A few findings about constructors and saturn

  • immune to slag
  • immune to corrosive, fire and electric DOTs
  • while most of their body is armor ( * 1.75 corrosive damage) - THE EYE IS NOT ARMORED !! Jackobs SR crits will do more damage than corrosive sniper rifle crits because of the higher crit multiplier/ damage per hit
    -superbadass constructor (before bunker) had 95% !!! splash damage resistance (both eye and non-eye regions) so torgue & maliwan weapons wimpy against them since ~half or much more when high grenade damage multiplier is involved goes up in smoke against them. High anarchy Gaige with torgue splash build goes against a brick wall if counting on close enough ā€¦
  • saturn (story UVHM) has 90% !! splash damage resistance (test data (2408.000 / (23725.57813 * 0.9 * 1.12819) = 0.1)
  • constructor 3.0 (arid nexus) had 80% splash damage resistance

DOT definition in Borderlands 2 context

// constructor splash damage test .
// 24189.23633 * 1.12819 * ( 1- 0.95) = 1364.5027

 Normal Hit = 24189.23633; using     Hand Cannon; Scaled Base Gun Damage (CARD) = 21320.67969 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
# Damage Type =     EXPLOSIVE ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address =   18738C18 
# vsHealthorArmorMul 1.00; Intermediary Damage Value 24189.23633  
      30812 27186800.000 Max  21178694.000 Cur 21202884.000 Prev    24190.000 Damage   21336558 baseaddress   Badass Construc vsHealthOrArmor 
# Damage Type =     EXPLOSIVE ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address =   18738C18 
# vsHealthorArmorMul 1.00; Intermediary Damage Value 272.89963  
# Damage Type =     EXPLOSIVE ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address =   18738C18 
# vsHealthorArmorMul 1.00; Intermediary Damage Value 272.89963  
# Damage Type =     EXPLOSIVE ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address =   18738C18 
# vsHealthorArmorMul 1.00; Intermediary Damage Value 272.89963  
# Damage Type =     EXPLOSIVE ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address =   18738C18 
# vsHealthorArmorMul 1.00; Intermediary Damage Value 272.89963  
# Damage Type =     EXPLOSIVE ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address =   18738C18 
# vsHealthorArmorMul 1.00; Intermediary Damage Value 272.89963  
         31 27186800.000 Max  21177330.000 Cur 21178694.000 Prev     1364.000 Damage   21336558 baseaddress   Badass Construc vsHealthOrArmor 

The splash resistance involved here seems to be grenade type of splash . According todemoniteā€™s splash guide there can be other 2 types of splash ā€˜reaperā€™ and ā€˜launcherā€™ ā€¦

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Donā€™t go missing here in the forums when 3 comes out.

We need you and you will be a rockstar :joy::wink::+1:

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I keep telling myself Iā€™ll be strong and hold out until the steam version ā€¦ Time will tell .

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Wait, if Saturn has Splash resistanceā€¦is my slow hand literally the worst weapon I could use? Even as a Corrosive weapon? Itā€™s all splash

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yes saturn and constructor resist it. Even the Peak Opener is a worst weapon on them.

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Hey, @peddroelm do you think you could find out if thereā€™s a massive difference between Saturn and Uranus? (Not a joke. Lol). Because the PO turned Uranus into rubble (more joke, but still serious). And Iā€™m interested in finding out ifā€¦wait. Is that splash resist only in UVHM?

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Uranus is about half the size of Saturn :rofl::rofl::rofl:

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havenā€™t played lilith DLC and will be a while till I do.

One ā€˜simpleā€™ way to check for splash resistance I can think off.

Take any regular torgue pistol (without dual penetrating prefix) - shoot a target (NON-CRIT) without any splash resistance (say act1 bullymong in the starting village) without killskills/stacks or other variable damage bonuses in play and write down the value .

Then shoot a Uranus of the same level (same conditions) and check if there is a damage difference ā€¦

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Saturn resists grenade splash specifically, ā€˜Reaperā€™ splash and rocket launchers still do fine against him.

The Slow Hand and the main projectile of the peak opener (the child grenades get resisted) hence wonā€™t get a penalty- hell, they have some advantage over standard pellet weapons which need crits to make the most of their DPS

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that sounds very plausible ā€¦Edited OP. Will test ā€¦someday ā€¦ with ā€˜reaper and launcherā€™ types of splash ā€¦

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More importantly, Saturn has a mass of about 5.68Ɨ1026 kg, while Uranus (properly pronounced ā€œyoor uh nusā€, sorry Tina) has a mass of about 8.683Ɨ1025 kg, making Saturn about 6.54 times as massive as Uranus.

(It also has 2.36 times the diameter [what I think you were going for], 5.56 times the cross-sectional area [if youā€™re trying to snipe it from Proxima Centauri], and 13.1 times the volume [if you need to know how much water it displaces when sitting in a Pandoran swimming pool].)

OT:

Constructors do take damage ticks from Cloud Kill.
Constructor vs Cloud Kill UVHM
(I know, not very good ā€œproofā€ since you canā€™t see the actual constructor. Itā€™s the first one in Heroā€™s Pass, but I hid in a container while I took the screenshot.)

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I donā€™t think there is one enemy that doesnā€™t

You may be right. I seem to remember there being some, but I was probably just being noobtarded at the time. Anyhow, I saw ā€œno corrosive ticksā€ in the OP and had to test it out to be sure. Figured Iā€™d mention it in case someone else wasnā€™t sure.

No one is disputing that. Its just that nothing , not even Cloudkill damage ticks (Clodukill is NOT a DOT) can trigger DOTs vs constructors/Saturn.

Cloudkill like vladoff pulse grenades does hit multiple times per second. BUT those are not DOTs.
Each of those damage ticks will roll to trigger DOT every time they hitā€¦ Needless to say nothing, not even cloudkill will ever succeed triggering a DOT vs a constructor or saturn ā€¦

Krieg will NEVER be able set himself on fire shooting Constructor/Saturn heā€™ll need barrel, vladoff fire grenade, fire splat shotgun or rocket launcher to set himself on fire vs these types of enemies.

Look here an example of vladdoff corrosive grenade to see the difference and between the grenadeā€™s damage pulses (that use the characterā€™s corrosive multiplier ) and hit much harder and the DOT ticks they can RNG trigger vs susceptible enemies. Sadly that is an older version of the combat log and it doesnā€™t show the dicerolls to trigger DOT after every grenade damage tick impact ā€¦

EDIT: tesla test here you can see it took a few ticks until a DOT was successfully applied (test was not vs constructor/saturn)

Actual Cloudkill example vs dummy 15 % chance to apply DOT vs dummy of same level took ~12 cloudkill ticks to trigger a DOT (corrosive has a hard time applying DOT vs health) you can see remaining DOT damage lasts a bit after Clodkill ends
# Normal Hit = 33399.09375; using          Snider; Scaled Base Gun Damage (CARD) = 23282.03906 ; Sum of Additive Gun Damage Multiplier    0.43454 (beware AMP SHIELD) gun address 
# Damage Type =          SLAG ; ElementalMul = 1.00000; ( GrenadeMul = 1.13768 ); address =   19828C18 
       4281  9822888.000 Max   9758155.000 Cur  9818273.000 Prev    60118.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615389718 
          0  9822888.000 Max   9758136.000 Cur  9758155.000 Prev       19.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615389718 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Chance to trigger effect 1.0000 * 30.0000 * 1.0000 * 1.9911 * 1.5000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.8960  
# Damage Type =          SLAG ; ElementalMul = 1.00000; ( GrenadeMul = 1.13768 ); address =   19828C18 
         16  9822888.000 Max   9713047.000 Cur  9758136.000 Prev    45089.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615389734 
# Chance to trigger effect 1.0000 * 30.0000 * 1.0000 * 2.9867 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.8960  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        234  9822888.000 Max   9248717.000 Cur  9738702.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615389968 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        266  9822888.000 Max   8785148.000 Cur  9275133.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615390234 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        234  9822888.000 Max   8320002.000 Cur  8809987.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615390468 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max   7854856.500 Cur  8344841.500 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615390718 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max   7391064.500 Cur  7881049.500 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615390968 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max   6925918.500 Cur  7415903.500 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615391218 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        266  9822888.000 Max   6462218.000 Cur  6952203.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615391484 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        234  9822888.000 Max   5996885.000 Cur  6486870.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615391718 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max   5531598.000 Cur  6021583.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615391968 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max   5067944.000 Cur  5557929.000 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615392218 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max   4602811.500 Cur  5092796.500 Prev   489985.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615392468 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
         78  9822888.000 Max   4608658.500 Cur  4611251.000 Prev     2592.500 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615392546 
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        188  9822888.000 Max   4136686.250 Cur  4626671.500 Prev   489985.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615392734 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
        141  9822888.000 Max   4148906.000 Cur  4151445.000 Prev     2539.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615392875 
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
         93  9822888.000 Max   3668742.750 Cur  4158728.000 Prev   489985.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615392968 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
        235  9822888.000 Max   3689466.500 Cur  3691972.750 Prev     2506.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393203 
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
         15  9822888.000 Max   3201118.250 Cur  3691103.500 Prev   489985.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393218 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        266  9822888.000 Max   2737559.750 Cur  3227545.000 Prev   489985.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393484 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
         62  9822888.000 Max   2741610.000 Cur  2744206.750 Prev     2596.750 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393546 
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        172  9822888.000 Max   2269632.500 Cur  2759617.750 Prev   489985.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393718 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
        141  9822888.000 Max   2281907.750 Cur  2284455.750 Prev     2548.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393859 
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        125  9822888.000 Max   1803383.125 Cur  2293368.250 Prev   489985.125 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615393984 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
        203  9822888.000 Max   1822424.000 Cur  1824936.500 Prev     2512.500 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615394187 
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
         31  9822888.000 Max   1335712.750 Cur  1825697.875 Prev   489985.125 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615394218 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
# Damage Type =     CORROSIVE ; ElementalMul = 1.31200; ( GrenadeMul = 1.13768 ); address =   19828C18 
        250  9822888.000 Max    870567.500 Cur  1360552.625 Prev   489985.125 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615394468 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1500  
         47  9822888.000 Max    873307.875 Cur   875810.438 Prev     2502.563 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615394515 
        281  9822888.000 Max    898596.875 Cur   901175.813 Prev     2578.938 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615394796 
         63  9822888.000 Max    902573.188 Cur   905144.438 Prev     2571.250 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615394859 
        250  9822888.000 Max    926243.188 Cur   928766.500 Prev     2523.313 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615395109 
         78  9822888.000 Max    930275.063 Cur   932790.750 Prev     2515.688 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615395187 
        266  9822888.000 Max    955515.688 Cur   958104.875 Prev     2589.188 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615395453 
         62  9822888.000 Max    959481.938 Cur   962063.438 Prev     2581.500 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615395515 
        266  9822888.000 Max    983139.813 Cur   985673.250 Prev     2533.438 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615395781 
         62  9822888.000 Max    987161.688 Cur   989687.438 Prev     2525.750 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615395843 
        266  9822888.000 Max   1012390.750 Cur  1014989.938 Prev     2599.188 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615396109 
         78  9822888.000 Max   1016346.875 Cur  1018938.438 Prev     2591.563 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615396187 
        250  9822888.000 Max   1039999.938 Cur  1042543.813 Prev     2543.875 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615396437 
         63  9822888.000 Max   1044011.313 Cur  1046547.500 Prev     2536.188 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615396500 
        265  9822888.000 Max   1067713.625 Cur  1070202.625 Prev     2489.000 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615396765 
         78  9822888.000 Max   1073306.625 Cur  1075909.375 Prev     2602.750 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615396843 
        250  9822888.000 Max   1096942.625 Cur  1099497.250 Prev     2554.625 Damage   56887958 baseaddress            Psycho vsHealthOrArmor       615397093 

From a pedantic standpoint, DoT literally means ā€œdamage over timeā€, making Cloudkill a DoT, which is where my thinking came from. Obviously that doesnā€™t mean BL2 uses the term that way (there are skills labeled ā€œdamage reductionā€ which act very differently from the standard definition of ā€œdamage reductionā€; instead they act as an effective health multiplier). Or that you were using it that way.

Thinking about it a bit more, it makes sense that Cloud Kill or the sprayer grenades, being AoE DoTs, would behave differently than a status effect DoT. The first periodically hits anything (still) standing in the area with each tick being treated as a separate attack on the enemy, while the second attaches itself directly to the target regardless of movement and canā€™t proc ticks if it never got applied.

Iā€™m guessing that means I could kill myself with a corrosive sprayer even with a corrosive-immunity shield (corrosive cloud damages with the initial explosion, but does nothing extra).

1 Like

You explained it very well :

  • AOE attack that damages ANY target inside a target area periodically (uses playerā€™s elemental multipliers ā€¦ex bone) vs
  • status effect attached to a specific target and damages it periodically that must pass a dice roll to apply elemental effect to be attached to the target in the first place. (DOESNā€™T use playerā€™s elemental multipliers, uses BAR - elemental effect damage )

The periodical nature of the applied damage can be a source of confusion ā€¦Edited OP

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Hold on. Does a bone affect the DoTs (like electrocution damage). I Realize that I can test that tonight really easily.

nope ā€¦ Its one of the reasons the elemental DOTs are kind of sucky, and that goes doubly so in TPS where there are more sources for elemental damage multipliers (ex Athenaā€™s Maelstorm )

In the combat log Cloudkill example above youā€™ll notice before cloudkill damage ticks this line:
Damage Type = CORROSIVE ; ElementalMul = 1.31200;
it reads the corrosive multiplier to use it in calculating its damage. (I had a corrosive bone on maya)

there are no such lines before the corrosive DOTs caused by Cloudkill damage application lines (it does not care about the stuff such as Wires donā€™t talk or elemental Bone).
There is that BAR multiplier for elemental DOTs and some COMs boost specific elemental type DOTs ā€¦

the relics boosting the elemental damage also boost DOTs damage multipliers (different parameters)

2 Likes

Thatā€™s means I need to do some real number crunching tonight on Shock And Ahhhhhhhhhhh to see what Iā€™m comfortable with. OP1 Peak requires a new strategy because of Loaders

Are you sure about that? I just ran a spot of testing and elemental damage relics do definitely increase DoT damage (though it gets wonky when you already have existing DoT buffs).

1 Like