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Booben

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Posts posted by Booben

  1. Sly Vulpaphyla
    -Survival Instinct's and Sly Devolution's evasion buffs seem to last only for 7s?
    -Fetch and (Primed) Animal Instinct's effects last for only 15s instead of during the entirety of Sly Devolution's 30s long larva state.

    Crescent Vulpaphyla
    -Lift of Crescent Charge lasts for 4s instead of the listed 8s
    -Fetch and (Primed) Animal Instinct's effects last for only 15s instead of during the entirety of Crescent Devolution's 30s long larva state.

    Panzer Vulpaphyla
    -Fetch and (Primed) Animal Instinct's effects last for only 15s instead of during the entirety of Panzer Devolution's 30s long larva state.

    Additionally, Tek Enhance affects none of the precepts.

    • Like 4
  2. Apologies for earlier posts with incorrect information. After reviewing some information about Contagion in the past, I've come up with a new list about what exactly happened to Contagion, and what still hasn't been fixed from before. I have edited all prior posts accordingly.

    Undocumented changes to/bugs regarding Exodia Contagion in Derelict Shift
    1. CC (and presumably SC) boosts from zaw links no longer apply consistently, causing most people to think that contagion's dmg, cc, cd were all outright halved
    2. Direct impacts of contagion now deal 5x base damage of zaw, up from 2x
    3. Contagion's final explosion no longer damages

    Bugs or inconsistencies still affecting Exodia Contagion, both before and after hotfix
    1. Damage of direct impact hits vary lower and lower and lower, especially if throwing multiple in succession, for seemingly no real reason
    2. Contagion hits do not build combo nor are they affected by Condition Overload
    3. Contagion double dips with frame buffs (eg Vex Armour)

  3. So, after a while of testing and checking damage numbers today, I'll add the following about contagion's current behaviour to this post and the earliest. Mainly so people know what's going on.


    What seems intended with contagion:

    -The damage of the DoT is now equal to zaw's base damage. The damage of the explosion at the centre is 2x the zaw's base damage. The damage of the direct impact is 5x the zaw's base damage. Contagion no longer double dips with strike stats like it did before, seemingly. But...


    What doesn't seem intended, or is inconsistent with other melees, with contagion:

    -(also happened before derelict shift) The damage of the direct impact varies lower and lower and lower, especially if you throw contagion in a more rapid succession.
    -(also happened before derelict shift) None of contagion's damage instances actually scale with Condition Overload, nor do they build combo. To be fair, this is fairly a nitpicky point because current contagion is kinda weak without these happening.
    -(also happened before derelict shift) Contagion still double dips with frame buffs (eg Chroma's Vex Armour)
    -(new with derelict shift) Contagion's final explosion no longer deals any damage. It is purely visual.
    -(new with derelict shift) Contagion's CC (presumably SC as well, but I do not wish to go through spreadsheets) does not scale off the link's CC (presumably SC as well). And from Monolaz's posts (thanks for the screenshots!) it seems that this is inconsistent as it can end after dying and reviving, for eg.z

     

    This list is incorrect. See: 

     

  4. 7 hours ago, TheLexiConArtist said:

    That IS the fix. Double-dipped stats on Contagion is clearly not sensible behaviour. All they need to do is update the patch notes to say they fixed the bug, whether it was done intentionally or accidentally.

    Unfortunately contagion's CC currently is lower than arsenal stats of the zaw (unknown by how much). It is still broken, just worse off now. It's likely DE already tried to fix the double dipping issue but just not fully.

    • Like 4
  5. Undocumented changes to/bugs regarding Exodia Contagion in Derelict Shift
    1. CC (and presumably SC) boosts from zaw links no longer apply consistently, causing most people to think that contagion's dmg, cc, cd were all outright halved
    2. Direct impacts of contagion now deal 5x base damage of zaw, up from 2x
    3. Contagion's final explosion no longer damages

    Bugs or inconsistencies still affecting Exodia Contagion, both before and after hotfix
    1. Damage of direct impact hits vary lower and lower and lower, especially if throwing multiple in succession, for seemingly no real reason
    2. Contagion hits do not build combo nor are they affected by Condition Overload
    3. Contagion double dips with frame buffs (eg Vex Armour)

    • Like 16
  6. i've been experiencing the same.

    From what I'm currently experiencing, it seems that the Smeeta Kavat Instant Reload buff, when triggered on the Shedu, will cause the Shedu to be unable to fire.

    And that wasn't the case either. A completely separate case caused my Shedu to stop firing.

  7. Currently, the proc icons for Ballistic (Impact) and Particle (Slash) are mixed.
    The Larkspur (2 impact, 50 radiation) procs only Particle, but these procs do NOT increase damage at all, unlike the description of Particle procs in the patch notes (Tears holes into the hull of the enemy ship. Allowing players to deal increased damage.)

  8. 144% Power strength, tested in simulacrum, tested on real mission (Orb Vallis), got gas proc damages of 162 (non-crit, no combo multiplier, no Accumulating Whipclaw, no bonuses other than the specified bonuses) against Corpus Flesh regardless of the number of toxin mods added on. Was testing with solely Virulent Scourge, then adding on Primed Fever Strike, then a Dual Ichor riven with +Toxin.

    (Base damage of whipclaw) * (power strength) * [(1+toxinmods)/2]^2 * (Toxin modifier to Flesh, which is 1.5)

    300 * 1.44 * (1/2)^2 * 1.5 = 162

  9. Just now, Kaotyke said:

    Honestly, this make sense.

    The enemy is not put to sleep, they are not stopped in time. They are grabbed and made float in place completly helpless. So yeah, it makes sense to be alerted in this case.

    Well, it does make sense, I'm simply wondering why it suddenly broke all of a sudden when DE hasn't touched vauban for ages.

  10. 1 minute ago, Kaotyke said:

    They make enemies effected by it being able to escape the Bastille.

    Same with other powers: damage powers do less damage, CC powers last less time.

    Enemies weren't dropping out, it's about them getting alert while still in the bastille. Previously that wasn't possible. Even ancient disruptors used to be susceptible to this.

    4 minutes ago, -AoN-CanoLathra- said:

    I assume you are talking about the Alert status of enemies, in which case I can only assume it broke when Equinox's Rest broke the same way, but that DE missed it when they fixed Equinox.

    You probably hit the nail on the head. When did this happen?

  11. Just now, Kaotyke said:

    Was there an Ancient Disruptor around?

    No, no ancient disruptor things here.

    Previously alert states were preserved by vauban's bastille, meaning that you could trap unalert enemies in bastille and continue shooting at them and they won't become alert. Now, that isn't the case. Don't see why ancient disruptors would affect anything here.

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