Flamethrower - Flame Jet - 1 second burn max?
I think some people stack for crit and use the Incendiary Powder trait from explosives for burns.
Edit: Sorry what I mean is people aren’t really trying to do much with that 1 sec of burn from the actual flamethrower.
precision = bleed and vulnerability. Stacking burn really isn’t worth it since it just increases in duration, not intensity. You could run 10 in explosives for the extra burn chance since flame jet is a separate 10 attacks but imo it’s really not worth it
It’s just curious, that half the damage comes from the burn, yet no burning duration increases will help it. It would be nice if the increase at least showed up, so perhaps we could use other buffs to get it.
Tigger, not sure what you are talking about. Might try reading my post again.
what I’m saying is the burn is a 1 second duration because of how frequently you can apply it with flame jet (even more so if you reduce the skill recharge time) just by letting it run. It’s pointless to stack burn duration because of so.
Yeah no matter how much + condition duration you stack (you can get another 10-15% with doing a mix matched rune set) you’ll not be able to hit 2 second mark.
But try not to over look the fact that if your using another ability that applies burning, the tool belt from FT or the combo field for example, or lets say a flame / rocket turret, or rocket boots that extra 1/2 seconds of duration proves to be more beneficial. Since you can add them together to get an extra full second of duration.
Especially with the turrets since your damage overrides their damage letting you take over the burn effects.
Making a rocket + FT or a flame turret + FT combo give perma burning. Which for even power FT spec is around ~500+ damage per second.
Tigger, its not pointless to effectively double the damage of the condition half of the flame jet, but it just seems that because they do not update the tooltip with the actual seconds, it seems impossible.
Thanks for the feedback guys.
I guess what bugs me is that using the flame thrower kit, the only real burn damage comes from flame jet. The rest is just straight power. And so it would be logical to increase burn duration, using a flame thrower, but the fact is, it makes zero increase in DPS.
All your points are valid about other burns that DO benefit, but my main frusteration was the full-second only damage of burning, even though it SHOWS less than full second in the duration.
Well I think it would be well within the range of possibly that we could see the burn on flame jet increased from 1 to 2 seconds. Which would cover the cast time of the ability, and get a great effect from + duration.
I.E. 3 seconds with stacking. Which would let flamethrower work better with runes sets like baelfire, flame legion, forge, fire.
FT is a bit behind grenades dps wise and it would be a small but effective change. 1 extra second of burning is another 500 damage to the one skill, or more depending on stats.
what I’m saying is the burn is a 1 second duration because of how frequently you can apply it with flame jet (even more so if you reduce the skill recharge time) just by letting it run. It’s pointless to stack burn duration because of so.
wat
takes 2 seconds to do a full cycle. that means you have 50% uptime max.
sure, that is 50% uptime, but my main gripe is that +burn duration doesn’t benefit the flamethrower, and you would think it would.
AND
that by showing increments of more than 1 second, as I demonstrated, its misleading, since the wiki says burning damage is whole second only.
15+15+15+40+30+20=135%
you can very easily break +100% burn duration
superior flame legion rune (2/6)
superior balfire rune (2/)
superior Balthazar rune
rare veggie pizza
explosives (30/30)
napalm specialist
not that it matters what you burning duration is if you dont have the most condition damage to have your burning stack to damage the targets.
The flame of flamethrower is sort of weird in the first place. There isn’t enough condition damage to make it a condition weapon, but 1s burning just feels sorta tacked on. Either it should burn on every tick and do less direct damage or it should burn for 2s on the last tick or it should just not burn at all.
Burns stack in duration.
Conditions only deal damage in whole second intervals. a 1.3s bleed is pointless. I will do the exact same effect as a 1s bleed.
Multiple applications of burns stack. even partial values.
Two 1.5s duration burns would last 3 seconds. And tick for damage 3 times.
Flame jet is 2.25s cast time. 1 sec burning at the end.
My testing seems to suggest the tool tip rounds, however the actual duration of the debuff is exact to .
Tooltips for burns also seem bugged, and don’t go past like 50 or something, but actual buff, again works properly.
Given the 2.25s flamejet cast time, you would need 125% duration to reach constant uptime with just flamejet. random procs of incendary power of course would give 100% uptime on burn pretty quick without needing such a high value.
The +cond duration aids the bleed damage from 5 point in firearms greatly. 10 hits per 2.25s with 50% chance of crit. 1.5 average bleeds per channel. 3s bleed default, 4s bleed with 33% +cond duration.
But yes, flamethower is like 90% direct damage. +cond damage/duration is not great for it.
Crit should be your primary concern with the free power and cond from juggernaut might stacks.
(edited by Casia.4281)
Burns queue in a first come first served kind of setup.
My question is, if two people have +50% burn duration and apply 1sec burns, who gets credit for the 3rd tick?
the guy with higher condition damage gets all 3. the game tries to maximize damage done
thats not what my tests have shown.
If I place a flame turret and have it roast a training golem then I add my own flame (pistol off-hand) I have to wait for the 2 ticks of my flame turrets burn to be over before my higher burn starts to tick. Or if I open with the pistol off-hand burn power the flame turret’s burn has to wait 6 seconds before its lower burn ticks will kickin for the last 2 seconds.
I think all buffs that stack duration works this way. I know regeneration does. With the healing turret bug its a huge problem.
I would love to see the burning tick at the end of Flame Jet go up to 2s. It would be great to see this. Problem is, though, that burn does the most damage of any condition with the exception of maxed out bleeding (which has at most a 5 second duration on each charge to keep 1 person from stacking it to 25 easily).
Yes, even with 2000 cond damage you’re really only doing 500 a second. Not much considering that most people usually have 20-25k life. That takes almost minute to kill a player. With that minute they can easily go find someone to heal them or use healing skills to heal themselves.
The Flame Jet can easily be a condi demon because it hits multiple times a second and allows for many chances to proc condition on crit. If they ever get Sigils to work for Engineer kits, you can double bleed chances, increase burn durations, add might stacks, and make your FT a much meaner condi damage tool.
People also don’t notice that if you use Incendiary Ammo with Flame Jet you can make someone burn for a long amount of time. And with Incendiary Powder there’s another chance to proc a burn on crit.
Like someone else before said, it’s pretty easy to increase your burn duration. You can raise it by 50% without even getting armor bonuses. Up to 30% with Explosives, a bonus of 20% burn with Napalm Specialist, and eating food. This alone makes your burns last much longer and can make people leave fights much quicker.
But seriously. . . don’t focus just on burns. Increase overall condition duration. Like I said before, FT’s Flame Jet is much better as a proc-on-crit skill than a pure burn skill.
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
Doesn’t incendiary powder have a 4 second cooldown, so it’s only good for one target?
yes but none of the other on crit traits have icd’s. And when sigils work we will get a procs from a sigil too.
yes but none of the other on crit traits have icd’s.
For one, that is incorrect. Infused precision has a 5 second ICD and Go for the eyes has a 10 second ICD.
As well, no other on crit damage does the damage that burning does at 1500 cond. damage.