Another relevant calculation: if you play Hr, you will want to know how much damage will do 20% of your health, which causes you to lose Hero Boost.
20% of 1350 HP is 270 HP, which comes from a hit doing 352 (i.e., (270 / .96) + 70). If you are using Rappy and have 1977 HP, 352 damage is 17.80%, so Rappy would not lose Hero Boost from the same hit.
20% of 1950 HP is 390 HP, which comes from a hit doing 477 (i.e., (350 / .96) + 70). If you are using Rappy and have 2577 HP, 477 damage is 18.51%, so Rappy would not lose Hero Boost from the same hit.
In the case of 15% extra DR, to do 20% (270) of 1350 HP , a hit would have to do 401 (i.e., (270 / (.96 * .85) + 70). If you are using Rappy and have 1977 HP, 401 damage with 15% DR is 341, 17.25% of your health.
Similarly, with 15% extra DR, to do 20% (390) of 1950 HP , a hit would have to do 548 (i.e., (390 / (.96 * .85) + 70). If you are using Rappy and have 2577 HP, 548 damage with 15% DR is 466, 18.08% of your health.
It seems an Hr would prefer using Rappy.
Edit: I forgot that Izane also offers +20 atk-all, so an Hr player's preference between these units may not be so straightforward. Rappy definitely protects your Hero boost better, though. How do you know if +20 atk-all is better for you than the extra tankiness, or vice-versa? Only the deepest of soul searches will tell you.
A pug faces the possibility of failing the run, especially while BEQ2 is still new. Extra phases means more damage to the towers, increasing the risk of failure, so a pug would generally welcome the skipping of a phase.
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