As the title states I am curious about what all is double dipping with Amaras TTB. Seeing as someone pushed it to do 1 billion We should catalogue what it does interact with so gearbox can remove the most OP interactions and keep her from being to strong! So fellow amara mains, what are the biggest additives to TTB’s damage?
Why would they finally fix Do Harm after all these months, just to break it again?
it wasnt broken, they deliberately removed the interaction between do harm and TTB chain dmg on the patch that added mayhem scaling to skills and now they added it back, after nerfing its base chain-share % and nerfing the mayhem scaling a lil bit, so without rush stacks TTB is weaker than it was before this patch, but with rush stacks its considerably stronger
I’m aware. I’m also aware it is completely broken. Do harm doesn’t effect all Action skills, but it just so happens to effect on that does not damage on its own. By stacking AS damage you break the game when just shooting a gun.
which AS is do harm not affecting atm?
All of amaras at the moment. From what I can tell so far revelation needs nerfed into oblivion and Do harm needs to have its scaling removed again for things to not melt instantly. She is by far more OP then she has ever been and the fat needs trimmed on all her skill interactions. It is not alright to do just under the damage cap whatsoever and it needs to go XD
what the hell are you talking about? Do Harm DOES work with her other skills, this can easily be tested at cardboard jack, as i just did, in Mayhem 10 with basic phasecast(also tested other skills and they all also work): 55k without Do Harm stacks, nearly 300k with 99 stacks, these are both incredibly bad dmg numbers as the average mob in mayhem 10 has like 2 million health, more if shielded, even more for badasses and other variants
Revelations does NOT need to be nerfed, without stacking Do Harm to high numbers(which u’ll only reliably do with fake-grasping and Phasezeker COM) and/or holding a 300 over 90 anointed weapon it does pretty average dmg, like 1/3 or 1/2 of an unprotected mob-type enemy’s health bar when using a matching element, if anything amara needs buffs to her other skills to make other playstyles as viable as TTB, and rush needs a rework to be more effective and stop requiring 99x stacking with fake-grasping and phasezerker
also, breaking (visual) dmg cap is a common BL thing, if u’ve never played BL2, one of the playable characters had a skill similar to remnant except it exploded in large area around the dying enemies instead of firing a single projectile, proc’d on any killing damage(instead of just skill/gun dmg), had no cooldown and could chain its overkill dmg into itself and easily break visual dmg cap in a couple chains
Difference between Bloodsplosion and Remnant is Remnant goes something like Overkillx31 while Bloodsplosion was Overkillx6 IIRC and needed to be procced with a melee attack for the most damage. “Visible” damage cap was 9.99m in BL2, we are looking at nearly 1b damage from action skill scaling interaction with Overkill here.
I’m a long shot from an Amara main, but noboby else’s action skill is near this level of damage.
bloodsplosion still chained into itself from ANY dmg, and no melee wasnt the best starter, no clue where u got that from, the best starter was itself as it could chain its overkill dmg over and over, remnant cant do that, at best u get 2 kills from 2 enemies hugging each other, or u kill an enemy and the DEATH that spawns from them if using post mortem
BL2’s dmg cap was, again, purely visual, the likes of Sal and Krieg could get into the hundreds of billions, or even in the trillions, quadrillions or quintillions if using spawn-multiplier mods or intentionally trying to chain overkill dmg, this could be verified by using the console interface
anyways, this dmg is not the fault of revelations, as can be tested when using other ASs, or the fault of Do Harm, which is already a poorly design skill(and is working, unlike OP’s claims), its just multiplier stacking using bonuses that stack multiplicatively with each other, 300 over 90 anoints and overkill dmg being affected by said bonuses again, this would affect any VH if they had overkill mechanics, in fact we already do have them from the guardian perk and it allows for a lot of silly stuff with other VHs too
Fuel the Blood added 2% grenade damage per Bloodlust stack at 10/5 when you killed and enemy with a melee. At 110 Bloodlust stacks this was an extra 220% damage bonus for Bloodsplosion. So yeah, starting it with a melee did make a difference. This was the primary synergy of the Legendary Sickle COM.
that means it was better to kill isolated enemies to get the bonus and start the chain with a fast ball or chucked axe, but we’re going besides the point now
That was going to be my next point, we clearly have different opinions here and I think we should simply agree to disagree. Let’s bury the Buzz Axe lol
Small note: you actually CAN’T verify real M10 damage numbers on Cardboard Jack. Mayhem scaling for melee and action skill damage doesn’t happen in Sanctuary. Test it yourself: hit the dummy at M1, then at M10 (it’s Sanctuary, you don’t even have to move), you’ll notice that damage is identical. If you want the best/easiest testing location, I’m very partial to the skags in the Draughts. It’s where I do most of my theorycrafting and validation.
Revelation doesn’t do much damage itself. It depends on TTB to execute everything around the target you selected, then Remnant orb proc (or just Facepuncher shots and Groundbreaker) to annihilate the originally selected foe. Then, of course, once Overkill is built properly, even the initial target is going to die on the grasp. The combo of Overkill and Remnant and Groundbreaker is amazing.