u/Awkward-Dog-9182

It was fun while it lasted...

Deadeye Overdrive Event. Among other buffs gave us 30% Weapon Damage and 60% Headshot damage.

This really pushed the power spike of our Sniper Builds (Read PrimaDonna/Aces/Melonballer/IronWill).

Gave us crazy shots on Phoebe and dare I say almost* viable on T10s. Did several runs myself and with others using the build where when they dialed in on specific mobs truly did work (Read One for All).

As someone who's always loved sniping in games, should sniper builds be viable for T10s?

Am I only allowed to use a single sniper rifle since it's the only one that can do meaningful damage on enemies with 150M Hp? (Even then with no buffs PrimaDonna caps out at around 40M).

I'll be the first to say that I am not sure how I would balance this; or whether or not I should be allowed to consistently hit 60-80M shots for 2 events in a calendar year.

It just feels bad when we were given a taste of what a Sniper build can do, get used to it and then have it taken away.

It's still good for speed farming Heroic Content and perhaps Legendary content to a certain extent. It just feels unfortunate that we're losing builds again that worked in more difficult content.

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u/Awkward-Dog-9182 — 9 days ago

So I heard you Really like Status...

Hello again. Hope everyone is enjoying all that Red Horizon has brought - bugs and all. With new gear reworks and new sets to test out I'm sure there's plenty on people's plates to digest. This is a long one so strap in. I made a post about EP a while back that can be found here if you were interested. Anyway.

I've been seeing a lot of posts regarding the best way to run Ember Engine so I thought I'd throw my hat into the ring.

I'm a huge fan of status builds in Escalation and was very happy to see it's viability at the highest levels. Most of what I'm about to discuss will be keeping Escalation T10 in mind and assuming you have a basic understanding of how EE is interacting with the Tactician Drone.

With the new kid on the block so to speak, there's some questions that we should answer first before giving it a spot on the team.

What does it bring to the 4 man group that warrants it a place compared to the virtually permanent CC lockdown that EP/HH can provide? The Meta heals and AMP damage that FI/Birdie gives? or Just a Full red DPS that can just as easily run a drone and coils? (Which is what I personally do for free CC and rapid gauge build up)

If it doesn't do these things at a bare minimum just as well or better - what is the point other than variety? Since certainly it is not efficiency.

So here's my intention behind this build. Providing passive constant long-term and ubiquitous Burn, Massive Amp damage that overlaps (More on this later) and tried and true Scorpio lockdown.

Some quick numbers. 128% Status Effects from Gear. 65% x 25% = 81.25% SE from Seasonal Mods/passives. and 75% from Perpetuation. That is 284.25% Status Effects. Trapper only at around 40% currently, room to grow) Holy Status Batman. (The rest of my yellow minors are skill haste but largely unimportant.)

That means my burn lasts for 18s, 25s and 29s respectively on a Red Enemy. From my drone. That has a 105m range and Perfect Creeping Death. (Don't sleep on Expertising skills)

Amalgam/Scorpio can also throw every other additional status on every enemy thanks to Creeping Death. But why Creeping Death though Awkward Dog? Because the drone needs LOS to burn an enemy, and now they can't hide behind cover or inside doorways. Even without the Ember chest, all I need is the burn to hit a single enemy and I will tag the entire room. This is the difference between seeing 100 enemies or 200+ enemies burned on the scoreboard at the end. Feel free to test it yourself.

Does it work as well as Riot Foam and Banshee on demand? No. However, I have virtually no need to run any skill haste as my drone lasts for over 7 minutes with a 10s~ cooldown. More than enough to completely reset it every fight.

Now let's talk Amp damage. Perfect Overwatch. I sit in cover for 8 seconds. My entire team gets a 14% boost to TOTAL weapon damage. Sound familiar? FI without the chest gives 15%. This stacks on TOP of that. Sweet.

Let's take a look at the secondary skill. Tier 6 Smart Cover. IYKYK - you can pick up the smart cover before it runs out and immediately slap it on again to refresh the duration. What does that mean? It means permanent 41% DTTOOC boost to everyone in 10m. Yes, you read that right. 41%. That you can apply forever. I crafted about 300 mods and only have a 4% boost. I can't find one for 5% which I currently believe is the max. So technically it can get to 42%+?.

And of course now we have our best friend Scorpio (20% increased damage taken by enemies) and 2 Paradox. Ever seen anyone fire 20-30 rounds of Scorpio into a group of enemies? Doesn't matter that the damage amp only applies on the 9th shot when I have 20+ rounds. Everyone is getting it *IF* they live that long.

Why are these damage buffs relevant? Because they stack ON TOP of what FI can bring. FI can still use Benefactor, FI set, Lefty, The Setup, Survivalist and Flame Grenades. It's about to look like the Apocalypse. Synergy. Love it.

I don't run this predominantly in escalations. But it's certainly a very fun addition when I MM random T10s and my DPS/Healer look trustworthy. And believe you me enemies evaporate when you have all the damage amp bonuses going.

Wow you read all the way here. Good job. Love to hear thoughts and feedback.

u/Awkward-Dog-9182 — 1 month ago

PSA: Visual Bug on Retaliation Rewards

So for the next week we are getting double rewards from retaliations which makes it a great time to stock up on faction materials and broken SHD watches for those Reconstructed Caches. (Hollowman anyone?)

However there is a misleading rewards banner upon completion which states you received "4 Broken SHD" watches and double the faction materials (16) when in reality you only receive 2 and 8 respectively.

I wasn't paying attention to the actual count until a few retaliations in and just wanted to make sure others weren't thinking they were making bank without realizing it.

Was getting excited thinking we were actually getting 4x rewards for a minute. Oh well.

u/Awkward-Dog-9182 — 1 month ago

Question: American History Museum Mission

I've run this mission countless times. Does anyone know how to consistently open this door near the end of the mission where the Chunga and 3 reds pop out on the left? (Laptop on the desk to open the next door).

I've only ever seen it open a few times and there's a chest inside that I can never figure out how to get to. I'm sure I've passed up numerous Godrolls from that box that the game clearly trolls me with.

u/Awkward-Dog-9182 — 1 month ago

So I heard you like Status...

With the removal of status immunity from escalation; status builds once again have their place in late game activities. Being able to permanently lock down rogues/chungas/ along with a dozen other enemies is both effective and hilarious at the same time.

I've used this 3x event to really push my current Status Focused build to almost as far as it'll go. Almost. Still a few Trapper to Max out however there are definitely diminishing returns.

What I've learned are that there are certain hard caps to skills which makes some skills superior to others.

Airburst Seeker Mine for example has the longest burn/effect of any skill - mine which is currently sitting at 45s+. 45 seconds of burn is an eternity.

Second is Riot Foam which begins to hard cap at around 30s.

Then shock/blind/firestarter(fire grenades) at around 20s give or take.

This is just a showcase on how even if I were under EMP, I could still lob a fire nade; permanently spray with my shotgun and still light up a room with every status available every 5 seconds. It spreads even faster when I have teammates killing afflicted enemies.

Regardless; hope my other status minded friends are having as much fun as I am!

Protip: If you see tech or Warhounds - spamming for Amalgam seems to prioritize disrupt/shock more often than other statuses leading to creeping death emping/shocking everything else.

Edit: grammar/spelling

Update: Also forgot to highlight - While using a status focused build and Lefty for Perfect Sledgehammer: Typically the debuff/mark disappears after 10 seconds. With status you can actually proc the debuff twice with a single grenade. 20 seconds of 30% amp damage feels very nice for the DPS.

https://reddit.com/link/1v081u3/video/nsoehx6i32eh1/player

https://preview.redd.it/pudcw93c42eh1.png?width=697&format=png&auto=webp&s=1d284d60589e5225342965b6fb9f160f454c79e8

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u/Awkward-Dog-9182 — 3 months ago

Status Builds and Enemy Status Duration Resistance

So with the 3x event - many people are finishing off some of their prototype builds and I've seen many utilize status builds with great efficiency in high escalations. Most common I see are Banshee Pulse and Riot Foam.

I've also posted in the past my own Eclipse Protocol Build which utilized Blinder Firefly and Fire Starter (which I've now swapped to Riot Foam). Still on the fence with riot foam only because enemies on fire (minus Chungas) don't shoot back while foamed enemies can.

I also noticed that Blinder Firefly caps out at 20s no matter how much additional duration I have. Different statuses have different inherent durations ie my Amalgam which procs Disrupt/Emp lasts 30+ seconds while a Burn will only last about 13~.

After using it in practice what I've noticed is that some enemy types seem to have built in resistance to status which I was not aware of.

E.g. my current Riot Foam has a duration of 26.7 seconds. After timing it in mission and at the firing range this is only true for Red enemies. The CC will expire sooner on purple, yellow and named enemies.

Only 22~ seconds for purples, 20~ seconds for yellows and 18~ seconds for Named enemies.

This roughly translates into 20%, 25% and 33% status reduction.

Also, the Tooltip when you look into a skill to try to change a mod shows a vastly different duration of effect compared to when you look at the skill from the gear menu - which I'm not sure is just coding error I assume.

With all that being said - this makes the Trapper Augment have significantly more value as it's only one of the few ways we have to significantly extend the duration of a status which we do need, especially for elite+ enemies.

Was wondering if anyone else had any more insight regarding the status effects on enemies and their build up of immunity over time when multiple statuses are used.

Edit: Clarification

https://preview.redd.it/4bfu2k8opndh1.png?width=2518&format=png&auto=webp&s=07265bbeb89cf7d70ee4774f7e011a748a5c9160

https://preview.redd.it/v3a0wk8opndh1.png?width=806&format=png&auto=webp&s=fe11aeb5730d13f5e979e43e0a483c75f01d289a

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u/Awkward-Dog-9182 — 3 months ago

Eclipse Protocol Build Suggestions

(Deleted original because my text was lost)

So after watching others sprint through missions with EP builds; I decided to try making one myself.

The premise here was to stack as much Status Effect into the build as possible.

25% from mask, 10% BP, 60% EP pieces, 15% EP set bonus.

Current seasonal bonus 30%. Proc from Perpetuation 75%.

Giving us a total of 185% when everything is working together.

I've only tested it in Heroics so far and it seems to keep entire rooms burning for the whole fight; and then some.

Survivalist for 10% against status'd enemies as well as fire nades.

Against Dogs/Chungas/Opening fights I'll use Lefty for Sledge and swap to carpeting rooms with flame. Stack Broker with Perpetuation will also proc random status that also last forever and spread to other units upon their death. It gets pretty humorous.

2 Trapper for increased duration (need to level these up still, max will give me another 30% duration increase) and 3 Paradox so that I can spam my shotguns with impunity for Amalgam procs.

Thoughts on improvements/comments/suggestions?

u/Awkward-Dog-9182 — 4 months ago

How to pronounce Caduceus.

I can't listen to these youtubers anymore mispronounce this word and spreading that misinformation.

It's not Kuh-Doo-Sus. Or however people think it's actually said.

It's Kuh-Doo-See-Uhs - at least in English.

https://www.google.com/search?q=caduceus+pronunciation&oq=caduceus+pron&gs_lcrp=EgZjaHJvbWUqBwgAEAAYgAQyBwgAEAAYgAQyBggBEEUYOTIHCAIQABiABDIHCAMQABiABDIHCAQQABiABDIHCAUQABiABDIICAYQABgWGB4yCAgHEAAYFhgeMggICBAAGBYYHjIICAkQABgWGB7SAQg0MDYwajBqN6gCALACAA&sourceid=chrome&ie=UTF-8

"The caduceus is an ancient symbol featuring a short staff entwined by two serpents, often topped by wings. In Greek and Roman mythology, it was the specific staff of Hermes (Mercury), representing commerce, negotiation, alchemy, and eloquence."

Likely this is my medical background really getting irked every time I hear this word butchered, but please; if you're going to use the word, use it correctly.

Thanks.

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u/Awkward-Dog-9182 — 4 months ago

Echo Meta working properly?

https://preview.redd.it/ixs0jqp8yg6h1.png?width=514&format=png&auto=webp&s=ba489039ae14346d285f89cd51343914f1107395

Perhaps some more math savvy individuals can shed some light on how Echo is actually working.

So as the augment currently states, "Every bullet fired has a X% chance to deal its damage twice." Starting at 1.2% and a max of 3%.

However, upon my testing - this only seems to be "proccing" on your NON-critical hits.

At the range - using a shotgun you'll see the 8 pellets, 3 of which that crit in orange and only 1 at the bottom where there is a "non crit" that did "double damage."

I've noticed after firing several hundred pulls that I've NEVER noticed a critical hit in orange that ALSO doubles damage from echo.

This is me using the sheriff sitting at 18% echo mind you.

So it seems that echo will only ever proc on your non crits. At max critical hit chance being 60%. Echo will ever only work 40% of the time - and of those 40% non crit shots, only a max of 21% of that will ever actually give you double damage - so 8.4% of the time?

Is this how it's supposed to work? Because if so; Echo seems to be grossly overrated.

Someone please feel free to enlighten me.

https://preview.redd.it/qtgk67p2yg6h1.png?width=514&format=png&auto=webp&s=cf273b1e0e85eaf7ffcda9d16eafc6d3aaf0e5d2

Edit: So it seems as though the limiting factor here was that I was assuming a critical hit would also double in damage and indicate as such as a higher amount; as one of the pellets showed for a "non-crit" ie 289k to 643k.

Upon further testing at the range; the damage readings from the UI only show up to 8 numbers - and you have to keep track and scroll back up to see additional shots. Echo does seem to be working by increasing the number of pellets being fired per pull ie from the normal 8 pellets up to 10 or 11 with my 18% Echo. It still doesn't seem to explain why some of my non crits are double damage though.

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u/Awkward-Dog-9182 — 4 months ago

PSA: Leveling Weapon Augments

So if you're like me, immediately right when a boss dies I quick swap to the quick step (pun intended) to run around and pick up loot. Either that or I'm using a secondary weapon/exotic for whatever reason and am not holding my Primary weapon when a level/objective completes.

This has led to my primary weapon to be severely under leveled compared to my gear in terms of augment level.

Make sure to always be holding your desired weapon you want to be leveling up whenever you see that XP completion banner pop up at the end of world activities or level completions.

Don't be like me.

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u/Awkward-Dog-9182 — 5 months ago