAN-D: Health: 120 +44/level Regen: 1.9 +0.3/level Damage: 13 +3/level To determine: Figure out if cooldown reduction items allow faster use of Drones What *is* that Shock effect on the scepter hammer? Guaranteed hitstun? Confirm if scepter hammer really does have a larger AoE. HURT: 57f 1 short-ranged punch for 180% damage. Hits and lightly knocks back everything it touches. Damage: 23.4 +5.4/level 189.474% (24.63) DPA DRONE: 14f between drone launches 1 drone launched for 190% damage, then returns to heal HanD for 8% of his maximum health. You cannot launch drones faster through IAS, as there is no animation to speed up. You gain 1 drone for any enemy that dies within a screen's width from you. HanD is allowed to fire drones while in the middle of another attack's animation. Damage: 24.7 +5.7/level Healing: 9.6 +3.52/level 814.286% (105.86 +24.43) DPA 34.286% (41.14 +15.09) HP/S FORCED_REASSEMBLY: 90f 1 short-ranged hammerslam for 400% damage. Hits and launches everything slightly behind and a ways in front of HanD. 7s CD Damage: 52 +12/level 266.66% DPA 80% DPC Scepter effect: UNETHICAL_REASSEMBLY - The hammer now stuns and shocks(?) victims, as well as having a larger area of effect. OVERCLOCK: 200f duration Activation gives 40 frames (0.6s) of +100% movespeed, and +30% to both IAS and stun chance for 200 frames (2.3s). The duration is partially restored whenever you hit an enemy with an attack. HURT (OC): 44f, restores 10f of Overclock 245.45% (31.90 +7.36) DPA without other IAS boosts FORCE (OC): 67f, restores 50f of Overclock 358.209% (46.57 +10.75) DPA without other IAS boosts 80% DPC Observations: -Because he has the most natural health of all characters, HanD also has the most durable purchasable Drones of all characters in both health and regeneration (until everyone rams into the 9999 health cap). ------------------------------------------------------------ Engineer: Health: 120 +34/level Regen: 0.9 +0.3/level Damage: 12 +3/level To determine: Figure out if cooldown reduction allows faster use of mines beyond reducing their between-stock cooldown. Record mines in more detail to learn how long it takes for them to set, and how long after being triggered before they explode. Record turrets again to determine how long before they become active. and how long it takes for them to turn around. Tri-Nade: 17f (39f CD) 3 grenades for 80% damage each. Each grenade is launched at a different speed, and will explode either upon contact with an enemy or upon bouncing on the terrain 4 times. Does not have any AoE, despite having explosion effects. Damage: 9.6 +2.4/level x3 (28.8 +7.2/level) 847.059% (101.65 +25.41) DPA (257.143% (30.86 +7.71 spammed) Bounding Mine: 22f between mine placement A mine is dropped at your feet which arms itself in ?? frames, and will explode for 300% damage ??f after an enemy goes near it. As there is no animation for dropping mines, IAS does not affect this skill, 6s CD Damage: 36 +9/level 818.18% (98.18 +24.54) DPA if spammed alone 50% DPC Thermal Harpoons: 84f Sequentially launches 4 missiles for 250% damage each (1000% total). The missiles will become active after ??f, at which point they will home in on the nearest enemy to them. 5s CD Damage: 30 +7.5/level x4 (120 +30/level) 714.286% (85.71 +21.43) DPA 200% DPC Auto-Turret: Placable for 30 seconds Drops a turret that fires in relatively short 3-shot bursts and lasts 30 seconds. The turret takes time to turn around, and can be both targeted and destroyed by enemy fire. The turret's health and armor are currently unknown. Does it regenerate like Drones do? 40s CD Damage: 12 +3/level x3 (36 +9/level) per burst Up to 7500% (900 +225) potential DPA, often much less Up to 187.5% DPC, often much less Scepter upgrade: Auto-Turret Mk. 2 - Maximum turret capacity increases from 2 to 3. Observations: Between the fast animation of Tri-Nade, the sheer total damage of Harpoons, the multi-hitting nature of both, and being able to drop mines and turrets inbetween each, with enough critrate and a Wicked Ring no other character has as much raw damage potential as the Engineer. The Bandit with a Scepter may come close through sheer stopping power on Assassinate and increased damage growth. ------------------------------------------------------------ Miner: Health: 118 +36/level Regen: 1.25 +0.25/level Damage: 12 +3.2/level Extra: +2.5% IAS/level -IAS bonuses increase the charge time of Drill Charge, indirectly increasing the DPC as it only cools down after you release the charge. To determine: Drill Charge's damage gain per time spent charging seems uneven. Must find the real damage breakpoints. Does IAS decrease the invincibility of both Drill Charge and Backblast with the faster animations? Does it apply to the post-move invinc of Charge as well| Confirm the Scepter upgrade firsthand. Are the blasts added to each side? Inbetween the 3 original blasts? Differently timed? Does it increase animation time? Crush: 30f 1 melee swing for 140% damage. Shortranged, but hits everything in the area. Damage: 16.8 +4.48 280% (33.6 +8.96) DPA Drill Charge: 19f - 109f 1 chargable dash attack for 150-600%(?) damage. You are invincible during the attack, and the invincibility lingers 1s afterwards. 8s CD No Charge: 19f Damage: 18 +4.8/level 473.684% (56.84 +15.16) DPA 18.75% DPC 0.5s Charge: 49f Damage: 36 +9.6/level 367.347% (44.08 +11.76) DPA 35.294% DPC 1s Charge: 79f Damage: 54 +14.4/level 341.772% (41.01 +10.94) DPA 50% DPC Full Charge: 109f Damage: 72 +19.2/level 324.324% (39.63 +10.57) DPA 63.158% DPC Backblast: 42f 1 backwards dash for 200% damage. Is invincible during attack, and stuns enemies on hit. 5s CD Damage: 24 +6.4/level 285.714% (34.29 +9.14) DPA 40% DPC To The Stars: 27f from peak of jump 3 simultanious jumping blasts for 180% damage each (540%) straight down. Only fires when you reach the peak of a jump, which can be delayed by pre-existing jump momentum (including use of rusty or photon jetpacks) or set off early by hitting a ceiling. Each blast hits its own area, but can hit multiple targets. 5s CD Damage: 21.6 +5.76/level x3 (64.8 +17.28/level) 704.348% (84.52 +22.54) DPA after standard 19f pre-jump Up to 108% DPC after minimum of 19f pre-jump Scepter upgrade: Starbound - Adds another 2 blasts (900%) to TTS and causes the skill to stun. Damage: 21.6 +5.76/level x5 (108 +28.8/level) 1173.913% (140.87 +37.57) DPA after standard 19f pre-jump 180% DPC w/ Scepter after standard 19f pre-jump ------------------------------------------------------------ Sniper: Health: 119 +33/lvl Regen: 1.25 +0.4/level Damage: 16 +4/level -Additional damage from Perfect/Late Reloads does not count towards increasing damage dealt by damaging proc items. -IAS bonuses do not apply to the speed at which the reload bar moves, but does apply to the reload animation itself. As such, IAS benefits quickdraws more than perfect reloads. -IAS bonuses speed up the charge time of Steady Aim, which indirectly increases it's charged DPC as it only cools down after you take the shot. To determine: *SO* many numbers... i probably messed some up that weren't due to rounding differences. Must quadruple-check. Make sure to check if reload damage actually does ignore armor. Does it ignore only partial armor? Will a Guardian's shieldbuff reduce damage? Reload: 34f A reload animation inserted inbetween each use of Snipe and Steady Aim. Waiting a slight bit before firing will give the next shot extra damage that pierces armor, is not randomized, and does not count towards damaging item procs. +1-8f: No bonus +9-13f: +50% damage +14-20f: +25% damage Snipe: 21f (55f with Quick Reload) 1 simple high-power shot for 250% damage. Damage: 40 +10, 20/10 +5/2.5 (60/50 +15/12.5) 272.72% - 241.935% DPA with Early Reload (43.63 +10.9) - (38.71 +9.68) 238.095% +119.048% - 223.88% +111.94% DPA Perfect (38.1 +9.52) +(19.05 +4.76) - (35.82 +8.96) +(17.91 +4.48) 357.143 - 335.82% DPA Total (57.14 +14.29) - (53.73 +13.43) 220.588% +55.147% - 202.702% +50.676% DPA Late (35.29 +8.82) +(8.82 +2.21) - (32.43 +8.11) +(8.11 +2.03) 275.735% - 253.378% DPA Total (44.12 +11.03) - (40.54 +10.14) Steady Aim: 21f at base, +180f charge time 1 chargable shot for 100%-2000% damage. Partially pierces enemies, doing half the damage of the initial hit to the target behind it, and half again to the target behind that one, continuing until it hits a wall. If Steady Aim crits any target, all targets behind that one will also be crit. 4s CD No charge: 21f (55f w/ Quick Reload) Damage: 16 +4, 8/4 +2/1 (24/20 +6/5) 109% - 96.774% DPA Early Reload (17.45 +4.36) - (15.48 +3.87) 95.238% +47.619% - 89.552% +44.776% DPA Perfect (15.24 +3.81) +(7.62 +1.9) - (14.33 +3.58) +(7.16 +1.79) 142.857% - 134.328% DPA Total (22.86 +5.71) - (21.49 +5.37) 88.235% +22.059% - 81.081% +20.270% DPA Late (14.12 +3.53) +(3.53 +0.88) - (12.97 +3.24) +(3.24 +0.81) 110.294% - 101.351% DPA Total (17.65 +4.41) - (16.21 +4.05) 0.75s Charge 66f (100f w/ Quick Reload) Dmg: 92 +23, 46/23 +11.5/5.75 (138/115 +34.5/28.75) 345% - 322.43% DPA Early Reload (55.2 +13.8) - (51.59 +12.9) 319.44% +159.722% - +308.036% +154.018% DPA Perfect (51.1 +12.78) +(25.55 +6.39) - (49.29 +12.32) +(24.65 +6.16) 479.166% - 462.053% DPA Total (76.65 +19.17) - (73.94 +18.48) 305.31% +76.327% - 289.916% +72.479 DPA Late (48.85 +12.21) +(12.21 +3.05) - (46.39 +11.6) +(11.6 +2.9) 381.637% - 362.395% DPA Total (61.06 +15.26) - (57.99 +14.5) 1.5s Charge 111f (145f w/ Quick Reload) Dmg: 168 +42, 84/42 +21/10.5 (252/210 +63/52.5) 434.483% - 414.474% DPA Early Reload (69.52 +17.38) - (66.32 +16.58) 411.765% +205.882% - 401.274% +200.637% DPA Perfect (65.88 +16.47) +(32.94 +8.24) - (64.2 +16.05) +(32.1 +8.03) 617.647% - 601.911% DPA Total (98.82 +24.71) - (96.3 +24.08) 398.734% +99.684% - 384.146% +96.037% DPA Late (63.8 +15.95) +(15.95 +3.99) - (61.46 +15.37) +(15.37 +3.84) 498.418% - 480.183% DPA Total (79.75 +19.94) - (76.83 +19.21) 2.25s Charge 156f (190f w/ Quick Reload) Dmg: 244 +61, 122/61 +30.5/15.25 (366/305 +91.5/76.25) 481.579% - 464.647% DPA Early Reload (77.05 +19.26) - (74.31 +18.58) 462.12% +231.06% - 452.970 +226.485% DPA Perfect (73.93 +18.48) +(36.96 +9.24) - (72.48 +18.12) +(36.24 +9.06) 693.18% - 679.455% Total DPA (110.89 +27.72) - (108.72 +27.18) 450.739% +112.685% - 437.799% +109.45% DPA Late (72.12 +18.03) +(18.03 +4.51) - (70.05 +17.51) +(17.51 +4.38) 563.424% - 547.249% DPA Total (90.18 +22.54) - (87.56 +21.89) Full Charge: 201f (235f w/ Quick Reload) Dmg: 320 +80, 160/80 +40/20 (480/400 +120/100) 510.638 - 495.868% DPA Early Reload (81.70 +20.43) - (79.34 +19.83) 493.827% +246.913% - 485.83% +242.915% DPA Perfect (79.01 +19.75) +(39.51 +9.88) - (77.73 +19.43) +(38.87 +9.72) 740.740% - 728.745% DPA Total (118.52 +29.63) - (116.6 +29.15) 483.871% +120.968% - 472.441% +118.11% DPA Late (77.42 +19.35) +(19.35 +4.84) (75.59 +18.9) +(18.9 +4.72) 604.839% - 590.551% DPA Total (96.77 +24.19) - (94.49 +23.62) Military Training: 39f A backwards flip that moves 191 pixels, and is invulnerable for the entire backflip. The distance traveled scales with your movespeed. 6s CD Spotter: SCAN: No animation Marks the highest-health enemy within a screen's width. All attacks by the Sniper will be critical hits against that target. 10s CD Scepter effect: Spotter: ISOLATE - The drone now slows the target as well. Observations: -Because the Sniper has the most raw damage of all classes, he also has (at least in terms of raw numbers) the highest-damage drones and non-proc damage items of the game. This is rather helpful considdering the immobile nature of Steady Aim. -Outside of Steady Aim, the Mercenary is actually rather mobile. The long-distance backflip of Training combines with melee-tier base movespeed and having an animation on Snipe that almost perfectly matches with jump duration, allowing efficient damage while staying on the move. ------------------------------------------------------------ Acrid: Health: 114 +36/level Regen: 0.6 +0.4/level Damage: 12 +3/level -Poison damage cannot trigger any procs, but each instance from a different attack stacks fully with other instances and seems to partially (but not completely) ignore enemy armor. To determine: Keep datamining poison damage vs enemy armor, does it really partially ignore instead of either ignoring or not? Maybe some poison does, but other moves don't? Noticable against Providence when he has his armor up. Festering Wounds: 28f 1 singletarget slash for 120% damage, and 24% extra Poison damage is dealt every half second over the next 2.5 seconds (6 instances, 144% total damage). Acrid moves forwards 3 pixels when he bites/swings. Damage: 14.4 +3.6, 2.88 +0.72 x6 (17.28 +4.32) (31.68 +7.92) 257.143% (30.86 +7.71) DPA +308.571% (37.03 +9.26) DPA in Poison over 2.5s 565.714% (67.89 +16.97) Total DPA Neurotoxin: 36f 1 mid-ranged line attack for 220%. Hits and stuns everything in it's way. 2s CD Damage: 26.4 +6.6/level 366.66% (44 +11) DPA 110% DPC Caustic Sludge: 15s Linger, 2s Laytime A slime trail is left behind you for 2 seconds. Acrid and allies on the slime receive a 25%(?) movespeed boost, and enemies are slowed while taking 90% damage every 0.5s (180% DPS). 17s CD Damage: 10.8 +2.7/level x1-30 (up to 324 +81/level) 90% - 3060% Poison DPA 5.2% - 180% DPC Epidemic: 32f 1 spit projectile for 100% impact damage and 500% poison damage over the next 2.5s. The projectile will propigate to 2 more targets 1.5s after impact, and this will continue from each target until no enemies are left that have been infected by that cast of Epidemic. 11s CD Damage: 12 +3/lvl, 12 +3/lvl x5 (60 +15) (72 +18/lvl) Scepter effect: Pandemic - Kills made with Epidemic will heal Acrid. Healing: ???? 187.5% (22.5 +5.63) DPA +937.5% (112.5 +28.13) DPA in Poison over 2.5s 1125% Total DPA 9.09% DPC +45.45% Poison DPC 54.54% DPC Total Observations: -Though Acrid's damaging proc items won't be especially painful, Epidemic's ability to spread like wildfire through an entire mass of enemies with multiple non-simultanious hits gives him the ability to proc an absurd number of times from one attack against large groups. ------------------------------------------------------------ Mercenary: Health: 122 +36/level Regen: 2.5 +0.25/level Damage: 12 +3/level Other: +2.5% IAS per level Laser Sword: 33f 1 slash for 130% damage to up to 3 targets. The Merc moves forwards 1 pixel when he swings the sword. Damage: 15.6 +3.9/level 236.36% (28.36 +7.09) DPA Whirlwind: 24f 2 large-area slashes for 80% damage each (160% total). The mercenary jumps as he spins, allowing you to prevent fall damage by using it as a doublejump or increase jump height when jumping from the ground. Damage: 9.6 +2.4/level x2 (19.2 +4.8/level) 400% (48 +12) DPA 80% DPC Blinding Assault: 29f 1 dash attack for 120% damage. You are invincible during the attack, it will stun victims. Hitting an enemy allows you to cast this skill again within 3 seconds, up to 2 extra times. 6s CD Damage: 14.4 +3.6/level 248.276% (29.29 +7.45) DPA 51.576% DPC w/ Triple Casting Eviscerate: 57f Disappear for a time, becoming invulnerable and doing 110% damage 6 times (660% total) to a single nearby target. 6s CD Damage: 13.2 +3.3 x6 (79.2 +19.8) 694.737% (83.37 +20.84) DPA 110% DPC Scepter upgrade: Massacre - If Eviscerate kills a target, it will restart all 6 slashes on another nearby enemy. Observations: -If the Mercenary jumps and immediately uses Whirlwind, he will miss smaller standing targets such as Lemurians, Wisps, or Clay Men. However, after a few IAS items or a number of levels, using Laser Sword right after jumping will have it recover fast enough to Whirlwind before hitting the ground. This keeps it low enough that it will hit small targets, while still allowing movement. -------------------------------------------------