Jump to content

CynicalGoose

PC Member
  • Posts

    28
  • Joined

  • Last visited

Posts posted by CynicalGoose

  1. Tested in simulacrum. I believe the clouds are affected by mods, both damage number and damage type. It also has a chance to proc status based on your modded damage type. Toxic proc appears to proc 100% of the time. However, the base damage on the cloud is so low that no amount of modding would make it meaningful. Using it to proc status sounds better, but the delay and the small radius makes it not desirable. And honestly, most of the time if you didn't kill the enemy in one hit you would just hit one more time. 

  2. 6 hours ago, (PS4)Ozone1249953 said:

    I wanna know Ash prime's mobility on PC. I remember the dark days when he couldn't even jump lol. I hope I'm not gonna be grounded when this update hits.

    Ash Prime base is 0.8.

  3. 1 hour ago, --I--tarGet said:

    I'm pretty sure most Daikyu players don't even use that mod since it reset your charge when you touch the ground and the only way to make it work is to air-glide which reduce your mobility too much.

    I use the mod cause I rarely stand on the ground to aim. 99% of my shots are air shots. Air-glide is not necessary since you can charge up from 0-100 in air and still have time to aim and shoot. Charging takes about 2/3 of the total time of a bullet jump+double jump. The biggest problem of removing soaring strike for daikyu is that you need to run away if you miss a shot. Otherwise you are very likely to get taken down by the automatic weapons during the charge time. In the past I would take a second shot or even a third if I missed my first shot. Now it's just better to play hit-and-run and keep distance even though your oros might get stolen easier. 

  4. 9 minutes ago, -cS-ManicReign said:

    Everyone I know who uses/used daikyu never used soaring strike and always recommended against using the mod.

    with soaring strike the charge time was never consistent making good rhythm hard to achieve during matches

    From my experience with soaring strike the charge time is about 2/3 of the airborne time of bullet jump+double jump. It is really easy to manage as you can keep bullet jumping+double jumping and while being able to shoot an arrow during each jump. Now it breaks it and you have to run away or hide to cover for the longer charge time meaning you would be better off playing the hit and run style.

  5. 21 minutes ago, pavlo555 said:

    And then everyone is walking around spamming it by releasing close range.

    Been there, not fun ... Also Daikyu was, IS , Will be a "sniper" bow, and it has an appropriate mod.

    But... Soaring Strike gave you 50% increase fire rate and did you see everyone walking around spamming Daikyu at close range? And the way you say "appropriate mod" sounds like it is a buff to Daikyu, while it was implemented to make it so that it couldn't one shot at close range anymore.

  6. DE business secret revealed:

    1: Buff an underused item

    2: Wait until everyone wants them

    3: People will acquire them either by spending plats to get the item OR spending plats on taters, formas, and/or slots.

    4: Nerf to normalcy

    The gun has been like this for a while. At the very least it was like this during Christmas. If they buffed it this patch, it is gonna be a minor buff.

  7. @Pythadragon,

    I believe what he was talking about was, multiplier from stance in PvE like the Crimson Dervish 3x mulitipler doesn't apply on PvP. However, DE did implement a 2x multiplier on every pause combo to the hit after the pause. So in the case of Guiding Light, the dash would do 2x damage. Also, the hit before the pause was supposed to stagger but it seems to be bugged.

    You can find the patch notes on the pinned post on U18 Conclave Changes.

  8. When you are on the client side, the dopp's antimatter particles wont combine to form a vortex.  However they will be attracted to the main particle that you fired.  Subsequent shots will not be able to combine with the first shot because the dopp's antimatters would act as a wall and prevent your shots from combining.  Also there is another bug with Dopp+Simulor that allows you to hit enemies that are not in range; maybe even anywhere in the map.  The damage dealt is minimal (like 1~6 damage per tick, 2 ticks total) however it is able to inflict procs. 

  9. 100% auto parry is a very strong defense mechanism. Just make it resist front side knockdowns and hooks as well then it is good to go. Free channeling would just make it too overpowered. Frankly speaking during exalted blade the only thing you need to deal with is bombard rockets.

  10. I have the exact same problem. When this occur, it really doesn't matter if you are using those syndicate augments or not. And the worst thing is you now do abysmal damage with exalted blade. My melee and waves deal 400~500 damage per hit.  Berserker, primed reach, life strike still works though. Elemental damage vs. enemy health type seems to work as well except the 90%/60% damage is not calculated.

×
×
  • Create New...