UKnowTheGuy Posted February 10, 2016 Share Posted February 10, 2016 (edited) I've decided to call this the Red Redeemer look further and you'll know why. I think I should show this if there are those who may not have seen or know, its really fun! but, yah? nay?change don't change i'll let you all decide :) Oh just to clarify to any who may not notice, There is no combo built up; this is the first charge attack after Avenger Procs and everything is redcrits just for anyone who might not see that, I came back and added this to the post. After much testing over the past few hours this build gets the most Dps and is sure to keep you laughing while the numbers dressed in red continue to grow. Edited February 10, 2016 by U-Know_The-Guy Link to comment Share on other sites More sharing options...
shut Posted February 10, 2016 Share Posted February 10, 2016 Wait, does Blood Rush not require a 5-hit combo before the base 165% crit chance kicks in? I thought it was practically a dead slot until you had a small combo going. Link to comment Share on other sites More sharing options...
(PSN)MrNishi Posted February 10, 2016 Share Posted February 10, 2016 (edited) Wait, does Blood Rush not require a 5-hit combo before the base 165% crit chance kicks in? I thought it was practically a dead slot until you had a small combo going.Not concrete, but from my in-game experience it is as OP described about separate Hit-counter.Glaive throwing weapons and Redeemer don't visually seem to add to Combo hit counter on throw/Charge attack But with Charge Attack change I have noticed the charge damage getting higher on Subsequent attacks...even though the hit counter is not increasing. So it is very likely that Glaive & Gun-blade weapons have a hidden Combo-count With Redeemer it is easy to see potential increases as those 10 pellets can greatly assist. (Was sort of hoping this was going to stay under the radar, but too late..lol) Edited February 10, 2016 by (PS4)MrNishi Link to comment Share on other sites More sharing options...
shut Posted February 10, 2016 Share Posted February 10, 2016 (edited) Not concrete, but from my in-game experience it is as OP described about separate Hit-counter. Glaive throwing weapons and Redeemer don't visually seem to add to Combo hit counter on throw/Charge attack But with Charge Attack change I have noticed the charge damage getting higher on Subsequent attacks...even though the hit counter is not increasing. So it is very likely that Glaive & Gun-blade weapons have a hidden Combo-count (When using Madurai Passives) With Redeemer it is easy to see potential increases as those 10 pellets can greatly assist. (Was sort of hoping this was going to stay under the radar, but too late..lol) Sweet jesus. I know what I'm going to be testing out when I've got time. Thanks a lot for the info! Edited February 10, 2016 by SortaRandom Link to comment Share on other sites More sharing options...
Vulture051 Posted February 10, 2016 Share Posted February 10, 2016 (edited) With Redeemer it is easy to see potential increases as those 10 pellets can greatly assist. Do you mean each pellet counts towards the combo multiplier or that they just make it easier to land? and why is the OP using dual status mods? Edited February 10, 2016 by Vulture051 Link to comment Share on other sites More sharing options...
(PSN)MrNishi Posted February 10, 2016 Share Posted February 10, 2016 (edited) Sweet jesus. I know what I'm going to be testing out when I've got time. Thanks a lot for the info! If you want some real fun use Redeemer with Navigator....Also Energy Channel with Navigator on Glaive or Redeemer weapons is satisfying Do you mean each pellet counts towards the combo multiplier or that they just make it easier to land? Honestly I am not sure. I stumbled upon the issue when testing with WuKong as his passive allowed me to see the increased damage on follow-up shots...which prompted me to test with Ivara. I assume the Shadow Debt mods should make it more apparent. Edited February 10, 2016 by (PS4)MrNishi Link to comment Share on other sites More sharing options...
hukurokuju5 Posted February 10, 2016 Share Posted February 10, 2016 crit multiplier is at 1.5 though... thats alot of effort for that kind of boost Link to comment Share on other sites More sharing options...
UKnowTheGuy Posted February 10, 2016 Author Share Posted February 10, 2016 crit multiplier is at 1.5 though... thats alot of effort for that kind of boost Not as much as you might think been testing since I posted this and this is the build i've landed on that deals the most damage and has the most damage growth capabilities. i'll be editing the top post with the build now ;) Link to comment Share on other sites More sharing options...
hukurokuju5 Posted February 10, 2016 Share Posted February 10, 2016 just run full 90% elementals with spoiled strike, m________ , organ shatter Link to comment Share on other sites More sharing options...
----Dante---- Posted February 10, 2016 Share Posted February 10, 2016 wait so blood rush multiply arcane avenger crit chance?oO Link to comment Share on other sites More sharing options...
Autongnosis Posted February 10, 2016 Share Posted February 10, 2016 Blood Rush acts on total crit chance after mods and Avenger. So a 25% base weapon with True Steel and Avenger will get to 70% and Blood Rush will calculate the increment from that, namely giving you +115.5% crit chance on first tick bringing you to 185.5% total. Link to comment Share on other sites More sharing options...
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