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Morasain

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Posts posted by Morasain

  1. What the title says - the Glaive's heavy attack, the explosion, is (still) unable to crit. The throw can crit, but it's not actually a heavy attack, so it doesn't benefit from the 2x crit chance from rivens and True/ Sacrificial Steel. This is true for all Glaives and even the Wolf Sledge.

     

    This has been the case since sometime December last year, and it significantly weakens the Glaive part of Glaive weapons.

  2. Glaives are still unable to crit on the explosion. This makes a heavy attack build completely pointless:

    The throw itself doesn't count as a heavy attack, so no combo multiplier nor double crit chance from Steel mods.

    The explosion cannot use crit mods at all, making it pathetically weak compared to other heavy attack builds.

     

    Either get rid of the explosion and make the bounce throw a proper heavy attack, or give us back the explosion as a real heavy attack.

    Also, even though the 26.0 patch notes specified there wouldn't be self damage anymore, Glaives will still absolutely murder yourself.

  3. Now that we have Weapon Exilus Slots, how about proper -zoom mods for those slots? Using weapons like the Quartakk or Seer makes me sick, but I really want to like them. We only have these weird "-zoom while aim gliding" mods, but why not just make those always -zoom? Like, say, -60% Zoom and I'd be able to use those weapons without feeling dizzy.

     

    There's not really any reason not to have them - they don't affect DPS at all and are the very essence of utility. We also have +zoom mods which are exilus, so, why not the opposite as well?

    • Like 3
  4. Kuva Weapons with base elemental damage get far less out of the weapon bonus.

    My Kuva Ogris with 25% Toxin has 460 damage instead of the expected 567.5, and the innate blast is heavily reduced. Seems that the value for the elemental damage is roughly BaseEleE/(1-bonus) for the base element after the bonus is applied and (BaseEle-(BaseEle/(1+bonus))) for the bonus element (though the bonus element will still have more, roughly IPS*bonus more in fact because with IPS the bonus just works)

  5. I can say with relative certainty that it's Synth Deconstruct which causes this. 

    I left and entered the mission multiple times to test it with various precepts, and even though that isn't one, it's what started the bug even when I equipped just that mod. It's also consistent, as it happened on both Djinn (which I used when I actually did the sortie) and Dethcube (which I had lying around freshly formad and used for the test), so it's not just Dethcube.

    It's also not just sentinels, the bug also occurred when I tried it with a MOA and a Helminth Charger.

    The frame doesn't seem to matter, I used Inaros.

    It only happens in Sorties, the mission on Sedna didn't cause any issues. It only happened while fully within the Nullifying bubble. Being just in range for the core to move, but too far away to be fully enveloped in the bubble, didn't seem to cause the bug.

    Guess I'll avoid Sortie Hijacks with unmaxed companions for now.

  6. So, as is now widely known, putting set mods on a sentinel's weapon will apply that bonus to your own weapon - either the Vigilante bonus for your primary, or the Gladiator bonus for your melee. As far as I am aware, this is intended, or at least a feature that hasn't been changed yet, so I assume it's now intended, and the set bonus won't scale with themselves, so applying Gladator Might both to your melee and Deconstructor won't do anything.

    However, if you put the set mods on your sentinel's weapon and then switch to a pet, the set mods on other gear will read as if you had your sentinel's weapon still selected. I am unsure whether this is a simple UI bug or still has an effect in a mission, but it looks like a bug in either case.

  7. Recently, the combo counter was added above the ammo when using a pistol and a thrown weapon in dual wield. However, the combo counter is hidden under Nidus' Mutation Stack Counter, barely visible in the beginning, not visible at all at higher stacks.

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