Not exact matches
I don't think we know what they were fighting about, but at a certain point he got the middle part of his nose, I guess the bridge of his nose chopped off or badly
damaged by his
enemy's sword, and then throughout his adult life he had to wear either a prosthetic — I think that was the
deal basically, he had different kinds of prosthetic noses that he wore and he was always like applying some ointment to keep the prosthetic in place, so his other
enemies would make fun of him, you know, «Ha ha, you're that guy without a nose, aren't you silly?»
The StarCraft RTS gave the tank the disadvantage of
dealing splash
damage to allies as well as
enemies.
With one cast you can
deal damage to buildings and
enemies multiple times, if you place it right.
You have several melee buttons with which you can perform combos on
enemies to
deal more
damage.
When at a disadvantage,
enemies block more and you
deal less
damage.
Then, SEGA showed the Song Magic video for Moldimolt, which can put to sleep all nearby
enemies (which is really useful to
deal lots of
damage):
Happily, we can report that it's perhaps not quite that severe, because solo players are able to plug a so - called Lone Wolf «mod» into their character's mech suit that doubles the
damage they
deal and halves the
damage from
enemies:
In Tekken 7, Rage Art and Rage Drive are very powerful attacks that
deal a lot of
damage to the
enemy, and can help you change the tide of battle.
Stun gauge: when you're fighting
enemies, and if your weapon happens to be effective against them, not only will you
deal more
damage, but you will also fill up a gold - coloured gauge.
Weapons can also be upgraded in order to
deal more
damage and each weapon is only useful against a certain
enemy which is where the party mechanics come into play.
When you're in that state, you can
deal a lot more
damage to
enemies, thanks to your attacks getting a major power - up.
Other weapons are good for
dealing with armored
enemies or adding in elemental
damage.
Enemies can drop variations of these weapons with different passive skills, such as a higher chance to drop a weapon with more skill slots,
dealing extra elemental
damage, or
dealing extra
damage with a specific combo.
Cunningly attacking from the sides and rear of an
enemy will
deal significant amounts of
damage, allowing units to be eliminated more efficiently.
For example, you can set a condition to heal a character if his / her HP falls below a certain percentage, or you can make a condition to use restorative spells on
enemy if the said
enemy is an undead (thus
dealing damage to them).
Initially, each character is able to build a basic defense that matches its color — and
deals more
damage to
enemies of the same color), but they'll get progressively more complex and varied, as you'll start to combine items between two or more characters.
Those familiar with games like The Creeps will recognize the basic formula of Monster Feed as you throw down towers of various flavors (e.g., area
damage, slowing, poison, fast etc.) and upgrade them to
deal with the incoming waves of
enemies.
Once they're charged, they can be activated at any time and offer a multitude of different effects; from
dealing massive
damage, to healing yourself or allies, to providing certain buffs, to allowing you to sprint away from
enemies, the Hunting Arts are a great way to give you the upper hand in a fight that'll make fighting certain monsters that much easier.
For example,
enemies that are hollow inside are tough to stab with spears, but a slash from a sword can
deal more
damage to them.
Putting a well thought weapon combo can help you
deal more
damage to
enemies, and even then, some of them will be weak to a certain type of weapon so you will need to keep this in mind as well.
Mountains that are too high to climb or fierce
enemies that you have to evade early on will, in time, become more manageable to overcome with a larger Stamina Wheel and mightier weapons that
deal more
damage.
Also, it allows you to
deal more
damage to fire
enemies... and receive less
damage from them!
Aside from the normal attack, you can try to gamble with a focus fire option that requires you to have two of your units next to the
enemy that you are planning to
deal a large amount of
damage.
Salvador the Gunzerker can go into a berserker mode where he dual wields guns
dealing huge amounts of
damage; Zero the Assassin (my favored character) can send out a decoy before cloaking; Maya the Siren can lock
enemies into a stasis bubble called Phaselock, and Axton the Commando can toss out a Sabre turret that mows down
enemies.
My warrior had a few shield increasing ones and a powerful attack that made him slash the
enemy harder a few times and
deal more
damage.
Not even included in the Japanese version, this familiar is able to spot
enemies from great distances and
deal additional
damage when it transforms into more vicious forms.
Fuel tanks and other hazardous environmental objects that can
deal damage to
enemies are littered around most environments, and several weapons can blow through objects to kill
enemies if you're crafty.
As you can see, Atomic Poison Ivy is all about poisoning: gaining additional effects and a shield through poisoning,
dealing extra
damage through poisoning, and having an Ultimate that provides allies with stealth and armor while poisoning any
enemies within its range.
There's also abilities like Repel which give you some breathing room, or another that attaches threads to nearby
enemies and if those threads can be maintained for a second they'll
deal holy
damage.
Getting through the game will probably take you about six to eight hours, but the adventure doesn't stop there as you can take on New Game + mode which drops the amount of checkpoints down to just two per level, decreases the amount of health pickups you find and doubles all
damage dealt by
enemies.
In fact, one example is finding a sword that
deals fire
damage: in something like Skyrim that means it just glows slightly red, which is rather disappointing, but in Amalur the blade is wreathed in flame, and when using it in combat it can be used deliver massive backhanded blows that unleash concussive blasts of fire that send
enemies flying.
This new Dark - type physical attack allows Incineroar to
deal damage to an
enemy whilst ignoring the effects of any stat changes on that
enemy.
The bread and butter of any PVP game, these five
Damage class champions are designed to deal massive damage to the enemy
Damage class champions are designed to
deal massive
damage to the enemy
damage to the
enemy team.
Most of your initial team
deals either physical or elemental
damage to
enemies with the exception of Clark, who is the party's healer.
Boomerangs Swing Both Ways:
deals 80 % ttrike - elemental
damage to all targets, before looping back and hitting the left-most target again; Ooze Bruiser:
deals 150 %
damage to Slime
enemies.
Claws Propeller Blades:
deals 100 %
damage + Woosh - elemental second hit that
deals damage equivalent to Morrie's level (for example: Level 25 = 25dmg); Hand of God:
deals 125 %
damage to one
enemy that ignores defense (with the exception of Metal Slimes).
Sorcerer's Flame (skill): a fiery explosion that
deals more
damage if the user's physical strength is low; God's Judgement (skill): a rather impressive thunderbolt; Dragon Kill (characteristic): greatly increases
damage dealt to Dragon - type
enemies; Item Drop Up (characteristic): greatly increases your chance of getting an item drop from
enemies, making it easier to get specific rare items.
Updates will also provide players with a new combat vignette, drop table improvements for
enemies and a new backstab mechanic to
deal even more
damage when attacking foes from behind!
Clubs Feel the Beat:
deals 130 %
damage to all
enemies, with a 12.5 % chance of stunning them.
Fans Butterfly Bop: hit all
enemies, and
deal 150 % to 200 %
damage.
While it's not controlled by a stamina system, combat still requires a keen eye for
enemy attack patterns, as you'll often find yourself in situations where you
deal far less
damage to
enemies than they
deal to you.
The combinations of statistics provide a real strategy element; for instance heavy duty weapon MG Judge 2.0 unleashes 106
damage on an
enemy, albeit with a low attack speed, while the twin - rigged Claws of the Gestalt has less
damage at 83
damage dealt to an
enemy, but more than makes up for it with a high attack speed; therefore resulting in Claws of the Gestalt actually being the more effective of the two weapons.
Powerful and effective against
enemy units, the laser can
deal major
damage.
Killing a Crawler now
deals area - of - effect
damage to all nearby
enemies, softening them up or killing them outright
Whey can get even more dangerous wen they are down; or inversely, you could
deal some additional
damage to the
enemy if they are oblivious of you character's wake up reversals.
RIP - Tire can be reactivated to detonate immediately, knocking nearby
enemies back and
dealing 450, 600, or 750
damage to
enemies depending on how close they are to the center of the blast (with the highest amount near the center).
Normal difficulty provides enough of a challenge, although the major differences between each difficulty level being a certain increase in the amount of
damage you receive from every
enemy, while the
damage you
deal to
enemies is vastly decreased to such a point that you may have to even double or treble the number of times you shoot or make contact with your sword before having the same effect during the insane difficulty level in comparison to the easy difficulty level and in some cases; there are even a greater quantity of
enemies to contend with.
Turn - based combat involves every ally,
enemy and guest Digimon having their own position within the player turn timeline in which the Digimon is able to strategically use a skill such as a physical attack
dealing 65 Earth
damage to an
enemy and simultaneously having a 10 % chance of increasing defence by 10 % or automatically attack an
enemy Digimon, while there is also the possibility to use an item from your inventory to restore your Digimon's health (HP) or skill (SP) as well as guarding, escaping or changing.
You have to choose the pertinent gun level for each
enemy or else you won't
deal any
damage.
Force Breach: Strike up to 8 nearby
enemies with shattering force,
dealing internal
damage and generating a high amount of threat.