It’s sarcasm, both weapons were overtuned even before these changes.
Yeah it does appear limited to 1 kill per sweep, making it far less useful vs what’s described (but I guess too strong otherwise?).
I’m sure it’s by design but as usual, wrong description.
and the code
templates.ogryn_blo_melee = {
class_name = "proc_buff",
predicted = false,
proc_events = {
[proc_events.on_hit] = 1,
[proc_events.on_sweep_start] = 1,
},
specific_proc_func = {
on_hit = function (params, template_data, template_context, t)
if not template_data.allowed then
return
end
if not CheckProcFunctions.on_melee_kill(params, template_data, template_context) then
return
end
template_context.buff_extension:add_internally_controlled_buff("ogryn_blo_melee_active_buff", t)
template_data.allowed = false
end,
on_sweep_start = function (params, template_data, template_context, t)
template_data.allowed = true
end,
},
}
At a glance, this line limits it to 1 kill per sweep template_data.allowed = false as there is a check and a return at the top of the on_hit func if it’s false (it then is allowed again on new sweep).
P.S. Reminder, if you DO actually branch to the right to take bleeds, dot kills aren’t melee or ranged.
P.P.S. Ah I knew I saw a report in passing.
Yeah, I’ve noticed this as well. I also do think it stacks with the base chance, just due to when I use it, I usually will do a couple swipes into the wave (likely being around 3-5 stacks by the time I fire) and still will more often than not get a free shot fired when I do so. So one can still largely rely on it, but it would be cool if they let it properly be per kill verses per swing.
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