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@squeakymcgee
@amslimfordy – I’m not so sure that’s a bug as an intentional design choice. If they already had the random feature working, it’s kind of unlikely that they’d switch to sequential attacks by accident. The only bug I’d say is that they didn’t also change the text of the description to match the new behavior.
Thought of some more. First might be a little obvious since they even try to point it out in one of the tutorial levels (the first time you encounter Prince Porky), but it has some more subtle implications:
- Effects which trigger when hit are especially effective against attacks which hit more than once. This cuts both ways. If an enemy is protected by a lightning shield or similar, you should avoid attacking it with a bird who has multiple-hit attacks. Likewise, if enemies have multiple-hit attacks, you can really take advantage of these effects. One of the best examples of this is the Maelstrom battle, with one enemy who hits 5 times with every attack. Using the Mage’s Shock Shield will cause it to be hit 5 times for a total of 375 (modified by attack power) damage. But my favorite technique for this is the Wizard’s Energize ability. With 5 chances for the Stun to hit, it’s almost guaranteed. And 5 hits fills your Rage Chili up fast as well. Note that it mostly only works for effects which have a constant magnitude effect, not ones which scale based on damage. So the Rogues’ Cupcake Trap ability isn’t any more effective, since it’s just 100% of damage dealt, whether it occurs in one hit or multiple.
- Damage over Time effects are unaffected by buffs or debuffs. While the initial attack damage may be increased or reduced by such effects, the recurring damage will always be at full strength. It is also not affected by Dodge or Ironclad abilities on enemies. If the initial attack is within the range where it’s possible to hit the enemy, then the lingering damage will occur even if it is not.
- Harmful effects are always dealt out in the first hit of a multi-hit attack. If the first hit misses (due to the enemy being Ethereal, or if you get a Critical Hit on a Dodge enemy which makes it go above their Dodge threshold), the effect will not be applied, even if the subsequent hits do hit. There’s not much you can do about this, but one thing to be aware of is to avoid using Critical Hit weapons when fighting enemies with the Dodge ability, for example.
- An exception to this rule is the Dispel chance. Using a Dispel weapon is more effective with a multiple-hit attack, and can be a good way to take out enemies with powerful protective abilities. (Using an ability with 100% Dispel chance is better, of course.)