Well the pierce from Vallaâs is something we will test as well as the strafe modifiers. However, even if the strafe modifier does transfer, it might still not be good enough to replace a weapon since the new generator focused weapons provide a lot more.
For comparison, Vallaâs or Kmarâs with 100% additive damage likely doesnât beat Leonineâs 150% multiplicative (?) with pull in, Odysseyâs 150% additive (?), Emimeiâs 150% multiplicative (?), or Ninth Cirriâs 600% multiplicative (?) damage bonuses.
The math behind Vallaâs + Kâmarâs isnât that good. You essentially gain a 3x multiplier from 2 weapons which is easily beat by the weapons I stated a couple posts above.
The only tossup is the better attack speed of a one handed weapon versus two-handed. Itâs looking like carrying 2x primary skills with the build and possible a 2-handed? Not sure yet - Odysseyâs end looks like it may be better for UHE, with Hunterâs wrath and ninth cirri satchel seeming m=more important for this build. In saying that I have always enjoyed bolas, especially at the start of a season while climbing to 70 so perhaps Hashir, Leonine might be a combination worth trying
On live, it allows chakram to generate hatred, but doesnât turn the skill itself into a primary. Hunters wrath, simplicity strength and depth diggers do not work with this combo nor with krider shot/elemental arrow.
We are certain that only the skills listed under the âPrimaryâ category will be affected by the new set and surrounding legendaryâs (HA, Bola, ES, Grenades, EF).
Itâs from the lightning damage on the weapon. Templarâs attacks deal the damage type of his weapon. Thunderfury always rolls lightning damage range. So his melee attacks will trigger Wyrdward procs.
But the chain does not.
This is easy to verify. First, enemies hit by the chain never get stunned, only enemies hit by his melee attacks. Also, if you roll the lightning damage on Thunderfury to another element and you wonât see any Wyrdward stuns. You can also get Wyrdward procs simply by equipping him with any weapon with lightning damage range. E.g. a Eun-Jang-Do (always rolls cold) that you roll to lightning damage can also proc Wyrdward.
It has nothing to do with Thunderfury itself. Thunderfury is just convenient because it always rolls lightning damage. And the debuff has some value.
Haha, yeah, true, you got me! I was just tossing in some examples and wasnât thinking clearly about that last one.
Effects like that (that take into account damage type on weapons) always seem so odd to me. Thereâs Wyrdward, thereâs the Wiz passive Elemental Exposure⌠is there anything else?
Well, he is ânaming and shamingâ as heâs accusing the players whose profiles he linked of being âhackersâ. Thatâs against the Code of Conduct, so there is a button you could use.
I know Calamity is bad, because it doesnât apply Marked For Death until after the first hit. Can calamity help somewhat ok for strafe? Is it just one target? What about contagion?
@hebalon Oh so it does mark every enemy hit. Very nice. I was curious, but calamity may be bad haha. Choosing a Marked For Death rune takes a skill slot.
Initial (quick) impression: set is broken, 6-piece damage bonus doesnât seem to work. Strafe does fire primaries quite quickly, but doesnât generate momentum stacks. It does proc Wraps of ClarityâŚ
The 2-piece bonus now is 10% damage âper second of momentumâ. i.e. 10 seconds / 100% damage bonus, max.
Shooting a different primary removes all momentum from the other primary, i.e. if you have 10 stacks on hungering arrow, then shoot bolas, you start over at 0.
I had a few issues with Ninth Cirri Satchel where the damage bonus was absent, and HA also wouldnât pierce. Then, all of a sudden it started working. Donât know why!
Odysseyâs end damage bonus does seem to work. Entangling Shot also applies 2 stacks of momentum on each hit (one for the âarrowâ, one for the âchainâ)