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Αναφορά προβλήματος μετάφρασης
All morphs I have found added to list with what details I tested.
All XEN I have found but not tested added to TBD list.
Some XEN appear to be bugged. Strong III and IV are the same. CQC I and II are the same. Pinprick doesn't have any effect on [Piercing] as it says.
You dont really have a clue what points are/what they mean - but whats worse is no info on each XEN - and so when you reforge and get a new XEN - you have to exit all the way back and go to squad, backpack, XEN to get the info on the FN XEN... WTF ?!
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In the reforger - at the bottom should be youre core gun. As you reforge and get a XEN - you should be able to drag it onto the core below - and see all the stats (more stats than this "slightly" BS - give the darn numbers.
And let me apply whatever xen mods to a core - and then click to go direct to shooting range to test it - but also a back button to get back to the xen reforger to swap out.
Yeah, it's a painfully bare feature. I submitted feedback a while ago that it should at least show the color rarity of what comes out not all green, I really thought I was only getting green stuff at first lol. And the fact that the common says rare and vice versa. But just throwing some stuff in to see how it worked wasn't so bad, though an explanation in game would do better.
Adding XEN to dump towards the point value to fill it and it caps at 5 were found just by trial and error. Also the total lack of any info over anything in that menu, good luck if you haven't memorized all your XEN.
I haven't used the T4 or T5 reforge yet due to the crazy costs and the fact that lower tiers don't always give equivalent stuff either.
I took a lot of time to test the damage manually in firing range. When they added the patch that changing XEN with quick swap puts the items back in your inventory definitely made me have to load into firing range less so I fleshed the rest out.
Using Strong III and IV simply both gave the exact same damage output. Combining them in several ways I saw no differences at all.
https://steamcommunity.com/sharedfiles/filedetails/?id=3214457450
https://steamcommunity.com/sharedfiles/filedetails/?id=3214457663
And I'm working on upgrades in city now, it won't look nice for a while until I get all the heroic stuff like advanced autoloaders, ammo makers, and bigger guns.
Considering the time for it to reach max damage, and there is a cap even if you use free fire, I don't think it's really meant for combat. The Command Core Gun comes with focus loaded with mend, which made me think it's really just meant to be a healing beam. There could be some interesting synergies but if we're talking free fire, inferno is hands down a better option.
I have tested in great detail every Morph XEN I currently have access to, with damage comparisons against "Regular", and their costs and cooldowns referenced. As well as in depth breakdowns of the effects, ranges, radii, and synergies in detail.
A great deal of time and effort but worthwhile I hope, for how much I could bring the real performance differences of the Morphs to light. Should make it much easier to consider what to try out and use for yourselves!
Yeah it's really scaled poorly. If anything it should be listed as an Uncommon tier XEN at best, but I won't complain as I keep feeding them into reforge for Epic value lol. Even if you did a full free fire burst with regular shot you're likely going to deal more damage with that. The main benefit of focus would be the high number of hits for using piercing, as light strike scaled quite low as well. But I didn't actually do piercing tests for all the morphs, just light strike, since they function pretty much the same on everything.
Many XEN retested, Booster categories reorganized and missing details added. Boosters that give additive vs multiplicative boosts distinguished. Tested the 'Advanced' XEN with every morph to discover some interesting effects. Turbine barrel added to guide and tested with some morphs (It is extremely powerful with Chain). Strong IV now correctly gives 25% damage boost. Terminology section added. Determined the likely damage calculation formula, unable to determine exact damage gained per attack point, as higher attack values result in a higher damage ratios.