The Electro Staff has a stat for crit bonus which wrongly gives melee crit chance, which obv doesnt do anything on a staff. Tested crit chance in meatgrinder and it definetly doesnt seem to be 21 + 5 %, more like 5%. So I dont think this is a UI bug but an actual mechanic bug.
See screenshot for staff/stats used.
Pretty sure that’s just a UI bug. Checking scripts\settings\equipment\weapon_templates\force_staffs\forcestaff_p3_m1.lua starting on line 1389 in the forcestaff_p3_m1_crit_stat block, I see settings for both “rapid_left” (the ball spam) and action_shoot_charged. Where are you seeing that this is for the “melee” attack?
Well my staff should have 26% crit chance base (21% it shows in the stat screen + 5% base on psyker) but its not exactly critting every 4 attacks, at least with the charge attack.
But that could be bias/unlucky.
If it is working as intended though, the staff is bad. Like objectivly.
3 fully charged secondaries to kill a pox hound (on damnation).
Idk how many, maybe 7, for a reaper. You overload before you can get that many off.
Casting the secondary and it not critting is you wasting your time and energy.
I hope this is true, cause even though I enjoy playing with the staff, the damage is so underwhelming considering it only damages 1 primary target and tickles a secondary target and that’s also with crit chance everywhere I can.
Meanwhile purgatus destroys literally everything infront of them by just holding down the button.
Same with voidstrike and voidblast has unlimited cleave, it’s objectively the worst performer atm.
Edit; then I get a match liek this, (as electro psyker) so it’s not bad, but it’s just not as good as the other staves. (electro staff, 2 hd sword, brain burst, on auric maelstorm, special spam and minibosses)
I’m just gonna point you to this post I made in another thread about this staff:
TL;DR run it with SG and DD and it benefits enormously. Fantastic compliment to a melee heavy/hybrid build. Warp Unbound + Warp Flurry + Warp Nexus gives really good DPS