If ratios on Aspects are going to be dog-doo-doo why can’t they be over written? I mean a mere eight level difference is a 50% damage difference for a “Basic” Ursine Horror so why do I have to overwrite then rewrite a “Basic” Ursine Horror Aspect. Is this a safety measure or an “extending gameplay” design?
The codex is the lowest stat on all aspects. You can overwrite any aspect if you change build or found a better stats.
Legendary chasing is now for aspect, if max collect the aspect otherwise sell of salvage.
I guess to have something to chase as they can only be write once. You can still use the legendary and found a better rare to write the aspect on it.
I’m pretty sure ursine horror specifically is bugged when using it from the codex. For me, it’s listed damage is always higher than the maximum possible roll even though it’s suppose to be the minimum. The codex version is also stronger than every single version I’ve found from a legendary. Just for example, every version I’ve found on item level 790-810 were around 2300 damage in the tooltip, the codex version sits at over 3100 in the tooltip.
I was literally asking myself the same question as to why I couldn’t replace it with an upgraded version after several levels and that’s when I noticed it was like that. Thankfully the damage is nothing to go crazy over regardless.
It is bugged. 2.3k max roll while codex is 2.5k
I am fairly certain it is based on item level how much damage it does. Where the codex version is based on your player level. Overcharged aspect and a couple others work the same way. I wouldn’t call it a bug. If it is I am happy with it. The overcharged aspect in codex has max dmg based on level but minimum lucky hit %.
Codex is based on your level.
So everytime you level up you can go and upgrade it.
I dont understand why the fixed numbers are level based and not percentage ones.
Is it a bug or by design? If by design why? I understand say 60% of say 3000dmg is higher than 60% of 2000dmg but I dont see why the limitation exists.