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How does Mag's Magnetize work?


Yokoshima_Onikiba
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I am confused as to how this skill works. I was testing on some level 30ish Grineer with a Tigris. The sheet damage is ~ 17k/shot. My ability radius is ~21m. My listed damage multiplier is 3.5. I cast the ability and kill 3 or 4 with two shots from the Tigris. Then it detonates. MoBs within 6-10m of the explosion usually take under 1k in damage.  The description led me to believe it would be 25% of the damage, but even ignoring the 3.5x bonus this isn't even close, even with damage diminishing over the distance. There were no obstacles in the way of any MoB.

 

 

 I also tested on infested of about the same level with the same gear, and even though I would kill a few MoBs, the DoT was in the range of 200-400 damage/s after two shots. So that seems really low as well. 

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Just taking a guess....

 

Basedamage-10k-> dot over the full duration: 2,5k (25%, probably more due to the multiplier. Something like 10kx3,5->25% of 35k-> dot for 8,75k)

 

A lets say slash or poison dot also has a similar execution. The base doesn't tick per second but is stretched over the full duration. Only the explosion would reveal  the safed up damage.

Would explain the low dot damage and they do seem to have done something similar with saryn where only a fragment of the poison damage is revealed under a constant flow of spore ticks. The actuall damage per second might therefore be or get much higher then it's able to show. Especially as it absorbs hostile bullets as well, which scale endless.

 

Someone mind testing the duration influence? Less duration would result to higher ticks by that logic.

 

Edited by (PS4)CoolD2108
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5 hours ago, GhostLacuna said:

Ehh its easy to gain over 40k dots and over 200k explosion damage on magnetize against regular enemies.

Also the explosion is the big killer as seen here:

Also this still works in simulacrium which is hilerious:

 

 

Again, if you read anything including the title you would know I'm not saying the skill is weak/op/good/bad etc. I really don't understand why I need to repeat this over and over and over again here. I want to understand how the skill works, because as you can see from my posts it is not as the wiki or skill describes it.  If you can do 200k explosions, well that's just real neato. But it alone is also entirely irrelevant to this discussion about mechanics

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2 hours ago, (PS4)CoolD2108 said:

Just taking a guess....

 

Basedamage-10k-> dot over the full duration: 2,5k (25%, probably more due to the multiplier. Something like 10kx3,5->25% of 35k-> dot for 8,75k)

 

A lets say slash or poison dot also has a similar execution. The base doesn't tick per second but is stretched over the full duration. Only the explosion would reveal  the safed up damage.

Would explain the low dot damage and they do seem to have done something similar with saryn where only a fragment of the poison damage is revealed under a constant flow of spore ticks. The actuall damage per second might therefore be or get much higher then it's able to show. Especially as it absorbs hostile bullets as well, which scale endless.

 

Someone mind testing the duration influence? Less duration would result to higher ticks by that logic.

 

 

Holy S#&$ thank you. That is actually a good idea. I'll test that out. 

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So I tested the duration, going from 57% to 113%. No change. However I was able to get the DoT up to 1.3K on the longer one with 6 shots vs. ~200 with 6 shots. This makes me think that unless you actually damage something it doesn't count.  And that overkill damage isn't factored in well. It would explain why on high-level MoBs people, including myself, end up doing much more damage. Is anyone else able to test this?

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1 hour ago, Yokoshima_Onikiba said:

Again, if you read anything including the title you would know I'm not saying the skill is weak/op/good/bad etc. I really don't understand why I need to repeat this over and over and over again here. I want to understand how the skill works, because as you can see from my posts it is not as the wiki or skill describes it.  If you can do 200k explosions, well that's just real neato. But it alone is also entirely irrelevant to this discussion about mechanics

Well when i started writing my response most of the posts that are now posted didn't exists it was still page 1 by then. I had the post open and just posted it after i did the above tests and uploaded them to youtube. 

As for its damage function its still unclear i am still doing tests myself.  Beam type weapons seems to do damage entirely different then other weapons due to how they work.  Atmos and ignis for example can deal very very large amounts of damage in short order while things like sancti tigris deal less effective damage. 

Perhaps we should pool our tests and decide on various enemy types and levvels to test at to see if our results match up or not. 

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3 hours ago, GhostLacuna said:

Well when i started writing my response most of the posts that are now posted didn't exists it was still page 1 by then. I had the post open and just posted it after i did the above tests and uploaded them to youtube. 

As for its damage function its still unclear i am still doing tests myself.  Beam type weapons seems to do damage entirely different then other weapons due to how they work.  Atmos and ignis for example can deal very very large amounts of damage in short order while things like sancti tigris deal less effective damage. 

Perhaps we should pool our tests and decide on various enemy types and levvels to test at to see if our results match up or not. 

 

" Well when i started writing my response most of the posts that are now posted didn't exists it was still page 1 by then "

Fair enough. I was getting very agitated, because each time I asked a question, here or in region, over 90% of the people didn't read the question. For example, I wanted to know how the toxin DoT worked. I quoted the wiki wich states base damage but doesn't define what that is (at first I thought it was non-modded damage, but on another page it said base damage skills like serration effect it. On another, it said the toxin damage affects it. I wanted to know if "base" meant base toxin, base weapon, or modded base weapon + toxin - all other elemental. I also wanted to know if crit damage affected it)  . Simply put I just wanted more detail. And I did get dozens of responses, but almost all of them were "its not hard math" or "read the wiki." Quite a few "I don't know"s wich was irritating in its own right. Two hours off an on of this and not one useful response. So ended up testing myself. And right after that whole thing I read your post and admittedly kinda lost it.  But you seem to be literate so I'll take this digression to apologise. So yeah, sorry about the tone of my post and all that. Anyway...

 

 

I am pretty new to the game. I don't have access to the testing area, nor do I have a big arsenal of frames/weapons. So what testing I can do it severely limited. I can record good video now, so that's a plus. My first tests were on the Apollodorus segment on Mercury. Low-level Mobs so I wouldn't die, and plenty of them.  Plus I doubt there armor would affect much. But I saw some odd results vs. the infested, so I am going to test a bit more. If people with access to more than I would like to run tests in controlled environments, preferably with high damaging weapons (DPS and DPShot) so we can see if things like overkill or MoBs being in there matter. I also want to find out if power strength effects it, and more importantly how (for example I know it affects the explosion directly, but does it indirectly from the 25% absorption. As in if you do 6x damage, will you absorb more than if you do 3x? Is is the absorption based only on unmodified incoming damage? Things like that) but that is a later step. Right now I don't have a grasp on even the basics. 

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Tested again on Apollodorus. Same weapon. Full video upon request. Interesting results.

 

Test 1

2 shots, 2 Lv 1 MoBs hit.

Dot: 125

Explosion: 598, 619

Test 2

2 shots, 2 Lv 1 MoBs hit.

Dot (in order of MoB arrival as more damage was being absorbed from enemy fire, I presume): 121, 197*, 164*, 130, 228.

Explosion: N/A

The two * numbers were done by lv. 1 butchers. Surprisingly the later one to enter took significantly less damage (~20%)

Test 3

6 shots, 1 Lv 1 MoB hit.

 

DoT:  420

Explosion: 1913,1940, 7185,1951, 1969

All Mobs were almost at the epicenter with no obstacles. This one was so odd here is a screenshot: 

6PVIBXb.png

Test 4

14 shots, 2 initial Lv 1-2 MoBs hit

DoT: n/a

Explosion: 3788, 1825, 2156

 

 

I'll test infested in a bit.

 

 

Ignoring that odd 7k, there seems to be a linear increase regardless MoB presence. Mind you 25% of just the sheet IPS of the weapon is 2887.5 (with two shots) so the DoT and explosion are still both very low. 

Edited by Yokoshima_Onikiba
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11 hours ago, Yokoshima_Onikiba said:

" Well when i started writing my response most of the posts that are now posted didn't exists it was still page 1 by then "

Fair enough. I was getting very agitated, because each time I asked a question, here or in region, over 90% of the people didn't read the question. For example, I wanted to know how the toxin DoT worked. I quoted the wiki wich states base damage but doesn't define what that is (at first I thought it was non-modded damage, but on another page it said base damage skills like serration effect it. On another, it said the toxin damage affects it. I wanted to know if "base" meant base toxin, base weapon, or modded base weapon + toxin - all other elemental. I also wanted to know if crit damage affected it)  . Simply put I just wanted more detail. And I did get dozens of responses, but almost all of them were "its not hard math" or "read the wiki." Quite a few "I don't know"s wich was irritating in its own right. Two hours off an on of this and not one useful response. So ended up testing myself. And right after that whole thing I read your post and admittedly kinda lost it.  But you seem to be literate so I'll take this digression to apologise. So yeah, sorry about the tone of my post and all that. Anyway...

 

 

I am pretty new to the game. I don't have access to the testing area, nor do I have a big arsenal of frames/weapons. So what testing I can do it severely limited. I can record good video now, so that's a plus. My first tests were on the Apollodorus segment on Mercury. Low-level Mobs so I wouldn't die, and plenty of them.  Plus I doubt there armor would affect much. But I saw some odd results vs. the infested, so I am going to test a bit more. If people with access to more than I would like to run tests in controlled environments, preferably with high damaging weapons (DPS and DPShot) so we can see if things like overkill or MoBs being in there matter. I also want to find out if power strength effects it, and more importantly how (for example I know it affects the explosion directly, but does it indirectly from the 25% absorption. As in if you do 6x damage, will you absorb more than if you do 3x? Is is the absorption based only on unmodified incoming damage? Things like that) but that is a later step. Right now I don't have a grasp on even the basics. 

Aha ok then i can understand your frustration. The wiki does not have the full formula yet so i can understand you being annoyed about people to look for answers there. 

Now i dont remember if simulacrum has any Mastery rank requirement but the key need 50000 standing to unlock then you can test all you want. 

I have access to it and quite a lot of weapons unless i sold them after i used them as mastery fodder. 

I can do some base tests against level 20, 50 and level 100 enemies just so we have a baseline to go after. Are there any specific weapons you want tested Yoko?

otherwise i just round up a few and see what happens. 

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7 hours ago, GhostLacuna said:

Aha ok then i can understand your frustration. The wiki does not have the full formula yet so i can understand you being annoyed about people to look for answers there. 

Now i dont remember if simulacrum has any Mastery rank requirement but the key need 50000 standing to unlock then you can test all you want. 

I have access to it and quite a lot of weapons unless i sold them after i used them as mastery fodder. 

I can do some base tests against level 20, 50 and level 100 enemies just so we have a baseline to go after. Are there any specific weapons you want tested Yoko?

otherwise i just round up a few and see what happens. 

 
 
 
 
 
 
 

I think you need to be the max rank, not 100% on that though. The main ones would be continuous weapons, explosive, thrown, and normal. I don't have the numbers on me, but I tested the Tigris on some infested and it did more damage as one would expect from weakness to slash. The main questions I can think of are:

 

1.) Does the damage bonus (and by extension power strength) affect the damage absorbed that is used for the DoT, explosion, or both?

2.) Does it remember damage type? (again, I think it does)

3.) Is the % absorbed the same for all weapon types (the ones listed above)?

    a.) if not, what are the real %s?    

Does a Mob need to be damaged?

  a.) If not, does it in any way affect the damage absorbed?

  b.) If yes, does it matter if its the one the skill is cast on

 c.) If yes, how is overkill damage treated?

 d.) If partial (as in you have a higher damage absorption while the target(s) are alive) what are the rates?

5.) Do explosions or PAoEs affect it (Nightwatch mod for the Ogris, gas, etc.)?

7.) What is the damage variation in the DoT and/or the explosion?

8.) What is the falloff damage of the explosion over X distance

 a.) Is the fall off modifiable via range mods?

 b.) Is there a cap

9.) How do MoBs like Disruptors affect both the DoT and the Explosion damage?

10.) If thrown weapons add damage, at what rate (as in if they stay in does it go up/sec, etc.)

And the harder, less important ones

11.) Is the damage from MoBs treated the same as player damage?

12.) Do DoTs, such as toxin, affect the damage?

 

 

What I am pretty sure about

After the target has died, you can still add damage

The DoT damage is not static (DoT values went up and down as MoBs ran through it)

Explosion damage diminishes with distance 

Disrupters negate the pull-in effect on MoBs, and seem to reduce DoT damage.

If you could answer any of these I would be grateful. As I am pretty sure mine is not bugged (as that would be odd) the answers to these questions could dramatically improve the wiki's lacking and incorrect description.   

 

 

Edited by Yokoshima_Onikiba
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22 hours ago, Yokoshima_Onikiba said:

I think you need to be the max rank, not 100% on that though. The main ones would be continuous weapons, explosive, thrown, and normal. I don't have the numbers on me, but I tested the Tigris on some infested and it did more damage as one would expect from weakness to slash. The main questions I can think of are:

 

1.) Does the damage bonus (and by extension power strength) affect the damage absorbed that is used for the DoT, explosion, or both?

2.) Does it remember damage type? (again, I think it does)

3.) Is the % absorbed the same for all weapon types (the ones listed above)?

    a.) if not, what are the real %s?    

Does a Mob need to be damaged?

  a.) If not, does it in any way affect the damage absorbed?

  b.) If yes, does it matter if its the one the skill is cast on

 c.) If yes, how is overkill damage treated?

 d.) If partial (as in you have a higher damage absorption while the target(s) are alive) what are the rates?

5.) Do explosions or PAoEs affect it (Nightwatch mod for the Ogris, gas, etc.)?

7.) What is the damage variation in the DoT and/or the explosion?

8.) What is the falloff damage of the explosion over X distance

 a.) Is the fall off modifiable via range mods?

 b.) Is there a cap

9.) How do MoBs like Disruptors affect both the DoT and the Explosion damage?

10.) If thrown weapons add damage, at what rate (as in if they stay in does it go up/sec, etc.)

And the harder, less important ones

11.) Is the damage from MoBs treated the same as player damage?

12.) Do DoTs, such as toxin, affect the damage?

 

 

What I am pretty sure about

After the target has died, you can still add damage

The DoT damage is not static (DoT values went up and down as MoBs ran through it)

Explosion damage diminishes with distance 

Disrupters negate the pull-in effect on MoBs, and seem to reduce DoT damage.

If you could answer any of these I would be grateful. As I am pretty sure mine is not bugged (as that would be odd) the answers to these questions could dramatically improve the wiki's lacking and incorrect description.   

 

 

1) from testing the damage bonus for dots are affected by both pure damage mods like serration, point blank and hornet strike, Multi shot mods also increase the dot damage. 

Explosion only triggers if first target of magnetize dies before timer runs out. Explosion seems to increase the more damage has been added into the magnetize. exact number is not something i have at the moment.  

Dots are affected by armor of opponent while level 100 butchers just melt level 100 heavy gunners can survive and require several magnetize depending on weapons used. 

2. Damage type is remembered, Was one of the easiest test to do. Blast+corrosive is a very powerful combination on torid for example. It seems to use the standard formula for IPS procs as far as i could see. 

3. unclear at the moment all snipers besides lanka deal the lowest dots of all weapons tested. Beam weapons can deal theirs several times per second it seems. I post video examples later. 

Also unexploded penta explosives deal quite a bit of damage and procs IPS procs for some reason. 

4. Enemies takes Zero damage from magnetize itself unless there are shrapnel from polarize around or they use an ranged attack while inside magnetize. 

a. Seems to be the same amount absorbed aka flat 25%.

b. The main target takes higher damage then surrounding enemies and suffer more from procs aka IPS or elemental porcs all hit the main target first.

c. Hard to give direct numbers but overkill damage seems to add to the explosion and dots. 

d. Rate seems to be a flat 25% 

5. Gas works, not very effective on some weapons aka hikou prime. On lanka its overkill instantly. Will test the over watch mod and see how it goes. 

6 you missed nr 6. 

7. its very large, lowest i seen was 38 dot highest around 5000 on level 100 gunners, on infested and corpus its higher. Same with explosion i got under 1000 and over 200000 depending on target and weapon will post sample videos later. Takes a while to upload them.

8. I have seen no falloff of damage at all the explosion seems to be within its listed explosion range. Terrain affects it though.

a. Range mods greatly affects the explosion range and bubble size. at max range 250 the bubbles are 10 meter wide and reach 37.5 meters. 

b. Max range is 250 aka 37.5 meter explosion radius and 10 meter bubbles.

9. Will test this today. 

10.will test this today

11. Mobs damage is more like how nyx mind control targets damage other mobs. The damage is not that high. Heavy gunners can died from their own fire but it takes a while for that to happen. Needs more testing.

12. Will test today

 

Edited by GhostLacuna
Whos idiot idea was it to make enter a key command to post?
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Ok this is a combined test if toxin damage and power str affect magnetize dot and explosion. 

part 1-3: expand video list by clocking on the top left corner of this video or just let it play and you get to part 2 and 3.  

So far i can conclude that power str seems to affect the damage the first target of magnetize takes but not the dots of the surrounding targets. Toxin in itself seems to up dot damage but interestingly enough only the central target seems to be hit by toxin. 

Gas works differently and affects several targets.

Edited by GhostLacuna
youtube and direct links dont work like i want
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9.) How do MoBs like Disruptors affect both the DoT and the Explosion damage?

10.) If thrown weapons add damage, at what rate (as in if they stay in does it go up/sec, etc.)

9. Distruptors lowers the damage. 

 

10. Thrown weapons are bad and only add damage per thrown object so without multishot and fire rate its not very good at dealing damage wwhen it comes to dots. The explosion can still kill fine. 

part 2

 

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4 hours ago, GhostLacuna said:

1) from testing the damage bonus for dots are affected by both pure damage mods like serration, point blank and hornet strike, Multi shot mods also increase the dot damage. 

Explosion only triggers if first target of magnetize dies before timer runs out. Explosion seems to increase the more damage has been added into the magnetize. exact number is not something i have at the moment.  

Dots are affected by armor of opponent while level 100 butchers just melt level 100 heavy gunners can survive and require several magnetize depending on weapons used. 

2. Damage type is remembered, Was one of the easiest test to do. Blast+corrosive is a very powerful combination on torid for example. It seems to use the standard formula for IPS procs as far as i could see. 

3. unclear at the moment all snipers besides lanka deal the lowest dots of all weapons tested. Beam weapons can deal theirs several times per second it seems. I post video examples later. 

Also unexploded penta explosives deal quite a bit of damage and procs IPS procs for some reason. 

4. Enemies takes Zero damage from magnetize itself unless there are shrapnel from polarize around or they use an ranged attack while inside magnetize. 

a. Seems to be the same amount absorbed aka flat 25%.

b. The main target takes higher damage then surrounding enemies and suffer more from procs aka IPS or elemental porcs all hit the main target first.

c. Hard to give direct numbers but overkill damage seems to add to the explosion and dots. 

d. Rate seems to be a flat 25% 

5. Gas works, not very effective on some weapons aka hikou prime. On lanka its overkill instantly. Will test the over watch mod and see how it goes. 

6 you missed nr 6. 

7. its very large, lowest i seen was 38 dot highest around 5000 on level 100 gunners, on infested and corpus its higher. Same with explosion i got under 1000 and over 200000 depending on target and weapon will post sample videos later. Takes a while to upload them.

8. I have seen no falloff of damage at all the explosion seems to be within its listed explosion range. Terrain affects it though.

a. Range mods greatly affects the explosion range and bubble size. at max range 250 the bubbles are 10 meter wide and reach 37.5 meters. 

b. Max range is 250 aka 37.5 meter explosion radius and 10 meter bubbles.

9. Will test this today. 

10.will test this today

11. Mobs damage is more like how nyx mind control targets damage other mobs. The damage is not that high. Heavy gunners can died from their own fire but it takes a while for that to happen. Needs more testing.

12. Will test today

 

 

First off sorry for the formatting issues. I was having an odd bug that cause hitting the "return key" to remove random, unhighlighted segments of text. I thought I fixed everything, but it seems I was wrong. 

 

Thanks! Unfortunately, I think you misunderstood my question No. 1. Magnetize innately improves damage. 25% is absorbed. I wanted to know if the innate damage bonus (and by extension power strength) affects the absorption rate. Though I already knew everything you mentioned for No. 1, it's still good info.

 

It seems I was also unclear about No. 4 (which I inadvertently removed the "4" it seems). I know the skill itself does no damage. When I mentioned "damaged" I was referring to  weapon damage to MoBs within the skills AoE, not the skill itself.

 

It also appears I was unclear about No. 7. When I meant damage variance, I didn't mean the DoTs min/max damage.  I was referring to the innate variation of the Dot. As I said in the bottom of my post, a MoB entered and the DoT damage varied, going up and down. That means it is not a flat 25%, but rather a range. Or the MoBs were taking 1s long procs. I suppose that could happen. 

 

Thank you for all your hard work. With luck I will not only find out why the skill is not absorbing 25% of the damage for the DoT nor the explosion, but other important information as well. 

 

 

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1 hour ago, GhostLacuna said:

9.) How do MoBs like Disruptors affect both the DoT and the Explosion damage?

10.) If thrown weapons add damage, at what rate (as in if they stay in does it go up/sec, etc.)

9. Distruptors lowers the damage. 

 

10. Thrown weapons are bad and only add damage per thrown object so without multishot and fire rate its not very good at dealing damage wwhen it comes to dots. The explosion can still kill fine. 

part 2

 

 
 
 

More good info, thank you. It is interesting though that your Despair, shot per shot, does ~ double the DoT of the Tigris I used. It seems the DoT ticks 4/s, does that seem about right to you?

Edited by Yokoshima_Onikiba
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For regular weapons i would say 4/s is close to the truth. Beam weapons however behave very differently. 

see the quanta vandal fotage here against 3 types of level 100 enemies. 

part 2 

For some reason beam weapons build up their damage much much faster. 

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16 minutes ago, GhostLacuna said:

For some reason beam weapons build up their damage much much faster. 

Most Beam weapons are built for fire rate.

Try a non-beam weapon with really high fire rate when you have a chance, so far this has been an interesting post.

Thinking of Twin Grakatas since large ammo mag.

Edited by Souldend78
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1 hour ago, GhostLacuna said:

For regular weapons i would say 4/s is close to the truth. Beam weapons however behave very differently. 

see the quanta vandal fotage here against 3 types of level 100 enemies. 

part 2 

For some reason beam weapons build up their damage much much faster. 

 
 

The DoT from magnetize seemed like it was about the same (4 displayed numbers/s). Though I could be wrong.

 

 

Also, still no info on why at times the DoT and explosion are much, much weaker than the listed 25% (see any of my tests or screen shots for more info.) 

Edited by Yokoshima_Onikiba
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So I tested contentious weapons based on some feedback and what I found out is amazing (imo).  Remember my Tigris 13571 damage per shot. I shot twice so I put in 27142 damage. On level one MoBs that yielded DoTs of ~ 120 and explosions of ~ 600. My DoT was ~.4% of my damage (so not quite 25%), and the explosion was ~2% (so not quite 50%). I got similar results with the Opticor and a few other weapons. Now take a look at my rank 22 Ignis: 4a4n0F6.jpg?1

 

Pretty impressive, right? I know you are all jelly. Next is my build.

 

 

qeyhKoc.jpg?1

 

Good luck topping that. Now for the main part. I expended two ammo per test. But then I got this:

fiDfX2p.jpg?1

 

899 DoT Damage. That's ~ 7 times more DoT damage. Here is the explosion: 

 

rzFu8la.jpg?1

 

 

~4,700 damage. Again it is over 7 times the damage.

So 340 damage is more than 7 times as powerful than 27142. That makes sense. 

 

This applies to MoBs as well. Projectile weapons do almost nothing, but even one electric crawler will do more in a few sec. then a dozen other MoBs over 30s. 

 

 

<rant>  How this skill was released as it was is surprising. Do they not have a department to test skills? This isn't a hidden, minor thing. Its painfully obvious something is wrong.  But, much like the Inaros sandstorm being ~ half the listed radius bug, I am more surprised at the community. How is this not more well known or talked about? I'm not saying thousands or anything, but this thread doesn't even have double digit followers.

 

I guess as long as people see big numbers and things die, no one gaf.  Or this community is full of the obscenely lazy. Or, no one uses mag. I really do not know.

 

There is something very wrong with this skill. And the 25% that is in the description is wrong across the board. Something should be fixed, either the mechanics or the skill's description, because I do not know what was intended.  </rant>

Edited by Yokoshima_Onikiba
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well beam weapons sure are more powerful then all other weapons. the tests below where done with an atmos with only hornet strike installed so 160 fire damage. 

its quite interesting as the damage is not near 25% of 160 fire. The main target in the first video gets hit for over 1000 damage with the 2 secondary targets are hit for over 400. An an explosion damage of over 2000.

and 

In the second video i get an explosion for over 80000 on one target and another for 53000 when i empty a full  magazine into the magnetize bubble.

Edited by GhostLacuna
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