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
Each 'enchantment' is an unknown variable that may be of no benefit whatsoever.
Only the 2 signums on the active weapon have any effect, so by having one of these equipped I'm penalising myself from the start to gain who knows what. [see post below]
What is it going to potentially offer that the usual type of signum does not?
Personally I fail to see what is to be gained and, from the comments above it would appear nobody else does.
Edit: Amended as shown by [ ...]. See post below.
So, I salvaged it and got 3 'Sparks' instead.
The devs have made some great progress with itemisation, but they still have a long way to go it seems.
I agree completely. Even if they don't do something unique, which is ok, they ought to at least be rolled nominally. Like if we to work to unlock it, at least it should be rolled as a maxed stat, instead of rolling randomly like all other buffs. They took a huge stride in the right direction with 2.0, but there is still a ways to go for them. Socketing was a great idea and I think they implemented it well, so was Psalm Doctrines! They have done a lot of good with the patch, but they also have introduced a lot of problems, like some things not working at all currently. Such as energy shield stuff. I was testing Energy Shield psalms and it did not do anything at all.
Hopefully Neocore keeps going in the right direction. After 2.0, I am thinking that they can get this done. A lot of well deserved hope is going to them. I really want to see them rework Crusader for sure and maybe Assassin. I mean, you can tell Psyker was the last class they added. The skill customization is great. I am excited for the Tech-Adept to come too! But their old classes need a second look.
In my opinion, if they are to rework the old classes, cut weapon skills in half (like for instance, Heavy Flamer, give it only Flame Cone and Scorched Earth and then 2 slots for custom skills like the Psyker would have. Additionally, a single one handed weapon, would have only one skill and one custom slot much like the Psyker. So the Crusader wouldn't feel so old.) and then fill the gap with custom skills.
I am excited for what is to come.
You probably got crit damage, which is a more powerful stat, since it increases your damage multiplier rather than add bonus damage.
Crit Strength is added before the modifier.
So 10 crit strength on a 1000 damage hit with 200% crit damage is 2020 Damage
while 10% Crit Damage on 1000 Damage hits with 200% base crit damage is 2200 Damage
As you get to higher levels and skills start doing significantly more damage, Crit Damage becomes more valuable than strength.
BTW What do you assume the base Critical Damage percentage to be, before any additional enchantments are added?
Today I picked up a relic weapon with similar enchantments, but this time they were all to do with Critical Hits. Out of curiosity I swapped the weapon into my alternative weapon load out that I never use. After completing the next mission I found that the scores were updated despite it never having been used in an active slot.
Thought it only fair to update this thread; hope it helps.