Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I am not sure if people noticed but many guns have some weird stats to them or interactions that don't work.
The most obvious example is the Anguish wich is hard capped, the same as the Miasma skill.
If the Monarch did 20% more damage, it would already be OP or even fun to play so too many people would use it. It's too easy to use on lower difficulties as well.
Sparkfire has an extremly low ammo capacity while other guns have low weakpoint damage or differences in crit chances
This is still a bug though, I have checked many weapons already and all of them get a 2x bonus at max level, with regular ones getting +10% per level for a total of +200% at lvl 20, and luminite weapons getting +20% per level for a total of +200% at lvl 10.
Monarch is an outlier here and needs to be buffed.
EDIT:
Somebody on reddit even compiled a list of pre-dlc weapon (actually close to launch) and their damage numbers, and other than the aphelion (which got 20% per level for 20 levels, for a total of +400% dmg, which was a bug and later nerfed, similar to the recent abyssal hook problem) every weapon precisely follows this formula, max level dmg = base dmg * 3 (base dmg +200%).
https://www.reddit.com/r/remnantgame/comments/15f18cr/remnant_2_weapons_damage_dps_and_a_few_curiosities/
So the monarch getting only +100% dmg is an obvious bug and needs to be addressed.
It's not an issue for humanoid enemies with the head as a weakspot, since you can just aim up and the shots will 95% hit their head, but for an enemy with a weird model and weird weakspot placement, it'll rarely hit the weakspot.