Hm, without doing to much testing it might be troublesome to find every single difference. In my Cataclysm tests as well, I found SV and Bestigor overhead being staggered both times (with Bomb Balm and with Fuel to Fire).
So for now, the only one I know is the Chaos Warrior Overhead on Cataclysm. For reference my basic set is:
10 % Chaos on the melee weapon
10 % Chaos on the charm (?) and 10 % Infantry (which has no influence here)
And I tested of course against 5 CW simultaneously to get the full bonus (also you can trigger the overhead quite simply by dodging backwards). If this does not work for some reason, I also have Opportunist on my melee weapon. But so far I have worked under the assumption that properties have no influence on the active skill. Might be interesting to test this myself.
There might be other cases where it makes a difference. But with Fuel to the Fire I can basically stagger everything on Cataclysm and also in average get a bit more breathing room. I think I will test if Opportunist has an influence. That result may be interesting.
You are sure it was overhead? Because from my tests it shows that you can’t do it even with opportunist on weapon, i spawned just 4 pigs and 1 cw for clear results (critters do count for stacks on fuel for fire)
Pretty sure yea (the attack with the axe far over his head while taking two to three steps towards you). But i will confirm it, to be sure. Did you have the +20 % Chaos as well?
EDIT: Okay, tested it. I still forgot one thing mentioning. Try to do it with Enhanced Power as well. If that doesn’t work I can add you for a short time on Steam and you can watch me while I do the testing. Shouldnt take longer than 5 minutes.
Temp health or damage reduction isn’t the only way to reduce incoming damage. CC also helps and if you go full cooldown reduction it can be rather crazy with how often you can use the ult. I’ll still test the talent while also checking out Quad Hag Bane on Ricochet.
edit: also the cc gives damage bonuses from stagger.
This talent works with blunder. Blunder shoots 12 pellets. If the first 4 pellets drop the targets HP, then the next 8 will get the damage boost, for example. It’s the talent that makes Bluntsman OP.
So the talent refunds 40% of your ult cooldown per bullet on a headshot. Normally, this means that against normal enemies, you only get 40% back because the first bullet kills the target, and the second hits a corpse. Against strong targets however, like a monster, both bullets will hit and you’ll get 80% back.
As a client, however, no matter how good your connection is, you will ALWAYS register that both bullets hit the intended target before the host tells you the target is dead. The bullets hit nigh instantaneously from each other, and no matter how good your ping is the delay will be enough for your client to register that both bullets hit a living target. Always.
The result is that, since the client always sees that both bullets hit the target, the client will always get 80% of their ult back, no matter how weak the target they hit is.
To summarize, and to explain why I think
The client will always register all bullets hitting the target in the state that the target was before the shot was fired, because the bullets land faster than the time it takes for the host to tell the client about the effect of the first bullet.
I was about to ask if you tried it, then you edited your post rofl.
Anyway, yes, this is also why dummies will refund you for 80%, since they cannot die.