So, enemy health went up by almost 50% from gold to to platinum (not counting "boss" variant spam), combos got a piddly 17% damage from the same jump, and veteran bonuses additive with existing bonuses.
R.I.P. power builds.
Well, I am sure Flak spam is still fine though. Because it's flak spam.
I still haven't got a siphon weapon - does it affect powers or melee, or just gun attacks?
So, enemy health went up by almost 50% from gold to to platinum (not counting "boss" variant spam), combos got a piddly 17% damage from the same jump, and veteran bonuses additive with existing bonuses.
R.I.P. power builds.
Well, I am sure Flak spam is still fine though. Because it's flak spam.
I still haven't got a siphon weapon - does it affect powers or melee, or just gun attacks?
That gun only. And you have to do HP/Armor damage, shield damage don't count.
Old gamer, generally fussy, likes numbers and science.
But I am wondering for Cryo Powers in general: does the targed have to be frozen solid in order to be debuffed like that? or is chilled (cryo beam) enough already? Thanks.
the debuff is progressive (takes a couple of ticks to reach maximum effect - also expires in stages). There is a post in this very thread with a link to a post from on BSN SRKm00b detailing the formula for the increasing and decreasing cryo ammo debuff.. Much harder to test on snap freeze since the sustained effect is "forced" - lifting the finger from the button won't stop casting - you need "lucky" staggers from enemies to miss a few ticks.. But from playing the char - you might be ok missing one of the 4 ticks. More than that and you miss a lot of the debuff ..
bsn.boards.net/post/666620/thread : "As for the above formula it thus takes (9 * 1/5) = 1.8 seconds to reach the maximum armor debuff value. " Snap freeze reaches maximum debuff faster.
thanks a lot.
but it takes way longer on a berserker to have an effect. those approx. 1.8 sec - is it the same for every enemy?
but it takes way longer on a berserker to have an effect. those approx. 1.8 sec - is it the same for every enemy?
I think its the same BUT when they take some damage and ENRAGE they can reset/cancel the debuff ... Raging berserkers are pretty much immune to chill (hulk angry hulk smash !!!)...
Post by misguidedworm7 on Jul 7, 2017 20:40:39 GMT
Some armored enemies have defense against chill effects.
Most armored units take two applications (relative to a red bar) to be chilled, so 18 ticks rather than 9, beserkers take 3x, fiends take an amount I don't know, but I think it is also 3, Hydras have no defense so freeze the same as normal enemies.
Snap freeze appears to always prime if one tick lands regardless of the enemy type, but that does not mean it is freezing or applying the full debuff. Needs testing.
The patch notes mentioned that Tactical Cloak and Stealth Grid damage bonus window is now 3 seconds. I'm pretty sure Stealth Grid only had a .5 second damage bonus window, is it really 3 seconds now?
lol jesus christ. I mean, I could tell that's how it was from playing, but I always prefer seeing it in numbers. This is ridiculous.
The realization that a not-insignificant number of sniper rifles and shotguns will consistently out-damage a Cobra is truly a horrifying one. Perhaps this is what Nietzsche meant when he talked about staring into the abyss.
“The story so far: In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.” ― Douglas Adams, 1980
The patch notes mentioned that Tactical Cloak and Stealth Grid damage bonus window is now 3 seconds. I'm pretty sure Stealth Grid only had a .5 second damage bonus window, is it really 3 seconds now?
I think what the notes mean specifically is that the window for melee is supposed to be 3s. I was planning to look at it this evening.
"Are all people from your galaxy loud-mouthed braggarts?" "Nope. Just me, baby. Just me."
Probably a stoopid question, but - does anyone know what the Bulwark variant actually does?
I'm assuming that merely having it equipped would activate the advertised DR - whether it's fired at a wall or does actual damage to enemies or whatever.
I'm also assuming the DR applies only to the player wielding it, and not those nearby allies. It sure would be nice if the description told us what is meant by 'nearby' (3 meters, 10 meters, etc.)
The patch notes mentioned that Tactical Cloak and Stealth Grid damage bonus window is now 3 seconds. I'm pretty sure Stealth Grid only had a .5 second damage bonus window, is it really 3 seconds now?
I think what the notes mean specifically is that the window for melee is supposed to be 3s. I was planning to look at it this evening.
3 second melee damage bonus window would be a game changer for the Avenger.
-Avenger Strike now benefits from Stealth Grid melee bonus. -If breaking Stealth Grid with Avenger Strike, subsequent melee attacks do not get a bonus. -Tactical Cloak and Stealth Grid melee bonuses apply to Aerial Melee, normal additive manner. -Damage durations for Tactical Cloak and Stealth Grid are still the same, namely 500ms for both, increasing to 2000ms for TacCloak if Combat Cloak is evolved. You do not get the damage bonus for 3s worth of melees. -Sticky Grenade still does not receive bonus from Stealth Grid or base Tactical Cloak (can get bonus if Combat Cloak evolved).
Rank I - Regular shots return 3% damage done to HP/armor/shields as health.
Rank I - Kills add 4.5% each, up to 16.5%, for the 7s duration stated.
Works As Advertised
Ammo will prime with Siphon weapons, but it requires the maximum number of shots (50). Needs testing for automatic weapons and shotguns, I could only test pistols.
If you use Incendiary Ammo, you will receive HP siphoned from the burning DOT.
It's kinda nice using the Scorpion for this, since it restores big chunks and you can blindfire it really easily.
-Further Tests needed: other weapon types as Siphon for ammo priming, also Siphon rank 2 weapons to see if missing stat increase is just a UI bug or real
Last Edit: Jul 9, 2017 10:06:51 GMT by lennybusker
Old gamer, generally fussy, likes numbers and science.
I am pretty sure siphon should be restoring 7.5% for every shot after making a kill for the duration of the kill streak bonus, and 12% after two, and 16.5% after 3 kills inside the window.
I am curious ass to whether the kills are in individual stacks, or a single stack that decays at once.
I am pretty sure siphon should be restoring 7.5% for every shot after making a kill for the duration of the kill streak bonus, and 12% after two, and 16.5% after 3 kills inside the window.
I am curious ass to whether the kills are in individual stacks, or a single stack that decays at once.
ed: Yup, I'm dumb, I didn't really read the description that much to get that's how it worked. Was wondering why my weapon would start glowing with that orange shit, lol. Good lookin out, updated the above test post.
Being that it goes up to 16.5%, I suggest that a Hurricane Siphon with Incendiary Ammo would let you tank astonishing amounts of damage.
Last Edit: Jul 9, 2017 10:12:49 GMT by lennybusker
Old gamer, generally fussy, likes numbers and science.
Did Bioelectric Focus 6b (Detonation Feedback) has really been "fixed" in 1.09 ?
no damage difference - combat log less helpful. Most players reported the super fast cooldown on him as bugged before. If people report that's no longer the case I would be inclined to believe them - the effect on cooldowns was massive - should be easy to spot ..
peddroelm, I have a question for you. For Pull anti-shield (6A), if enemy shields are successfully stripped, does crushing grip (5A) work as expected? Also, from trying 5A vs. 5B (Expose), it seems 5A more reliably primes than 5B after shields are stripped. Maybe my imagination or something to do with shield-gating perhaps?