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Rapportera problem med översättningen
Also finding that on-hit taken often follows the same rules, I did a intel mission that had constant 20 warp damage every second during the mission, and I have a daemonforged necromech armor that gives 10% damage bonus for the next attack per hit taken up to 300%, which meant I was getting a stack every second of the mission.
I can't say I agree with anything that deals damage being considered "on-hit," because that's technically not "on-hit" but instead more accurately "on enemy damage taken" and "on damage taken" but at that point we're just arguing semantics.
I have to use single target skills first (the basic shot) for the on-hit shield to come active. Once there is any amount of shield going, the rest of the attack skills (channeled and aoe) will also add to the shield bar, but not if there is no shield yet.
So basically, to get the "on-hit" or "on-kill" shield thingies going, you'll have to shoot an enemy with a single target skill, and then, after you have some shield points, it'll start working for the rest of your skills.
Also, this type of shield does not work with shield equipment - if I have deflector active, the on-hit shield will not work. And if I have on-hit shield active, activating the deflector will clear that and replace it with its own shield points.