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Alaestor

Grand Master
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Everything posted by Alaestor

  1. Not sure which tag is most appropriate for this, so I guess I'll frame this as a UI report... This is only a bug if... (assumptions based on the fan wiki) Damage numbers are supposed reflect damage dealt Ash's bladestorm isn't affected by the base stats of the equipped melee weapon (except for combo) Ash's bladestorm isn't affected by equipped melee mods (except attack speed to the finisher cap, and combo duration) Edit: oh, this is definitely a bug. The clones 1~2 hit a level 180 corrupted heavy gunner with 10% power strength and a fully modded Arca Titron. I very much doubt that's intentional.... Please be aware that if this bug has existed for a long time, that some fixes may be rather strong (unwarranted) nerfs to Ash. Fix with caution pls <3 The bug: Damage numbers from Ash's Bladestorm are always the same, but the amount of damage dealt to enemy health varies based on equipped melee weapon base stats, and equipped melee damage mods To reproduce: Equip an unmodded Lv30 Ash Prime (stock 100% power strength) and an unmodded Lv30 (normal) Skana. Naramon school. No other equipment. No sentinel. Spawn a Level 80 Corrupted Heavy Gunner with AI disabled Bladestorm them while standing still (no sliding) Control for procs and combo: aim at them to confirm they both have 6 bleed procs. Other counts will invalidate the results (is that another bug?). If they have more or less than 6, reset. With only one cast and one enemy, you shouldn't reach a combo multiplier. After the bleeds have finished, the gunner should still be alive Reset instance or otherwise move/kill them. Mod your Skana with only maxed Primed Pressure Point and maxed Spoiled Strike (note: make sure your combo count is reset) Repeat steps 2 thru 4 The gunner should die before the bleeds expire During this, the damage numbers shown are always the same but the damage dealt to health is clearly a different number. This demonstrates that the damage being dealt is being affected by equipped mods. You can also do a similar test to see that the damage is affected by the equipped melee weapon itself (i.e. between normal and prime variants, or between Skana and Galatine), and IPS damage mods (i.e. buzz kill). I haven't tested faction damage mods or direct elemental. (tested: faction and elemental damage mods also increase the damage of bladestorm) Another player has confirmed that this occurs outside of the simulacrum, but I haven't tested whether or not being the host is relevant. P.s. Trying to figure out inconsistent experiment results lead me down this rabbit hole... Either this is a bug, or I need to re-write the wiki page. I don't know how long this has been going on but the level-cap running community has been very argumentative about Bladestorm's efficacy and "superstitious" builds for a long time; perhaps this is why.
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