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PsycloneM

Hunter
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Everything posted by PsycloneM

  1. As of 15.8.1, all of the issues detailed in this topic are still present.
  2. This is just a reminder that even with the latest hotfix, all of the issues detailed in this topic are still present.
  3. This isn't just an issue with the Atterax but with all whips. You would still be able to follow up with a ground finisher if the stealth attack multiplier were actually applied as they are with most other weapon types. This is inconsistent behavior, and I've made a list of all the weapon types that have similar issues.
  4. OP is referring to stealth finishers and counterattack finishers, the latter of which can be performed by attacking enemies stunned by Paralysis. Finishers still seem to be a work in progress for Hysteria, considering that all finishers use the standard fist animations instead of the customized animations that were teased in past devstreams. Each melee weapon type has its own innate finisher multiplier, and the 12x, 16x, and 24x multipliers are a product of the stealth attack multiplier (4x) and the innate finisher multiplier of the weapon (3x, 4x, or 6x). Hysteria only uses the 4x stealth
  5. Dual swords, glaives, and whips are displaying similar issues. - These three weapon types are supposed to have a 4x multiplier for prompted finishers. Dual Ether (40 base damage, +60% damage from Steel Charge): Stealth finisher Counterattack finisher (front) Counterattack finisher (rear) 40 x 1.6 = 64 64 x 4 x 4 = 1024. Glaive (35 base damage, +60% damage from Steel Charge): Stealth finisher Counterattack finisher (front) Counterattack finisher (rear) 35 x 1.6 = 56 56 x 4 x 4 = 896. Lecta (45 base damage, +60% damage from Steel Charge): Stealth finisher Counterattac
  6. This has been ongoing for a while, and I do not recall Vauban ever having his own noble idle. It's possible that the animation was not properly implemented as was the case for several idle animations that were added recently. Perhaps he just doesn't have a unique idle animation and uses Rhino's as a placeholder. I don't have the answers, so I figure it's best to post this topic here in case there really is a fault.
  7. Vauban does not appear to have his own unique noble idle animation and uses Rhino's as a substitute—muscle flexing and all.
  8. Continuing from the conclusions of a topic I posted last week, certain weapons do not apply the correct damage multiplier for prompted finishers. Prompted finishers (stealth finishers and counterattack finishers) deal a high percentage of the equipped melee weapon's total damage as finisher damage. The damage multiplier is observed to be a product of the stealth attack multiplier (4x) and the innate finisher multiplier of the equipped weapon (3x, 4x, or 6x). - Staves, polearms, daggers, and dual daggers have a 3x multiplier for prompted finishers. Serro (75 base damage, +60% dama
  9. To be honest, I'm a little disappointed with Radial Javelin's proposed changes assuming those are the only changes it will be receiving in the upcoming rework. Radial Javelin launches a limited number of javelins that are obstructed by the environment, it lacks any sort of long-term utility, and it has an incredibly long cast animation. The proposed changes only provide a solution to a couple of those issues. Radial Javelin could benefit from a faster recovery animation, as well as the ability to incapacitate enemies by impaling them to walls as the ability description states. To make
  10. Several months ago in a couple of devstreams, we saw previews of new finisher animations for Valkyr's Hysteria that were to be included in the ability's rework. This seems to be her finisher animation that's executed from behind, and is the one that's executed from the front. With the rework already in place, Valkyr still uses Furax animations when performing stealth finishers, counterattack finishers, and ground finishers while in Hysteria. I'm curious to know whether her intended finisher animations are still a work in progress, or perhaps there was an issue with their implementation.
  11. No problem and agreed! My post was very last-minute in regards to this week's patch release, and we received confirmation of an upcoming fix in less than 12 hours. There are still a couple of issues to work out: stealth finishers and counterattack finishers no longer deal the same damage, and Valkyr still uses Furax animations while performing finishers in Hysteria. I posted what appears to be Valkyr's finisher animation that's executed from behind, and this seems to be the one executed that's from the front. None of these animations are used in-game. I'll discuss the animations in a
  12. Just updating this topic after a bit of testing. The issue with Hysteria has been resolved. After ending Hysteria, the Fragor's counterattack finisher inflicts 2112 damage and uses the correct animation.Hysteria's finisher animations (including ground finishers) still use Furax animations. This is one example of a finisher animation that was shared on a devstream that Valkyr currently does not use.Stealth finishers and counterattack finishers used to have the same damage formula. Using the same Fragor with 55 base damage and +60% base damage, both finishers should be dealing 55 x 1.6 x 24
  13. "Prompted finisher" refers to stealth finishers and counterattack finishers, both of which prompt the player to press a button to execute the attack. Both of these executions deal the same amount of damage and damage type. None of the screenshots I took are of ground finishers. Attacks (not finishers) on unalerted enemies deal 4x damage across the board. Prompted finishers increase that multiplier further, depending on the type of weapon, and also change the damage type. The point of the post was to show that Hysteria will cause the equipped weapon to behave like a fist weapon in regar
  14. So I'm sure you all are aware at this point that prompted finishers will deal a high percentage of your melee weapon's total damage as finisher damage, and that the exact percentage depends on the weapon that's used. For instance, finishers caused by hammers deal 24x total melee damage. Here is a Fragor with 55 base damage and +60% damage from Steel Charge: 55 x 1.6 x 24 = 2112. Notice how the finisher animation utilizes the Fragor as you would expect. I activated Hysteria. After the ability expired I performed another finisher, and here's what I'm seeing: Not only is
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