Marvel Future Fight – Secrets – Part 2
I previously made a post about Marvel Future Fight secrets. Today, we will continue to provide clarity on vague areas of this mobile game that could be significantly affecting your gameplay.
If these information doesn’t affect your current gameplay, I also hope you can find these information useful in the near future or maybe include it in your plans for gameplay improvement.
Welcome to the Marvel Future Fight – Mobile Game – Secrets – Part 2.
I am Chris and my IGN is chrisz2478. Let’s get on with it!
The Truth About Physical or Energy Attack Proc from Cards
In Part 1 of this post, we were able to prove that the following proc from the “The Unbelievable Gwenpool #1” and a few other cards can overwrite or be overwritten by the Offensive ISO proc:
- Activation Rate: 5% rate when hit +20% increase of All Attacks. (15 Sec.)
However, you may be wondering if Physical or Energy Attack proc from cards are also causing conflict with the Offensive ISO proc. The answer is “No”.
But before we move on to the next topic, you may want to know which cards contain this epic stats and the exact proc descriptions. This is because unlike the Offensive ISO attack procs, these card procs DO NOT HAVE COOLDOWN DURATIONS. This means it can activate again after the duration of the proc. Impressive, right? This can have a HUGE impact on your overall physical or energy damage if you try to include them in your current card stats.
Note that for PVE players, the “attack” trigger has a better chance to activate than the “hit” trigger. This is because, in PVE modes, you are manually avoiding hits from the Bosses. For PVP, both triggers are fine since you rarely have control over the AI in Alliance Conquest.
Below is the list. I did not include cards that have useless primary stats, because I know you will not use them anyway.
“ATTACK” as TRIGGER
Avengers Origins: Quicksilver & The Scarlet Witch #1
- Activation Rate: 5% chance when attacking + 20% increase of Physical Attack. (15 Sec.)
Future Fight Firsts: White Fox (Premium Card)
- Activation Rate: 5% chance when attacking + 20% increase of Physical Attack. (15 Sec.)
Future Fight Firsts: Luna Snow (Premium Card)
- Activation Rate: 5% chance when attacking + 20% increase of Energy Attack. (15 Sec.)
Monsters Unleashed (2017) #4 (Semi-premium card)
- Activation Rate: 5% chance when attacking + 20% increase of Energy Attack. (15 Sec.)
Monsters Unleashed (2017) #3 (Semi-premium card)
- Activation Rate: 5% chance when attacking + 20% increase of Physical Attack. (15 Sec.)
“HIT” as TRIGGER
Black Widow #10 (Premium Card)
- Activation Rate: 5% when hit +20% increase of Energy Attack. (15 Sec.)
Let’s do some demonstration to show that there is no conflict. I have the following card currently equipped. As you can see, the card proc is located on the last option.
In the below video you can see the card proc and ISO attack proc (POAH) of Thanos activate simultaneously.
Below is the breakdown of the video if you find it too fast. At 0:02 of the video, the ISO Attack proc activated. This is represented by the <Red Biceps> icon below.
At 0:06 of the video, the card proc also activated. This is represented with the <Red Fist> icon as shown below. As you can see, both the <Red Biceps> icon with 11 seconds remaining and the <Red Fist icon> with 11 seconds remaining are displayed at the same time.
The general rule with stats is if stats are coming from different sources, in this case, from a card and an ISO-8 set, as long as they have different icons, they will not override each other.
So now, what happens if you have two proc from cards that have the same icon and effect? Let’s continue the discussion in the section below.
What happens if you have two procs from cards with the same icon and effect?
In Part 1 of this post, we were able to prove that if the proc has the same proc icon but different effect, they will override the proc that occurred lastly.
Now, what will happen if you have the same proc icon and the same effect from the cards? The answer is that they will also override each other. Since both card procs have the same effect, it will feel like the second proc that occurred is just extending the effect of the first.
Since I’m a PVP player, I have two (2) HP increase proc stats from cards that we can use as samples. Although I’m using HP stats proc from cards, the same condition will apply if you are a PVE player with two (2) Physical Attack proc stats from cards or two (2) Energy Attack proc stats from cards.
Below are the two cards with the same proc that are currently equipped in my account:
New Avengers #9
- Activation Rate: 5% when hit +20% increase of HP. (15 Sec.)
The Unbelievable Gwenpool #17
- Activation Rate: 5% when dodging +20% increase of HP. (15 Sec.)
Although the cards have different triggers, the effect is the same, both can increase HP by 20%.
Now, let’s make a demonstration of how these two stats will work together in battle. In the video below, you can see how the first 20% HP proc overrides the 20% second HP proc, and in effect, extending the overall HP proc duration.
Let’s breakdown what happened in the video if it is too fast for you. At 0:06 of the video, the first 20% HP increase proc activated.
At 0:12 of the video, the second 20% HP increase proc activated and replaced the first one as shown below.
Thus, in the scenario above, the total duration of the 20% HP increase proc lasted for 20 seconds. It is important to emphasize that in the video, I deliberately put Thanos in a stationary position so that we can see how the two HP procs overlap.
Note that the triggers of these two sample HP Increase procs are different, so in an actual battle in Alliance Conquest, these two HP Increase procs will most likely occur at a wider gap.
Unfortunately for PVE players, I do not advise equipping an Energy or Physical Attack proc from cards that are triggered by “hit”. I also do not advise equipping the same two (2) Energy Attack proc or the same two (2) Physical Attack proc from two different cards if you will have the same trigger which is “attack” because if the trigger is the same, the possibility of the gap between the two procs could be smaller, thus, you may not benefit much from the “extending” effect.
The next topic that we will discuss is still related to the HP Increase proc. If you look at the cards of the members of the top alliances or those that are regularly playing in the Alliance Tournament, why do you think they have lots of HP in their cards?
Why is it that most of them have equipped the “New Avengers #9” with the HP Increase proc stat? Let’s explore this card more.
The amazing effect of New Avengers #9 in Alliance Tournament, Alliance Conquest, and other game modes
To recap, the New Avengers #9 card has the following effect:
- Activation Rate: 5% when hit +20% increase of HP. (15 Sec.)
Although this card is a premium card, it can be obtained by F2P players in the Legendary Battle game mode in just two months. The amazing and unique HP Increase proc of this card is triggered by “hit” which means it will proc when you need it the most.
Also, it has a better chance of occurring compared to the Gwenpool card above in which the trigger is “dodge”. In the Gwenpool card, you have to multiply your character’s dodge rate by 5% before you can compute the actual chance of the proc. So if you have a Thanos with a 75% max dodge rate, the highest chance of this proc occurring is only 3.75%. If your strategy is to max the dodge rate of all your meta characters, the Gwenpool HP Increase proc will be useful.
As you can see, the New Avengers #9 has better chances of increasing your HP compared to the Gwenpool card.
In Alliance Tournament and Alliance Conquest, a very high HP has a huge impact on the results of the battle. With the introduction of T3 advancement, the base HP of the T3 characters also had a huge boost. Thus, a stat that provides a percent (%) HP Increase became more relevant to the game by giving T3 characters a larger increase in HP. The game also added meta characters that are capable of more heal and more decrease in damage received from new uniform bonuses or skills.
On top of this, the introduction of CTP of Regeneration further increases the Max HP and heal of the meta characters. All of these factors combined, and you can see a lot of unkillable Thanos and Jean Grey in the game.
So is that it? The HP Increase proc of New Avengers #9 only increases the HP of characters? No, that’s not all of it.
The HP Increase proc of this card also acts as a HEAL if it is not fully consumed by damage received after the proc duration ends. Let’s see how this works in the video below:
I used Iceman in the sample video above because he has no custom gear or skills that heal.
To breakdown what happened in the video, at 0:00 of the video, Iceman has 31,535 HP remaining or 82.5%.
At 0:01, the HP Increase proc of the card activated increasing the HP of Iceman to 37,423. The HP Increase icon is represented by the <Red Upper Body> icon below with 15 seconds remaining.
At 0:16 of the video, the duration of the HP Proc increase ends, BUT Iceman’s HP is still above 37,400 or 97.91%. It did NOT return to its previous HP level which is 31,535 HP or 82.5% before the HP Increase proc.
We only used a T2 Iceman with an average HP, no other means to heal, and only has a 104% recovery rate. What does this mean for Jean Grey, Thanos, or other meta that has around 300,000+ HP in Alliance Conquest or 700,000+ HP in Alliance Tournament, with huge native heals, equipped with CTP of Regen, has more than 200% Recovery Rate, and lots of long I-Frames? The effect of this card is definitely amplified.
That’s it for Part 2 of Marvel Future Fight secrets. Did you find anything useful in this post?
See more Marvel Future Fight Secrets below:
- Marvel Future Fight Secrets Part 1
- Marvel Future Fight Secrets Part 3
- Marvel Future Fight Secrets Part 4