Calamity Strafe - mortal enemy doesnt work

** combat bug ** calamity passive & process flaw for a rune

** context **
Using Calamity, with Mark of death slotted for “Mortal Enemy” lets the skill gain additional perks the following is function while paired with a crowd covering attack such as strafe, multishot, rapid fire, vengeance, ect.
(((the player can set the skill on the left click or wherever since this will auto activate via the weapon perk)))

Contagion - spread - works

Valley of death - rapidly transfers the zone but all hits in zones before they fully fade trigger bonus damage - still good but only if you continue to channel at high attack speed to hit other enemy before each zone fades or working with allies

Grim reaper - enemys in the zone get a share of damage works well when clustered even with allies but again zone pops on and off rapidly but will share a cut of the initial damage it fully fades best for guaranteed splash damage that will even work with allies so long as your channeling

Mortal enemy - hits generate 4 hatred FAILS to work as it should more below –

Death Toll - damaging marked heals player “Works”

now down to the point - none of the default buff or the rune perks activate unless the hit registers as an attack on marked enemys. just because a attack has to be triggered to mark the enemy doesn’t mean it comes second this is proven by the fact that healing and contagion works for the same hit. otherwise you wouldn’t get spread marks that stick around on the field or health gain.
this is because mark in context as a click to target changes the status of an enemy before any calculation can be done. therefore even if you hit to activate with calamity its still a status first and hit register second.

simply having calamity and a area of inflicting masses of damage will show that YES you do get the 15% default buff even if your one mark is flashing on & off rapidly… & yes you do get the perks to proc… the process of hatred recovering from a hatred spending skill cant register when hitting more then one enemy even though its capable the status change and the positives of every enemy over the expense of attack and speed crash calculations but every once in a while you will see some instant recover if only a few slivers

Mortal enemy is bugged – testing with higher and lower speeds you can see that sometimes you get the 4 hatred but rarely the first hit when dealing with larger numbers but still possible. this was hard to test having exactly two elites to rapid swap and reviewing footage on 0.2 playspeed ensuring consecutive hits without mark swap taking 2-5 hits on one enemy and only when no other enemy is struck for a small time frame to swap the mark out thereby nulling gains before they can render.the more enemies in the group that rapidly switch reduces the effective gain for hatred while one enemy works perfectly… each additional enemy risks changing the mark before your stunted gain can be applied to the player.

this is the problem when using a single shot skill it works every time first hit because that’s all your allowed to do, but faster skills the hatred generation lags behind until it falls flat. fighting a single boss works better but isn’t efficient if the combo flops 98% of its hits everywhere else unlike the other perks

the conflict of a Hatred spender while active can also delay the gains from hatred production thru immediate source considering that natural hatred recovery already prioritizes with spenders adding the immediate into the mix lags it back just enough frames to lose the benefit if the mark swaps even though the hit was connected.

**** BUG ****

1 Like

Stop spamming this crap. You have already posted this. It is not a bug.

3 Likes

If I may ask, are you a

-dev on the bug fixing itself

-forum admin

-player

Please read:

updated info on post above – details included