Effects improved?
yea, animations look sharper but doesnt make up for the frac that they screw up the engineer’s best trait >.> R.i.P kit refinement, you werent nerfed, you were broken
Not true, google. Look at it more closely. Only Elixier gun, grenade kit and flamethrower trigger the internal cooldown.
So the patch notes are a lie! :o
Not true, google. Look at it more closely. Only Elixier gun, grenade kit and flamethrower trigger the internal cooldown.
So the patch notes are a lie! :o
edit: got home and tried it. much less sad about patch notes now
(edited by Petezahut.3068)
Not true, google. Look at it more closely. Only Elixier gun, grenade kit and flamethrower trigger the internal cooldown.
So the patch notes are a lie! :ocan i get a confirm?
You´re welcome to try for yourself anytime It takes less than 5 minutes to figure out whether it works or not.
Not true, google. Look at it more closely. Only Elixier gun, grenade kit and flamethrower trigger the internal cooldown.
So the patch notes are a lie! :o
Only elixir gun and flamethrower. Grenade kit does not.
Only elixir gun and flamethrower. Grenade kit does not.
Huh, I couldn´t use elixier guns kit refinement and immediately after grenade kit´s.
It was something like this: I swapped to elixier gun, then swapped to grenade kit. No grenade barrage happend.
The second time I swapped to elixier gun for the kit refinement and as soon as the field was gone(after 10 seconds) I swapped to grenade kit and the grenade barrage was working.
So I figured both of them are affected by the internal cooldown.
I never even used that trait once.. but anyway, other effect improvements to report?
Only elixir gun and flamethrower. Grenade kit does not.
Huh, I couldn´t use elixier guns kit refinement and immediately after grenade kit´s.
It was something like this: I swapped to elixier gun, then swapped to grenade kit. No grenade barrage happend.
The second time I swapped to elixier gun for the kit refinement and as soon as the field was gone(after 10 seconds) I swapped to grenade kit and the grenade barrage was working.
So I figured both of them are affected by the internal cooldown.
ALL of the kits are effected by the global cd (I don’t think it was intended for med kit and bomb kit to get it), but only flamethrower and elixir gun actually trigger the global cd. If you use elixir gun first and then grenade kit before 10 secs, you won’t get the grenade barrage effect. If you use grenade kit first and then elixir gun, you will get both.
ALL of the kits are effected by the global cd (I don’t think it was intended for med kit and bomb kit to get it), but only flamethrower and elixir gun actually trigger the global cd. If you use elixir gun first and then grenade kit before 10 secs, you won’t get the grenade barrage effect. If you use grenade kit first and then elixir gun, you will get both.
Ahhhhh that explains a lot
Proves that I ahve to do even more testing.
Thank you
yea bomb kits doesnt triggr global cool down, so far its only FT and EG, but there will be a patch in less than 1h that will prob fix this
Yup, just like bugged super elixers heals.
Anets response: Meh, low priority.
…On a side note, super elixer is supposedly buffed on path notes, can anyone say if thats decent?
(edited by Lord Aargadon.4135)
…On a side note, super elixer is supposedly buffed on path notes, can anyone say if thats decent?
I’d like to know this as well.
Buffed, but not by much.
I’d say each tick is around .1 healing power, maybe less, and the initial burst heal is about +50% of what it used to be.
The old super elixir coefficients were .2 on landing and .1 on each tick. If they doubled it as said in the patch notes, it’ll now be .4 on landing and .2 per tick. Pretty crazy to be honest.
The old super elixir coefficients were .2 on landing and .1 on each tick. If they doubled it as said in the patch notes, it’ll now be .4 on landing and .2 per tick. Pretty crazy to be honest.
eating words, I take everything back
(edited by Daigle.8497)
I eat my previous words.
Redid all the calculations.
It was actually quite a nice buff to Super Elixir, tbh, and I eat my words.
I checked up my calculations before, grabbing the numbers I got before, and compared them to the numbers now.
Anyways, tests in the Mists:
With 0 Healing power, we’ve got 700 Impact heal and 2040 (total) pulse heals.
With 923 healing power, it goes up to 1069 Impact and 2960 pulse heal.
This comes out to a base of around
700 HP + .4 coefficient, with pulse healing of
204 HP + .1 coefficient.
What it USED to be before:
380 HP + .2 Coefficient
140 HP + .1 Coefficient.
Essentially doubling the impact heal, and increasing the base healing by .5.
Am I the only one who like this Kit Refinement change? Sure, it’s hard to control when you have 4 kits. But Grenade Kit’s refinement CD is now only 10sec! I go crazy on the Jade Maw tentacles.
On topic: TBH I don’t see a difference.. I’m too busy playing piano on my kits.
(edited by PCanineBrigade.4916)
’m too busy playing piano on my kits.
and this is why I love playing engi
I’ve also noticed a distinct difference in p#1 sound when it hits a target. is it just me? it was annoying me for a while :p
engie roaming vids: http://www.youtube.com/channel/UC9NnXVfY4vRU1F-X7b1Oorw/videos