Lestat1985 Posted March 20, 2014 Share Posted March 20, 2014 I have noticed that alot of mods are not affecting the deconstructors damage stats.Heavy Trauma works fine, but if you use spoiled strike or pressure point. There is no change to the stats.To further test this i ran a few runs with only the single mod on each time. With Heavy trauma 95% of the grineer health (on Terminus) went in a single hit. When using the other 2 mods it took between 3 - 4 shots to take anything down. Also it can you explain how/if some mods will effect this weapon.It being Glaive esque is great and all, but will mods like whirlwind and quick return help it's reload rate? since it appears to fire off parts of itself when attacking.Just wondering as if the parts are back that much faster, then surely it should be ready to attack sooner. Otherwise how will we lower it's horribly sluggish 3 second reload? Link to comment Share on other sites More sharing options...
OnyxAlchemyst Posted March 20, 2014 Share Posted March 20, 2014 (edited) I have noticed that alot of mods are not affecting the deconstructors damage stats. Heavy Trauma works fine, but if you use spoiled strike or pressure point. There is no change to the stats. To further test this i ran a few runs with only the single mod on each time. With Heavy trauma 95% of the grineer health (on Terminus) went in a single hit. When using the other 2 mods it took between 3 - 4 shots to take anything down. Also it can you explain how/if some mods will effect this weapon. It being Glaive esque is great and all, but will mods like whirlwind and quick return help it's reload rate? since it appears to fire off parts of itself when attacking. Just wondering as if the parts are back that much faster, then surely it should be ready to attack sooner. Otherwise how will we lower it's horribly sluggish 3 second reload? Have you tried using killing blow? Perhaps it uses the glaive's logic of using charge damage instead of uncharged. Edited March 20, 2014 by OnyxAlchemyst Link to comment Share on other sites More sharing options...
Lestat1985 Posted March 20, 2014 Author Share Posted March 20, 2014 I had tried multiple mods. unfortunately charge damage didn't affect it either. Link to comment Share on other sites More sharing options...
theshotbot Posted March 31, 2014 Share Posted March 31, 2014 Maybe it's "reload" time actually works like stamina. So maybe second wind would help with it. Also, I'm sure about those dmg bugs but you can increase helios' overall utility if you added a maxed power throw, since it will home in on enemies without requiring a bounce. And since bouncing might be a waste of time, add quick return and whirlwind. Also, it consistently headshots, so 50 isn't it's true dmg. After adding these, it's heavy trauma and elements(25% status chance is really good, if you have the cicero or tethra mod, slap those on). This is how I mod my deconstructor, and it's the best way to mod it until the bug is fixed as far as I can tell. Also, does charge speed affect the time it takes to fire after it retargets(if it has a charge speed after it retargets, im not sure). I'm sure the bug will be fixed soon enough, but until then, this is the most efficient way to make helios pop heads in my opinion, and btw, I've potatoed him already. I wouldn't sell him because he's bugged, and he has the potential for some serious power once he's fixed. Until then, you're better off with a carrier sentinel(proper mods make him more beastly than helios and his vacuum is much more helpful than investigator since investigator uses up codex scanners, and it's not very smart). Link to comment Share on other sites More sharing options...
Sedant Posted April 1, 2014 Share Posted April 1, 2014 Really wish DE would respond to these threads so we could get a final answer on this. They have said they have fixed this problem which they most certainly have not... Link to comment Share on other sites More sharing options...
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