Prof-Dante Posted Friday at 05:58 PM Share Posted Friday at 05:58 PM The + shields on Blast "Kill" stat of the Topaz shards...I could've sworn it works on Blast damage hit. So what's happening? why haven't DE reword it, it's the exact definition of misleading. Link to comment Share on other sites More sharing options...
(PSN)Magician_NG Posted Friday at 06:09 PM Share Posted Friday at 06:09 PM (edited) +5 shield (+7.5 for tauforged) on kill from Blast damage, as long as shields aren't zero or shield gate isn't currently active. The worst shard in the game could stand to be reworded. The damage type might be meta now, but this doesn't proc if the enemy dies from heat procs, slash procs, toxic procs, etc. Edited Friday at 06:20 PM by (PSN)Magician_NG additional thought Link to comment Share on other sites More sharing options...
Prof-Dante Posted Friday at 06:40 PM Author Share Posted Friday at 06:40 PM 30 minutes ago, (PSN)Magician_NG said: +5 shield (+7.5 for tauforged) on kill from Blast damage, as long as shields aren't zero or shield gate isn't currently active. The worst shard in the game could stand to be reworded. The damage type might be meta now, but this doesn't proc if the enemy dies from heat procs, slash procs, toxic procs, etc. I don't think it works on kill, I think it works on Hit. Link to comment Share on other sites More sharing options...
(PSN)Magician_NG Posted Friday at 06:47 PM Share Posted Friday at 06:47 PM 6 minutes ago, Prof-Dante said: I don't think it works on kill, I think it works on Hit. Update 36 patch notes... Topaz Archon Shards have been changed to grant Shields from enemies hit by Blast Damage to enemies killed with it. The description in-game has always stated “Kills” but this was not actually the case - Shields were being regenerated from enemies hit with Blast Damage. While we understand that this changes the efficacy of the perk and deviates away from what players have been used to, the change was made to avoid photosensitivity issues resulting from Shields breaking and recharging quickly in certain scenarios (ex: Mesa’s Peacemaker Regulators with Blast Damage). Link to comment Share on other sites More sharing options...
Prof-Dante Posted Friday at 06:49 PM Author Share Posted Friday at 06:49 PM (edited) 3 minutes ago, (PSN)Magician_NG said: Update 36 patch notes... Topaz Archon Shards have been changed to grant Shields from enemies hit by Blast Damage to enemies killed with it. The description in-game has always stated “Kills” but this was not actually the case - Shields were being regenerated from enemies hit with Blast Damage. While we understand that this changes the efficacy of the perk and deviates away from what players have been used to, the change was made to avoid photosensitivity issues resulting from Shields breaking and recharging quickly in certain scenarios (ex: Mesa’s Peacemaker Regulators with Blast Damage). Well that was a waste of Bile, lol. Let me test again juuust so make sure. yup, You're right...at least buff the amount, 5 to 7.5 shields per KILL is comical lol. Edited Friday at 06:51 PM by Prof-Dante Link to comment Share on other sites More sharing options...
FiveN9ne Posted Friday at 08:00 PM Share Posted Friday at 08:00 PM The fact it requires having shields to be useful is a bigger nail in the coffin. Like rakta dagger or caliban sentients.. Link to comment Share on other sites More sharing options...
Prof-Dante Posted Friday at 09:18 PM Author Share Posted Friday at 09:18 PM (edited) 1 hour ago, FiveN9ne said: The fact it requires having shields to be useful is a bigger nail in the coffin. Like rakta dagger or caliban sentients.. eyyy Five! I hope wasn't too aggressive back in the Slam thread, I apologize, I take things like proofs and knowledge from someone's words with a grain of salt, and By challenging it I get to discover how it actually works. if I stopped questioning after you showed me a written math proof, I would've probably not learned anything. but yeah anyway back to topic...Yeah, I don't know why they had to make it this useless, it doesn't feel right. they nerfed it hard without buffing anything else about it to compensate. Edited Friday at 09:18 PM by Prof-Dante Link to comment Share on other sites More sharing options...
4thBro Posted Friday at 09:45 PM Share Posted Friday at 09:45 PM 1 hour ago, FiveN9ne said: The fact it requires having shields to be useful is a bigger nail in the coffin. Like rakta dagger or caliban sentients.. Well, Rakta is insanely good, so...... Link to comment Share on other sites More sharing options...
FiveN9ne Posted Friday at 09:52 PM Share Posted Friday at 09:52 PM 33 minutes ago, Prof-Dante said: eyyy Five! I hope wasn't too aggressive back in the Slam thread, I apologize, I take things like proofs and knowledge from someone's words with a grain of salt, and By challenging it I get to discover how it actually works. if I stopped questioning after you showed me a written math proof, I would've probably not learned anything. but yeah anyway back to topic...Yeah, I don't know why they had to make it this useless, it doesn't feel right. they nerfed it hard without buffing anything else about it to compensate. No worries, i don't take things to heart. 6 minutes ago, 4thBro said: Well, Rakta is insanely good, so...... Good for what? Your shield breaks and it does nothing. Shields being at 75, 300 or 1000 makes no difference if it gets one shot anyway. Link to comment Share on other sites More sharing options...
4thBro Posted Friday at 10:09 PM Share Posted Friday at 10:09 PM 14 minutes ago, FiveN9ne said: Good for what? Your shield breaks and it does nothing. Shields being at 75, 300 or 1000 makes no difference if it gets one shot anyway Because it makes the smallest of respite/augur effect get you max overshield gating. And some abilities, like Speed or Molt, have no cast time or animation! Link to comment Share on other sites More sharing options...
FiveN9ne Posted Friday at 10:19 PM Share Posted Friday at 10:19 PM 9 minutes ago, 4thBro said: Because it makes the smallest of respite/augur effect get you max overshield gating. And some abilities, like Speed or Molt, have no cast time or animation! I already use Molt with 45% eff and brief respite makes it cap shield gate. Rather give a mod slot for catalyzing than lock myself into using 1 melee Link to comment Share on other sites More sharing options...
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