Melee Zer0 - Community Patch Gear Changes

Just wanted to announce some of the changes to Melee Zer0 gear which should change some gear used on most if not all Melee Zer0 builds. No weapons in the melee zero kit were changed, so no worries with our Grog Nozzle or Rapier. The other two weapon slots change a lot, the Grog Nozzle and Rapier are the only two weapons nigh every endgame melee zero uses. No worries there. Same with class mods, Legendary Ninja is still the best, and grenade is user choice, but it tends to be the Chain Lightning or some other form of shield stripping. No changes there. The only significant changes were in the shield and relic area.
#Community Patch 1.0
#Shields
With the community patch, a melee shield from TPS, the Bigg Thumppr, has replaced the Whiskey Tango Foxtrot and the Pun-Chee has gotten a huge buff. The Hide of Terramorphous was the best shield for Melee Zer0, and the best roid shield period, but it is a complete ■■■■ to farm from Terra and is incredibly rare, going for specific parts on it takes years, literally. Plus it and the Pun-Chee have tiny delays, so there is nearly no time to use the massive roid bonuses. It takes a lot of skill with the Chain Lightning or another shield-stripping grenade to do anything in Deception or sustain Many Must Fall chains. Often the difficulty of using the Hide of Terramorphous or the Pun-Chee just was not worth the roid bonus, and people used the inferior Love Thumper instead. This ruined melee zero in co-op because the Love Thumper’s nova hurts allies. Well now there is a simple solution, once that is much easier to use.
###Hide of Terramorphous
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###Bigg Thumppr - It appears to be manufactured by Dahl because it replaced the WTF, it is actually Bandit in nature though.
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###Pun-Chee
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This is the Hide of Terramorphous, the Bigg Thumppr, and the Pun-Chee respectively, all at OP8 with identical parts with the patch turned on. The only stats we care about as Melee Zer0 are the roid damage and the delay. The Bigg Thumppr has the largest delay of 9.10 compared to 3.50 and 2.68 which is amazing. That is an increase of 5.6 seconds or 260% on the Hide of Terramorphous, and 6.42 seconds or 340% on the Pun-Chee. The Pun-Chee has the largest roid of all, 2,457,752 which is 307,466 greater than the Hide of Terramorphous, a 14.2% increase and 169,257 greater than the Bigg Thumppr, a 7.4% increase. However, even though the Pun-Chee has the best roid, the Bigg Thumppr is the overall winner with an amazing delay of 9.10 and the second best roid of 2,288,495; you probably only have to strip it once at the beginning of Deception unless you have extremely long Many Must Fall chains. The other two require too much work to keep the roid bonus. The Hide of Terramorphous and the Pun-Chee tie for second place. The Hide of Terramorphous has the lowest roid and is extremely difficult to attain but has a Nova which can save you with Grog Nozzle healing, spike damage, and a delay 1 second longer than the Pun-Chee. The Pun-Chee has the lowest delay so you can only get in 1-3 melee strike(s) before it begins to recharge but it has the highest roid and is the easiest to get.

###1. Bigg Thumppr

  • Best Prefix: Grounded (Self shield stripping. If you are not stripping your shield with the Chain Lightning or some other grenade, go Inflammable).

  • Best Parts: Maliwan Body, Maliwan Battery, Maliwan Capacitor

  • Location: Chubbies/Tubbies (Where you would originally get the WTF)
    ###Pun-Chee

  • Best Prefix: Grounded (This delay is so low you must self-strip your shield to use it effectively). The prefix is not shown but the effect is still there.

  • Best Parts: Maliwan Body, Maliwan Battery, Maliwan Capacitor

  • Location: The Seraph vendor in DLC2, in the Badass Crater of Badassitude

###Hide of Terramorphous

  • Best Prefix: Grounded (Self shield stripping. If you are not stripping your shield with the Chain Lightning or some other grenade, go Inflammable).
  • Best Parts: Maliwan Body, Maliwan Battery, Maliwan Capacitor
  • Location: A unique drop from Terramorphous the Invincible - this one is stupidly hard to get.

#Relics
The Bone of the Ancients has always held this slot without any competition because strength relics sucked and there was nothing that could beat 47% cool down rate and 39% elemental damage. This is a small change, and yet a huge one. All melee relic bonuses were made multiplicative instead of additive, so they are actually useful now. Strength relics and the Might of the Seraphs used to be useless, now they are quite useful. Also, the Blood of Terramorphous now gives 8% passive health regeneration! (The Blood of Terramorphous is quite useless on Melee Zero because grog, I just thought it was cool that it is now 8%). Also, another cool one is the shop timer one gotten from the same mission as the Heartbreaker. The Lucrative Opportunity now increases movement speed; however, since its card seems to be all screwed up, I have no idea how much movement speed, seems to be like 50% at op8, don’t quote me on that.

###Might of the Seraphs

###Blood of Terramorphous

###Bone of the Ancients
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Now I believe that the Bone of the Ancients is still the best option for endgame. Even though the Might of the Seraphs now adds 49% multiplicative melee damage, the cool down rate on the Bone of the Ancients plus the multiplicative elemental damage is simply unbeatable. The main reason I brought these changes to the Melee Zer0 community’s attention is because not everyone is at endgame with a perfect Bone of the Ancients, and the Might of the Seraphs is extremely easy to get, just buy it from the seraph vendor. So if you have not had the time to farm a Bone of the Ancients, a strength relic is much easier to get. Also, if you come across a strength relic while just going through the playthrough in NVHM and TVHM, you can pick it up and use it, not just sell it like the trash it was before the community patch.

###1. Bone of the Ancients

  • Location: LLM’s
  • Best Stats:
    Op8: Cooldown +47%, Elemental +39%
    72: Cooldown +43.8%, Elemental +37%
    61: Cooldown +39.4%, Elemental +33%
    50: Cooldown +35%, Elemental +30%

###2. Might of the Seraphs/Strength Relic/Strength Relic

  • Location: Might of the Seraphs - Seraph Vendor in Badass Crater of Badassitude
  • Best Stats:
    Op8: Melee Damage +49.0%, Override Cooldown +49.0%
    72: Melee Damage +45.0%, Override Cooldown +45.0%
    61: Melee Damage +39.5%, Override Cooldown +39.5%
    50: Melee Damage +34.0%, Override Cooldown +34.0%

###3. Blood of Terramorphous

  • Location: Unique drop from Terramorphous the Invincible
  • Best Stats: (it is +.1% Health Regen / sec per level).
    Op8: +8% Health Regen / sec
    72: +7.2% Health Regen / sec
    61: +6.1% Health Regen / sec
    50: +5% Health Regen / sec

#Community Patch 2.1
So no changes with the relics from Patch 1, but the shields got swapped around even more.
###Hide of Terramorphous - Stayed the same.
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###Pun-Chee - Got nerfed.
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Shadowevil felt that the damage on the Pun-Chee was a bit too high so he nerfed it down to only about 20,000 damage above the Hide of Terramorphous instead of 300,000. Still the easiest of the shields to get.

###Bigg Thumppr - Got indirectly nerfed

If you looked at Shadow’s patch notes, the only change with Bigg Thumppr is it now replaces the Pot O’ Gold instead of the Whiskey Tango Foxtrot because shadow wanted to bring the WTF back. It does not seem like a nerf, but it is a huge nerf because the Pot O’ Gold cannot spawn with Maliwan or Hyperion parts, and because the Bigg Thumppr replaces it, it can not have those parts either. So its best parts are now Anshin body, Anshin battery, and Anshin capacitor, and with those new best parts it is now worse than both the Pun-Chee and the Hide of Terramorphous. It sucks. Mucho. Now, the Melee Zer0 communty likely does not give two craps about having the WTF in the game, even a buffed WTF. We would much rather have our lovely Bigg Thumppr. So if you care enough about your melee zero to go through this hassle (its fine if you don’t), and want your perfectly parted Bigg Thumppr, go into the Patch 2.1 .txt file and replace the new code that makes the Bigg Thumppr replace the Pot O’ Gold with the old code from Patch 1.0, when it replaced the WTF.

Here’s how to do that. Oh, if you are going to be editing your patch at any point, make sure to make a backup of it in case you screw up. (I tested this method, it works quite well).

###So open up your Patch 1.0 and copy all of this code (all of the lines that deal with the Bigg Thumppr from Patch 1.0). If you deleted your Patch 1.0 when you installed 2.1 go to Shadow’s video on youtube and grab another Patch 1.0.
set GD_Shields.A_Item.Shield_Booster_05_Legendary ShieldType SHT_Roid

set GD_Shields.A_Item.Shield_Booster_05_Legendary ShieldPrimeMechanism SPM_PrimeOnEmpty

set GD_Shields.A_Item.Shield_Booster_05_Legendary ShieldTypeFlashFrameName roid

set GD_Shields.A_Item.Shield_Booster_05_Legendary PrimedFlashFrameName roid

set GD_Shields.A_Item.Shield_Booster_05_Legendary DamageTypeIcon DAMAGE_TYPE_Unknown

set GD_Shields.A_Item.Shield_Booster_05_Legendary ExternalAttributeEffects ((AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldMaxValue’,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition’GD_Balance_HealthAndDamage.Shields.Init_ShieldItem_CapacityMaxValue’,BaseValueScaleConstant=1.000000)),(AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldOnIdleRegenerationDelay’,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=AttributeDefinition’GD_Shields.Misc.Att_UniversalShieldBaseDelayConstant’,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldOnIdleRegenerationRate’,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition’GD_Balance_HealthAndDamage.Shields.Init_ShieldItem_BaseRegenRatePercentage’,BaseValueScaleConstant=1.000000)))

set GD_Shields.A_Item.Shield_Booster_05_Legendary UIStatList ((bDisplayAsModifierOnly=False,AttributeStyle=ATTRSTYLE_JustNumber,SupplementalAttributeStyle=ATTRSTYLE_JustNumber,StatCombinationMethod=SCM_Multiply,Attribute=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldMaxValue’,ConstraintAttribute=None,SupplementalAttributeExpression=(AttributeOperand1=None,ComparisonOperator=OPERATOR_EqualTo,Operand2Usage=OPERAND_PreferAttribute,AttributeOperand2=None,ConstantOperand2=0.000000),SupplementalAttributeToAppend=None),(bDisplayAsModifierOnly=False,AttributeStyle=ATTRSTYLE_JustNumber,SupplementalAttributeStyle=ATTRSTYLE_JustNumber,StatCombinationMethod=SCM_Multiply,Attribute=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldOnIdleRegenerationRate’,ConstraintAttribute=None,SupplementalAttributeExpression=(AttributeOperand1=None,ComparisonOperator=OPERATOR_EqualTo,Operand2Usage=OPERAND_PreferAttribute,AttributeOperand2=None,ConstantOperand2=0.000000),SupplementalAttributeToAppend=None),(bDisplayAsModifierOnly=False,AttributeStyle=ATTRSTYLE_JustNumber,SupplementalAttributeStyle=ATTRSTYLE_JustNumber,StatCombinationMethod=SCM_Multiply,Attribute=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldOnIdleRegenerationDelay’,ConstraintAttribute=None,SupplementalAttributeExpression=(AttributeOperand1=None,ComparisonOperator=OPERATOR_EqualTo,Operand2Usage=OPERAND_PreferAttribute,AttributeOperand2=None,ConstantOperand2=0.000000),SupplementalAttributeToAppend=None),(bDisplayAsModifierOnly=False,AttributeStyle=ATTRSTYLE_ModifierText,SupplementalAttributeStyle=ATTRSTYLE_JustNumber,StatCombinationMethod=SCM_Multiply,Attribute=AttributeDefinition’D_Attributes.Shield.RoidMeleeDamage’,ConstraintAttribute=None,SupplementalAttributeExpression=(AttributeOperand1=None,ComparisonOperator=OPERATOR_EqualTo,Operand2Usage=OPERAND_PreferAttribute,AttributeOperand2=None,ConstantOperand2=0.000000),SupplementalAttributeToAppend=None),(bDisplayAsModifierOnly=False,AttributeStyle=ATTRSTYLE_ModifierText,SupplementalAttributeStyle=ATTRSTYLE_JustNumber,StatCombinationMethod=SCM_Multiply,Attribute=ResourcePoolAttributeDefinition’D_Attributes.HealthResourcePool.HealthMaxValue_Player’,ConstraintAttribute=None,SupplementalAttributeExpression=(AttributeOperand1=None,ComparisonOperator=OPERATOR_EqualTo,Operand2Usage=OPERAND_PreferAttribute,AttributeOperand2=None,ConstantOperand2=0.000000),SupplementalAttributeToAppend=None))

set GD_Shields.A_Item.Shield_Booster_05_Legendary AttributeSlotEffects ((SlotName=“Capacity”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldMaxValue’,ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=0.030000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“RechargeRate”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldOnIdleRegenerationRate’,ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=0.030000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“RechargeDelay”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldOnIdleRegenerationDelay’,ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=-0.040000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“FireResist”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=AttributeDefinition’D_Attributes.StatusEffectModifiers.IgniteChanceResistanceModifier’,ConstraintAttribute=None,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=-1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“ShockResist”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=AttributeDefinition’D_Attributes.StatusEffectModifiers.ShockChanceResistanceModifier’,ConstraintAttribute=None,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=-1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“CorrosiveResist”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=AttributeDefinition’D_Attributes.StatusEffectModifiers.CorrosiveChanceResistanceModifier’,ConstraintAttribute=None,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=-1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“ExplosiveDamageResistance”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=DesignerAttributeDefinition’GD_Shields.Misc.Att_Shield_ExplosiveDamageResistance’,ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“Special01”,bExternalSlot=False,bRunEffectsAsSkill=False,AttributeToModify=AttributeDefinition’D_Attributes.Shield.RoidMeleeDamage’,ConstraintAttribute=None,ModifierType=MT_PostAdd,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition’GD_Balance_HealthAndDamage.HealthAndDamage.Init_ShieldDamage’,BaseValueScaleConstant=1.050000),PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition’GD_Balance_HealthAndDamage.HealthAndDamage.Init_ShieldDamage’,BaseValueScaleConstant=0.080000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=True,bEnforceMaximumGrade=False,MinimumGrade=-10,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“Special02”,bExternalSlot=True,bRunEffectsAsSkill=True,AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.HealthResourcePool.HealthMaxValue’,ConstraintAttribute=None,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition’GD_Balance_HealthAndDamage.HealthAndDamage.Init_HealthBonusFromShields_Formula’,BaseValueScaleConstant=0.200000),PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition’GD_Balance_HealthAndDamage.HealthAndDamage.Init_HealthBonusFromShields_Formula’,BaseValueScaleConstant=0.011000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=True,bEnforceMaximumGrade=False,MinimumGrade=-15,MaximumGrade=0,TargetInstanceDataName=))

set GD_ItemGrades.Shields.ItemGrade_Gear_Shield_Booster_05_Legendary Manufacturers ((Manufacturer=ManufacturerDefinition’GD_Manufacturers.Manufacturers.Bandit’,Grades=((GradeModifiers=(ExpLevel=1,CustomInventoryDefinition=None),GameStageRequirement=(MinGameStage=1,MaxGameStage=100),MinSpawnProbabilityModifier=(BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),MaxSpawnProbabilityModifier=(BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)))))

set GD_Shields.Titles.Title_Booster04_BoosterShieldLegendary PartName Bigg Thumppr

set GD_Shields.Titles.Title_Booster04_BoosterShieldLegendary:AttributePresentationDefinition_0 Description That’s going to leave a mark.

set GD_Shields.Accessory.Accessory4_Booster_Legendary GestaltModeSkeletalMeshName Shield_Body_Bandit

set GD_Shields.Material.Material5_Legendary_Booster Material Item_Shields.Materials.Mati_ShieldPangolinLegendary

set GD_Shields.Material.Material5_Legendary_Booster AttributeSlotUpgrades ((SlotName=“Capacity”,GradeIncrease=8,bActivateSlot=False),(SlotName=“RechargeRate”,GradeIncrease=50,bActivateSlot=False),(SlotName=“RechargeDelay”,GradeIncrease=-40,bActivateSlot=False),(SlotName=“Special01”,GradeIncrease=44,bActivateSlot=False))

set GD_Shields.A_Item.Shield_Booster_05_Legendary CustomPresentations (AttributePresentationDefinition’GD_Shields.A_Item.Shield_Roid:AttributePresentationDefinition_4’)

set GD_Shields.A_Item.Shield_Booster_05_Legendary BehaviorProviderDefinition GD_Shields.A_Item.Shield_Roid:BehaviorProviderDefinition_5

set GD_Shields.A_Item.Shield_Booster_05_Legendary AttributeSlotUpgrades ((SlotName=“Capacity”,GradeIncrease=0,bActivateSlot=True),(SlotName=“RechargeRate”,GradeIncrease=0,bActivateSlot=True),(SlotName=“RechargeDelay”,GradeIncrease=0,bActivateSlot=True),(SlotName=“Special01”,GradeIncrease=0,bActivateSlot=True),(SlotName=“Special02”,GradeIncrease=0,bActivateSlot=False))

set GD_Shields.Accessory.Accessory4_Booster_Legendary BehaviorProviderDefinition GD_Shields.Accessory.Accessory2_Roid:BehaviorProviderDefinition_0

###Jeez thats a lot of code. Or whatever its called. No idea really. So you are going to copy all of that code from the Patch 1.0 and then you are going to highlight all of this code in Patch 2.0. Do not copy or cut or whatever this code just highlight it.
set GD_Shields.A_Item.Shield_Booster_PotOGold ShieldType SHT_Roid

set GD_Shields.A_Item.Shield_Booster_PotOGold ShieldPrimeMechanism SPM_PrimeOnEmpty

set GD_Shields.A_Item.Shield_Booster_PotOGold ShieldTypeFlashFrameName roid

set GD_Shields.A_Item.Shield_Booster_PotOGold PrimedFlashFrameName roid

set GD_Shields.A_Item.Shield_Booster_PotOGold DamageTypeIcon DAMAGE_TYPE_Unknown

set GD_Shields.A_Item.Shield_Booster_PotOGold ExternalAttributeEffects ((AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldMaxValue’,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition’GD_Balance_HealthAndDamage.Shields.Init_ShieldItem_CapacityMaxValue’,BaseValueScaleConstant=1.000000)),(AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldOnIdleRegenerationDelay’,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=AttributeDefinition’GD_Shields.Misc.Att_UniversalShieldBaseDelayConstant’,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldOnIdleRegenerationRate’,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition’GD_Balance_HealthAndDamage.Shields.Init_ShieldItem_BaseRegenRatePercentage’,BaseValueScaleConstant=1.000000)))

set GD_Shields.A_Item.Shield_Booster_PotOGold UIStatList ((bDisplayAsModifierOnly=False,AttributeStyle=ATTRSTYLE_JustNumber,SupplementalAttributeStyle=ATTRSTYLE_JustNumber,StatCombinationMethod=SCM_Multiply,Attribute=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldMaxValue’,ConstraintAttribute=None,SupplementalAttributeExpression=(AttributeOperand1=None,ComparisonOperator=OPERATOR_EqualTo,Operand2Usage=OPERAND_PreferAttribute,AttributeOperand2=None,ConstantOperand2=0.000000),SupplementalAttributeToAppend=None),(bDisplayAsModifierOnly=False,AttributeStyle=ATTRSTYLE_JustNumber,SupplementalAttributeStyle=ATTRSTYLE_JustNumber,StatCombinationMethod=SCM_Multiply,Attribute=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldOnIdleRegenerationRate’,ConstraintAttribute=None,SupplementalAttributeExpression=(AttributeOperand1=None,ComparisonOperator=OPERATOR_EqualTo,Operand2Usage=OPERAND_PreferAttribute,AttributeOperand2=None,ConstantOperand2=0.000000),SupplementalAttributeToAppend=None),(bDisplayAsModifierOnly=False,AttributeStyle=ATTRSTYLE_JustNumber,SupplementalAttributeStyle=ATTRSTYLE_JustNumber,StatCombinationMethod=SCM_Multiply,Attribute=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldOnIdleRegenerationDelay’,ConstraintAttribute=None,SupplementalAttributeExpression=(AttributeOperand1=None,ComparisonOperator=OPERATOR_EqualTo,Operand2Usage=OPERAND_PreferAttribute,AttributeOperand2=None,ConstantOperand2=0.000000),SupplementalAttributeToAppend=None),(bDisplayAsModifierOnly=False,AttributeStyle=ATTRSTYLE_ModifierText,SupplementalAttributeStyle=ATTRSTYLE_JustNumber,StatCombinationMethod=SCM_Multiply,Attribute=AttributeDefinition’D_Attributes.Shield.RoidMeleeDamage’,ConstraintAttribute=None,SupplementalAttributeExpression=(AttributeOperand1=None,ComparisonOperator=OPERATOR_EqualTo,Operand2Usage=OPERAND_PreferAttribute,AttributeOperand2=None,ConstantOperand2=0.000000),SupplementalAttributeToAppend=None),(bDisplayAsModifierOnly=False,AttributeStyle=ATTRSTYLE_ModifierText,SupplementalAttributeStyle=ATTRSTYLE_JustNumber,StatCombinationMethod=SCM_Multiply,Attribute=ResourcePoolAttributeDefinition’D_Attributes.HealthResourcePool.HealthMaxValue_Player’,ConstraintAttribute=None,SupplementalAttributeExpression=(AttributeOperand1=None,ComparisonOperator=OPERATOR_EqualTo,Operand2Usage=OPERAND_PreferAttribute,AttributeOperand2=None,ConstantOperand2=0.000000),SupplementalAttributeToAppend=None))

set GD_Shields.A_Item.Shield_Booster_PotOGold AttributeSlotEffects ((SlotName=“Capacity”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldMaxValue’,ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=0.030000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“RechargeRate”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldOnIdleRegenerationRate’,ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=0.030000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“RechargeDelay”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.ShieldResourcePool.ShieldOnIdleRegenerationDelay’,ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=-0.040000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“FireResist”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=AttributeDefinition’D_Attributes.StatusEffectModifiers.IgniteChanceResistanceModifier’,ConstraintAttribute=None,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=-1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“ShockResist”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=AttributeDefinition’D_Attributes.StatusEffectModifiers.ShockChanceResistanceModifier’,ConstraintAttribute=None,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=-1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“CorrosiveResist”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=AttributeDefinition’D_Attributes.StatusEffectModifiers.CorrosiveChanceResistanceModifier’,ConstraintAttribute=None,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=-1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“ExplosiveDamageResistance”,bExternalSlot=True,bRunEffectsAsSkill=False,AttributeToModify=DesignerAttributeDefinition’GD_Shields.Misc.Att_Shield_ExplosiveDamageResistance’,ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=False,bEnforceMaximumGrade=False,MinimumGrade=0,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“Special01”,bExternalSlot=False,bRunEffectsAsSkill=False,AttributeToModify=AttributeDefinition’D_Attributes.Shield.RoidMeleeDamage’,ConstraintAttribute=None,ModifierType=MT_PostAdd,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition’GD_Balance_HealthAndDamage.HealthAndDamage.Init_ShieldDamage’,BaseValueScaleConstant=1.050000),PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition’GD_Balance_HealthAndDamage.HealthAndDamage.Init_ShieldDamage’,BaseValueScaleConstant=0.080000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=True,bEnforceMaximumGrade=False,MinimumGrade=-10,MaximumGrade=0,TargetInstanceDataName=),(SlotName=“Special02”,bExternalSlot=True,bRunEffectsAsSkill=True,AttributeToModify=ResourcePoolAttributeDefinition’D_Attributes.HealthResourcePool.HealthMaxValue’,ConstraintAttribute=None,ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition’GD_Balance_HealthAndDamage.HealthAndDamage.Init_HealthBonusFromShields_Formula’,BaseValueScaleConstant=0.200000),PerGradeUpgrade=(BaseValueConstant=0.000000,BaseValueAttribute=None,InitializationDefinition=AttributeInitializationDefinition’GD_Balance_HealthAndDamage.HealthAndDamage.Init_HealthBonusFromShields_Formula’,BaseValueScaleConstant=0.011000),bIncludeInFunStats=False,bIncludeAlliesAsTarget=False,bEnforceMinimumGrade=True,bEnforceMaximumGrade=False,MinimumGrade=-15,MaximumGrade=0,TargetInstanceDataName=))

set GD_Shields.Titles.Title_Booster04_BoosterShieldPotOGold PartName Bigg Thumppr

set GD_Shields.Titles.Title_Booster04_BoosterShieldPotOGold:AttributePresentationDefinition_0 Description That’s going to leave a mark.

set GD_Shields.Accessory.Accessory4_Booster_PotOGold GestaltModeSkeletalMeshName Shield_Body_Bandit

set GD_Shields.Material.Material4_VeryRare_Booster_PotOGold Material Item_Shields.Materials.Mati_ShieldPangolinLegendary

set GD_Shields.Material.Material4_VeryRare_Booster_PotOGold AttributeSlotUpgrades ((SlotName=“Capacity”,GradeIncrease=8,bActivateSlot=False),(SlotName=“RechargeRate”,GradeIncrease=50,bActivateSlot=False),(SlotName=“RechargeDelay”,GradeIncrease=-40,bActivateSlot=False),(SlotName=“Special01”,GradeIncrease=44,bActivateSlot=False))

set GD_Shields.A_Item.Shield_Booster_PotOGold CustomPresentations (AttributePresentationDefinition’GD_Shields.A_Item.Shield_Roid:AttributePresentationDefinition_4’)

set GD_Shields.A_Item.Shield_Booster_PotOGold BehaviorProviderDefinition GD_Shields.A_Item.Shield_Roid:BehaviorProviderDefinition_5

set GD_Shields.A_Item.Shield_Booster_PotOGold AttributeSlotUpgrades ((SlotName=“Capacity”,GradeIncrease=0,bActivateSlot=True),(SlotName=“RechargeRate”,GradeIncrease=0,bActivateSlot=True),(SlotName=“RechargeDelay”,GradeIncrease=0,bActivateSlot=True),(SlotName=“Special01”,GradeIncrease=0,bActivateSlot=True),(SlotName=“Special02”,GradeIncrease=0,bActivateSlot=False))

set GD_Shields.Accessory.Accessory4_Booster_PotOGold BehaviorProviderDefinition GD_Shields.Accessory.Accessory2_Roid:BehaviorProviderDefinition_0

set GD_Shields.Material.Material4_VeryRare_Booster_PotOGold rarity (BaseValueConstant=7.000000)

set GD_Shields.Material.Material4_VeryRare_Booster_PotOGold rarity (basevalueattribute=none)
###If you copied the code from Patch 1.0 and have all this code in Patch 2.1 highlighted, hit ctrl+v to paste it over. Now you are done. I have done this myself I know it works.
###This screenshot shows me comparing the Patch 1.0 Bigg Thummpr to the Patch 2.1 Pun-Chee.

(As shadowevil releases new versions of the community patch, I will update this thread)

#(HUGE thanks to shadow for making the patch!)

7 Likes

Is the patch on xbox one? GOTY edition? Do I need download an update? I recently got a WTF drop, so am thinking I need to download it? Thanks in advance.

The patch would violate PSN and XBox Live terms of service and so is only available on PC. Hopefully GBX will one day decide to incorporate many of these changes into a hot fix but until then console users cannot use the patch.

1 Like

Thanks. Not the answer I was hoping for, but thanks.

1 Like

Bad news…it appears that the WTF is coming back to replace our lovely Bigg Thumppr in the community patch 2.0. So unless you edit the patch yourself to keep the Bigg Thumppr, its going to be back to the Hide of Terramorphous. Sigh.

You could suggest changes to the Pun-chee to have longer delay, perhaps at the cost of it’s higher roid damage. It’s not like anyone is using it and having a longer delay option would be nice.

1 Like

Or make the love thumper something that can be farmed, like the rough rider, at various levels. Unless it is already farmable from Henry the stalker?

The Love Thumper is only attainable from the mission Best Mother’s Day Ever. I wonder if Shadow could make it so the nova does not hurt allies in the patch. Or like @Lammas said above, maybe increase the delay of the Pun-Chee. Or he could make it farmable from Henry.

I’m 99 % sure the first community patch notes said Love Thumper was added to Henry’s pool.

Good luck getting it to drop with the legendary and the heads bloating it up though.

Is that patch only for PC ? I’m on xbox and have heard consoles aren’t patched. thanks.

It’s PC only. It’s not an official patch but a fan made project.

Folks are saying that the Damage Reduction that was added to Iron Hands in ver 2.1 prevents Shield Stripping for melee players…even with a Max Chain Lightning…

That Damage Reduction is a NICE addition for a Gun Zer0 but if it is killing the melee players then I think we should look revert Iron Hands.

Have you guys experienced this???

1 Like

Its pretty much happening yes. You might be fine if you run a shock elemental relic with it. But other than that, yes, it might cause you some problems… You can always just go for be like water or like the wind if you really need that small melee boost :stuck_out_tongue:

I copied the old code to Patch 3 but my Big Thumppr still has a Recharge Delay of 3.5s. Could someone tell me how to make it 9.1s as written in the OP?

Instead of damage reduction, I would reccomend changing this skill to something that increases Shield Delay by a miniscule amount (Thus, since the effect is so small, it doesnt override kreigs niche).

Something like 0.2-0.4 giving a max of 1 second at 5 and 2 seconds at 10. Most players don’t invest in the skill of paranoid fear of breaking the health gate anyway(at higher OP it makes zero difference anyway).

I personally prefer love thumper, but it would make me want to try some other shields if I had a skill that made even the more generic shields slightly less harsh. With the update in the comm patch to thumper to make it more friendly to others, I feel we need something to motivate zero-melee single players to invest some risk in style.

I think a bettter discussion to fix this issue would be to find a way to develop a skill for zer0, not to decrease his damage taken, but to increase his vitality and also find a ACTIVE way for him to heal that doesnt involve his action skill or kill.

This is still an issue and after throwing 3 CL’s to strip my Hide today, and of cause Deception is over by then, unfortunately so is melee Zero on the patch for me. I’m sure the damage reduction helps some people but not melee Zero. Sure you can use the LT, but if you’ve taken the time to learn how to use the Hide and play melee Zero at high or OP levels, it’s not something you just give up. I’m happy to just play good old vanilla Bl2 with him now as there has always been spots that CL’s don’t strip well, but i know where they are and this is a bit hit and miss. :relaxed:

Look in the patch thread… the original post…

There is a link to a sweet little program called “The UCP Filter Tool”

Turn off whatever you dont like with the patch. Easy.

You can also post feedback in that thread as Shadow may do a ver 3.1.

2 Likes

Was just checking this post again and thought i had sent a thanks to you @johnrr6 but clearly not, so thanks for that :smiley:

I will admit i’m finding it hard to break my long ingrained melee Zero habits and playstyle when testing some of the gear and weapons that have been made for the patch, but need to make it clear that i think the UCP on a whole is just awesome, and Shadow and everyone who helped along the way deserve a huge thanks, along with all the people who have made extra stuff for the patch also. I mean how can i complain when people like @the_Nocturni make a shield like the FotFh for me in no time at all ? I can’t and that would be extremely rude of me to do so, so i hope i didn’t sound like i was complaining about the UCP in my earlier post, more to do with my inability to adapt to it after all this time, just with melee Zero, and a bit of frustration at that one small point, and as i said i’m happy to play him, or any BL2 toon, any way, any time.

I’m going to try that “Filter Tool” on the weekend and give him another go, so thanks again and hope this clears up any misunderstandings if there were any :relaxed: