And I think that talent “abandon” rather better be one of a “Perk”.
And here’s one more about Unchained Sienna’s Perk - Unstable Strength.
Currently it’s: Increased melee power on high Overcharge by up to 60%
Is it should be “Increased power on high Overcharge by up to 60%”? ※Both melee and ranged.
Or stay same as now?
- Change it to increase both melee and ranged powers
- Let it stay same as now - Increase power of melee only
0 voters
Just think of it this way:
- Event: Enemy has a burn damage over time (E.G. Bardin flamethrower)
- Condition: Unchained is attributed the kill of said enemy
- Action: Roll at 40% chance. If successful, cause Chain Reaction explosion.
I put this together for you all today.
This is how it has always worked and there has been no written patch notes that suggested a change in that functionality. I had a buddy help me with this before (and also again in that video) to see what it would proc off of. The only two requirements is that an enemy has a burn DoT and Unchained is the killer of that same enemy. It doesn’t help the tooltip is worded poorly, “Burning enemies have a small chance to explode on death”.
The thing with attack speed is you get more damage output faster, but you also get the benefit of faster animation times. So you can do things like return to block faster, get more crits, and swing faster which means you can lock hordes down better (to list a few). Unless you’re trying to hit a specific breakpoint with power, I would consider attack speed to be a more beneficial stat in general because of the additional benefits it brings.
My reasoning for being against Unstable Strength affecting ranged is because it would terribly encroach on the territory of Battle Wizard/Pyromancer.
Those videos don’t show proof that it can proc on ‘melee killing blows’ though.
The one instance where you did just dot them and then went melee. The only enemy that procced chain reaction, was the beastmen that died to the dot and not the melee swing.
Does it work if melee does the final swing or not?
I knew it could work with other dots from ib, for example.
edit: nvm it does. i’m wrong
Just give Chain Reaction the extra function of chance on activating from ranged kills (since all staves are flame attacks even if bolt staff wants to pretend to be a crossbow).
I still want to know what those explosions actually do.
The most consistent way to proc chain reaction currently is by spamming ranged attacks.
The explosions only stagger, as far as i’m aware. I think it does no damage and not sure if it even applies a dot to surrounding enemies. which some people here said it doesn’t, and i think thats correct, but i’m not sure.
Gotta be honest, if they want me to ever consider giving up on Frenzied Flame or Searing Grasp, Chain Reaction explosion has to do something way more substantial and satisfying, like bomb levels of stagger, just send rats flying.
There have been a lot of suggestions made here in the comments, alot of which are good ideas at their core.
- Enemies that hit unchained have a chance to explode
- Hitting unchained for “x” amount of damage, has a chance to make sienna explode and deal that damage back.
- Different levels of stagger power on the explosions from chain reaction, depending on which enemy you killed.
- Proccing chain reaction on an enemy has a chance to automatically proc chain reaction on the ones hit by initial chain reaction.
- Apply a longer, but weaker dot on enemies hit by the first chain reaction enemy that explodes.
- Make it proc on burning enemies but with melee killing blows
- Make it proccable by your teammates, e.g; you set them on fire, whc kills it > explosion.
- Add damage to the explosion
- Slow enemies hit by chain reaction explosions
- Lower the mass of enemies hit by chain explosion
- Melee attacks their ‘on hit’ damage has been transfered to damage over time. So if a crowbill hit does 30 damage, now it does 30 dmg of a certain time period, which allows chain reaction to be procced more easily in melee and with more melee weapons. This can and will dumb it down alot though, also my initial idea but very bad thought out.
Those are most of them, combining some or even just removing the entire talent and making something new could also be an option. Also some of these individual ideas still wouldn’t adress the biggest core issue with chain reaction, so i think taking ideas from the suggestions and making something perfect is the way to go, combining basically.
I think one of the biggest changes that need to happen is to make it more viable in melee. Unless fatshark designed this to be a talent ‘more’ effective (atleast noticable) in ranged combat. So the trigger mechanic should be changed in my opinion, or made a bit easier, by either increasing dot duration or making the first chain reaction explosion maybe give a long dot to enemies it hits, etc. And ofcourse make it proc on melee killing blows on burning enemies.
Maybe also increase the proc chance? but thats a weird one, as in gamemodes where there is alot of enemies and where hordes don’t die in the first 2 seconds. you do notice what chain reaction does. still not the best talent tho. People should use it in twinz when it comes around another time to see how it works.
edit; alot of edits
Seems like it works on both melee and ranged. The only requirement is the enemy/enemies should be on “fire” and should be killed by you.
It is a “flame”. But not set them on fire DoT. That’s the problem.
Exactly
This problem needs rectifying 
Chain reaction only staggers, it’s a relatively weak stagger at that…and yeah just requires an ignited enemy be killed by you
it definitely needs some big changes to be serviceable
Adding this to current version of “Chain Reaction” would be really working well. Or it would be overpowered?
I mean, effectively doubling the damage of every melee weapon would be pretty insane
It would be really strong.
The general idea that i wanted to show with this is basically longer dots or easier to proc it in melee.
This can also be done by using other ideas, such as: making dot last longer, without making it very strong.
Unchained was always described as a magically melee based career. I do not think her ranged power should increase at all.
Unstable Strength is what her whole career was built on.
HIGH OVERCHARGE for HIGH MELEE DMG
It should stay the same.
If you remove that passive then you remove Unchained.
If they wanna keep the name “Chain Reaction,” they should add some damage to the explosion and cause other enemies hit by explosion to either have a chance to explode themselves, or guaranteed to also explode if they have had a dot on them before (active or not). The initial proc chance could be tweaked if necessary.
If they want a name that makes more sense to how the talent works, i.e., “Living bomb”, change the activation condition to “on fire damage tick” and make the explosion deal damage like flaming flails heavy 1 for example.
Maybe, make all Sienna’s attack count as a “burn/fire”, then this talent doesn’t needs to be touched.
Kind of a shame we don’t have the “burn till death” thing that the Battle Wizard has. If that were built into Chain Reaction, it’d be way less finnicky to proc.
The bonus of burning them till they die would also be noice, since it’d make Enfeebling Flames more viable.
All in all, I think the simplest buff to the ability would just be to give it damage which scales with enemies it detonates. Burning DoT requirement is also ridiculous, considering how short-lived the burn DoT actually is. It’s the same reason I can’t take Enfeebling Flames seriously, as it only functions if you run Wildfire…
Which is just vastly less effective than Bomb Balm in terms of survivability in Champion and higher difficulties.
Simply put, Chain Reaction should do scaling damage micro-explosions according to the max HP of the enemy slain… And should have a chance to proc on “ANY ranged kill by the Unchained player”, burn proc’ or not.
Proccing it for melee would be unecessary given the intent of this is to utilize her flames themselves, but you could justify adding “or charged melee kills”.