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Offensive Buffs3 (BaBS V1.8)

Nov 15, 2017 at 3:22 PM
Offensive Buffs3 (BaBS V1.8)
  • Offensive Buffs Page 3

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    15. Ranged expert

    Description:
    All your rifles and machine guns completely ignore the defenses of your target, but are unaffected by any attack percent bonuses from other buffs and suffer a 25% fire rate reduction. (Flat attack bonuses still apply)
    <Coop Only>


    Positives
    + All of your rifles and machine guns ignore the defenses of your target.
    + A recommended buff to have in the Balanced COOP Buff set.


    Negatives
    - Offensive Buffs Percentage % and Additional Damage numbers are unaffected (set to 0% and 0 respectively when calculating damage). This excludes Bonus % from upgrades.
    - 25% Decreased fire rate.


    Explanation:
    The Ranged expert Buff allows your rifles and machine guns to completely ignore the defense of your target, no matter whether or not its the boomer, smoker or even any of the tanks. A recommended buff to have on the Balanced COOP Buff set because you can focus on offensive + defensive as well as some support buffs. However the Offensive Buffs percentage % and Additional Damage numbers are unaffected by this buff and don't apply in the damage calculation. The bonus % is excluded and can still affect the damage. This buff requires you to be more focused with your attacks since your weapons suffer a 25% decreased fire rate, so be careful when shooting at infected.

    Benefits in Buff Sets
    Rifle and machine guns ignore defenses of target, not affected by increased damage % from other buffs and 25% reduced fire rate (Flat Bonus still applies). <Coop Only>

    16. |E| Zapping Gun <top>

    Description:
    Running around will charge the pistol to its maximum power. For each %, the next shot will do 10 bonus damage. When the weapon is fully charged, the next shot also stuns the target for 2 seconds. Each shot resets charge to 0%.
    <Charged shot activates on special infected and tanks only>
    <The same target can't be stunned within 10 seconds of another Zapping Pistol stun>
    <Gun recharge rate: 3% per second running>
    <Coop only>


    Positives
    + +10 bonus damage per % of charge. Up to a maximum of 1000 bonus damage at 100%.
    + When weapon is fully charged. The next shot fired at any special infected and any tank will also stun them for 2 seconds.


    Negatives
    - If you don't have either the pistol or magnum equipped on you, the buff effect won't be active.
    - Each shot on any special infected and any tank resets the charge to 0% from its current percentage.
    - You cannot stun the same infected that was stunned within the last 10 seconds of another Zapping Gun stun effect.


    Explanation:
    Need a little breathing room for when infected just can't get off your back? Use the taser against them as a Zapping Gun Buff! For each percentage of charge that your pistol has currently, you will deal +10 additional bonus damage, up to a maximum of 1000 bonus damage with full charge. Also when the weapon is fully charged, the next shot on any special infected and any tank will stun them for 2 seconds. Now the buff effect of this buff cannot be active if you don't have either the pistol or magnum equipped on you. Be careful that you don't use the buff effect of the buff too early for when your aiming to try get to 100% for a needed stun attack. As with the stun bad status effect, you won't be able to stun any infected that was recently stunned within the last 10 seconds of another Zapping Gun Buff being activated with full charge on them.

    Benefit in Buff Sets
    Running around charges the pistol to full power. For each %, 10 Increased damage dealt. When the pistol is charged, the next shot also stuns for 2 seconds. Each successful shot resets charge to 0%. <Charged shot activates on special infected and tanks only> <The same target cannot be stunned within 10 seconds of another Zapping Pistol stun> <Gun recharge rate: 3% per second while running> <Coop Only>

    17. Deadeye <top>

    Description:
    Killing a Special Infected in one shot from at least 75% health or with a headshot with the AWP or Scout sniper rifles will load a bullet into your current magazine from your reserves.

    Positives
    + Each Special Infected kill from at least 75% Max HP or with a headshot kill (buff effect ignores health requirements) gives you 1 bullet in your current magazine from your reserves.

    Negatives
    - If the Special Infected was killed from below 75% of their maximum HP, the effect of the Deadeye Buff won't work.

    Explanation:
    Like killing Special Infected with the AWP/SCOUT sniper rifles? Your in luck! The Deadeye Buff gives you a bit of utility by giving you the ability to load 1 bullet into the current magazine from your reserve ammo on the shot that kills any Special Infected from at least 75% Maximum HP. Headshot kills will also load a bullet this way, ignoring health requirements. If the Special Infected was killed while it's Maximum HP was below 75%, the effect of the Deadeye Buff won't work.

    Benefit in Buff Sets
    Killing any Special Infected from 75% Max HP or with a headshot (using AWP or Scout) gives 1 bullet in clip size from your reserves.

    18. |V| Nihilism <top>

    Description:
    You deal 1HP extra damage for each 3% of your missing health. Having less than 10% of your health will double the bonus damage.
    <No effect whilst incapacitated>
    <Coop Only>

    Positives
    + You deal 1HP extra damage for each 3% of your missing health. Having less than 10% of your health will double the bonus damage.

    Negatives
    - The effects of the Buff won't work while you are incapacitated.

    Explanation:
    Want to have another additional damage buff to help you out? Let the Nihilism Buff be a part of that list. You will deal a small amount of extra damage for each small portion of missing health. Having a very low amount of current health will double the bonus damage. You cannot use the effects of the Buff while incapacitated however.

    Benefit in Buff Sets
    1HP extra damage for each 3% missing HP. Having less than 10% of your maximum HP will double the damage.