Einsig_SV Posted April 12, 2014 Share Posted April 12, 2014 (edited) Hysteria has stopped inheriting damage from equipped melee weapons, and power strength mods seem to have no effect. The only stats that appear to carry over are crit and crit damage, and this may just be wishful thinking on my part. Hysteria does not benefit from channeling mods on your melee weapon, either. Edited April 13, 2014 by Ion_Sig Link to comment Share on other sites More sharing options...
Towermice Posted April 12, 2014 Share Posted April 12, 2014 Yeah this update completely broke hysteria, just the opposite of what I expected. Link to comment Share on other sites More sharing options...
Kei-chan Posted April 12, 2014 Share Posted April 12, 2014 Any dev response to the issue? Link to comment Share on other sites More sharing options...
Einsig_SV Posted April 12, 2014 Author Share Posted April 12, 2014 This should be a top priority critical issue. it severely impacts Valkyr. Link to comment Share on other sites More sharing options...
BrotherSharp Posted April 13, 2014 Share Posted April 13, 2014 I can confirm this, changing melee weapons and builds did not affect her damage at all. Link to comment Share on other sites More sharing options...
PsycloneM Posted April 13, 2014 Share Posted April 13, 2014 Just here to reinforce the claim. Prior to U13, the damage expression of Hysteria's attacks was 300 + 1.75 x weapon damage based on observations. Power strength affected the 1.75x multiplier, and melee damage mods such as Pressure Point, Spoiled Strike, and Steel Charge contributed to the weapon damage. Hysteria's critical damage was the same as your equipped melee weapon. Total damage was evenly distributed between impact, puncture, and slash. In the link I shared, I was using Dual Zoren with 15 base damage, Pressure Point, and Spoiled Strike: [ 300 + 1.75 x 15 x ( 1 + 1 + 1.2 ) ] x ( 3.25 / 3 ) = 416. With U13, the damage expression for most attacks is a constant 300. There is no dependence on power strength or melee weapon damage, although your weapon's critical damage is still used. Against runners that's 300 x ( 3.25 / 3 ) = 325, as seen in the image. These attacks now seem to have their own melee counter (although it's not displayed). After about four hits, the base damage increases by 1.5x: 325 x 1.5 = 487. After about twelve hits, the base damage increases by 2.0x: 325 x 2 = 650. No matter how many times I hit enemies within Hysteria's duration, I have not been able to go beyond 2.0x damage unless I channel. I'm not noticing channeling mods having any affect on the damage, so that's a maximum 2.5x melee multiplier : 325 x 2.5 = 812. Ground finishers and jump attacks still use the pre-U13 damage formula. Using the Jat Kittag with 80 base damage, Intensify, and the three melee mods: 300 + 1.3 x 1.75 x 80 x ( 1 + 1 + 1.2 + 0.6 ) = 991 damage for the ground finisher, and 991 x ( 3.35 / 3 ) = 1106 for the jump attack. Stealth executions now deal a constant 10 base damage, affected by the 4x stealth multiplier. Both ground finishers and stealth executions bypass armor. Finally, the attack rate has been increased, but now each attack drains stamina. Considering that none of this was in the patch notes, and that it was stated Hysteria would get its Melee 2.0 rework after U13, I suspect that most of these changes were unintentional. Still, a developer response could help clear up the confusion. Thanks. Link to comment Share on other sites More sharing options...
Zedera Posted April 13, 2014 Share Posted April 13, 2014 I heard somewhere from someone that Hysteria would be given its own attention by DE somewhere down the road with regards to melee 2.0, so its current broken state should definitely be very temporary. Hopefully... Atm I just use her invincibility to save friends who die in Survival and melee for cc only. Can't wait till it stacks on Dual Ichors again. Link to comment Share on other sites More sharing options...
PsycloneM Posted April 14, 2014 Share Posted April 14, 2014 Yeah, that was mentioned a couple of times in the livestreams. Since stealth executions were once based on charge damage, I can guess the reason behind their current ineffectiveness. I just find it odd that ground finishers and jump attacks retain the damage expression while regular attacks do not. We'll just have to wait for a response and/or update. Link to comment Share on other sites More sharing options...
BrotherSharp Posted April 23, 2014 Share Posted April 23, 2014 bump, latest update said nothing about valkyr. Could someone see if it's fixed as I cannot access my game at the moment. Link to comment Share on other sites More sharing options...
SonicSonedit Posted April 24, 2014 Share Posted April 24, 2014 Bump, still not fixed. This really needs reply from Dev. Link to comment Share on other sites More sharing options...
BrotherSharp Posted April 25, 2014 Share Posted April 25, 2014 Bumping again until we hear from DE about this. I don't know why people are not voicing themselves as this is completely breaking valkyr's hysteria. Link to comment Share on other sites More sharing options...
Heavybleeder Posted May 20, 2014 Share Posted May 20, 2014 bump Link to comment Share on other sites More sharing options...
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