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If you run the exact amount of Damage Up main/sub abilities as compared to someone using Defense Up, they will cancel. Also moving to Weapons and Gear as that sub-forum is better suited for this question.
If you run the exact amount of Damage Up main/sub abilities as compared to someone using Defense Up, they will cancel. Also moving to Weapons and Gear as that sub-forum is better suited for this question.
If you have both Damage Up and Defense Up on your gear, then your damage output will increase and your defense will decrease the amount of damage enemies can deal. Here's the kicker - you can't go over the amount of shots to kill by using damage up (unless you're a specific charger or any type of roller, which can one hit KO so damage up helps it out). For example, the Jet Squelcher has a base damage of 28.0 and is a 4-shot kill. After a certain amount of Damage Up has been stacked, the base damage will cap at 33.3, which disallows a 3-shot kill from happening. Defense Up is different and you can make the opponent need an extra shot, or even two if they're really out of effective range, to splat you. For example, the Tentatek Splattershot is a 3-shot kill with a base damage of 35.0. One Defense Up main will lower the damage output of the TS to below 33.4, changing a 3-shot kill to a 4-shot kill.
You could also run Damage Up to counter any falloff damage and counter people's Defense Up. For example, .96 Gal Deco has a base damage of 52. But, if you inflict any damage from out of range, the damage is reduced, so it would be a 3-hit kill. To counter that, you need Damage Up to make the kills more effective. And a lot of people splash Defense Up to make the infamous Tentatek a 4-hit kill. However, I have had players run Damage on their Tentatek to counter that and make their Defense Up irrelevant.
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