CheeseNoodle

joined 1 year ago
[–] CheeseNoodle@lemmy.world 3 points 1 year ago* (last edited 1 year ago) (1 children)

Looks like a nice improvement over the current skill tree, an actual tree rather than a pile of orderless perks. Interesting to see some cross connecting branches.

[–] CheeseNoodle@lemmy.world 4 points 1 year ago (7 children)

The point of the augment as that it reloads the weapon on kill without disabling tendrils, combined with any source of ammo mutation is enough to wipe level 200 steel path without even aiming.

[–] CheeseNoodle@lemmy.world 4 points 1 year ago

It looks fine on the face of it and should work on steel path, tell me are you letting the glaive detonate on its own or triggering your own detonation? the regular explosion from volatile quick return won't proc the slash as its not a heavy detonation.

You need to trigger it by performing a heavy attack while the glaive is in mid air (remapping heavy attacks to their own key helps, I like to use 'T'), you can also heavy detonate it directly after the detonation triggered by the mod to get the benefit of both explosions.

[–] CheeseNoodle@lemmy.world 2 points 1 year ago (3 children)

Slash (and gas) only scale off base damage, crit damage and faction damage. Putting more slash mods on the weapon won't boost it at all, and since the proc is garaunteed you don't need it for the weighting either.

[–] CheeseNoodle@lemmy.world 2 points 1 year ago

Remember everyone we've been fooled before, even if the game did turn out good after a few patches we shouldn't encourage that kind of behaviour from studios.

[–] CheeseNoodle@lemmy.world 8 points 1 year ago (5 children)

You wan't to build for the heavy attack detonation, it'll force slash procs on everything in the radius and clean house. Raw damage, sacrifical mods if you have them, crit chance/damage and heavy wind up. Life strike too if you feel you want the healing.