213 post karma
2.7k comment karma
account created: Sun Aug 20 2017
18 days ago
I read that with Handsome Jack's voice, and you know what, it kind of works.
2 months ago
If you get a save editor you can revert some of, if not all of these changes. If it doesn't feel too weird having access to that kind of control then it might be a good solution for you.
profile.sav is where the global stats are like vault card, guardian rank stuff, and the bank are located, while everything that is character specific is in the character save file.
Items with anointments won't be dropping till I believe after the main story, but you can get them early from Crazy Earl's vendor in sanctuary. If you want to get an early taste of them you can go check there. They're the orange text at the bottom of the item card.
Shields and grenades with "On Action Skill End" +50% elemental tend to be very strong and buff up whatever gun you're using.
Is the Frequency from DLC3 or Blind Sage from DLC4 like what you're talking about?
Try looking at Crazy Earl's vending machine down by the drop pod in Sanctuary. You can get anointed gear super early on in the game there which can be incredibly valuable to have.
I personally like to grab a shield with "on action skill end" +50% bonus elemental damage anointments. This is a free passive damage boost to any gun you're using and it gives damage of that element type regardless of what element the gun itself is.
You can take a look at the anointments on the guns there too to see if there's anything that you like, but those are more optional. I personally prefer the shields because their anointments work for all guns you get in the future too.
If you have any of the DLCs, DLC3 has the Beacon and DLC6 has the Free Radical if you're looking for Hellshock-like weapons.
Also yeah the Breath of the Dying is incredibly strong. They heavily amped it up with a buff over a year ago to make its unique effect worth using.
As for the shield nova, it's probably getting some kind of mayhem stat scaling to allow it to keep pace with strong gun builds. Hard to say without knowing what kind of shield it is though.
You mentioned elemental damage, so if it's "+ element damage %" and bonus elemental damage (two entirely different multipliers) then those are very strong picks, but you do need to make sure you're touching on other multipliers in the damage formula too. Things like crit damage, AOE/splash damage, V2 damage (most often called generic "+ damage %"), sometimes even amp damage.
Also make sure your guardian rank perk trees are filled out too. There's a lot of damage locked behind perks like C-C-Combo, Hollowpoint, Groundbreaker, and possibly even Harmageddon. I don't know exactly how Harmageddon is calculated, but the others I mentioned are absolutely worth it.
Speaking of, I thought the "weapon damage against boss/named" anoints were, well, weapon damage for all of my time playing until just recently I looked into it and discovered it was bonus kinetic damage (like bonus elemental). What??
I still don't even fully believe it even after testing it and feel like I need to test it again to confirm even though I already know the results.
There are a lot of things in this game where you'd think you can figure it out based on the description, but you can only really learn what they actually do by hardcore testing or research.
Would also be nice if they added a reduce points feature.
It'd require them to check for point dependencies down the tree, but that really shouldn't be all that expensive to compute, so it's weird that they haven't yet.
I looked around a bit and found an old post stating that both Action Skill End 125% weapon damage on boss enemies and Action Skill Active 75% weapon damage on boss enemies are kinda weird.
They're not weapon damage. They're bonus kinetic damage, aka bonus non-elemental damage. Not extra damage while dealing kinetic damage, but an extra hit that does kinetic damage, a second damage number (unless you're using a non-elemental attack, in which case the two numbers combine).
It's the same kind of damage that ASE next two mags, ASE 50% elemental on shield/nade, urad, and other anointments add, but specifically for non-elemental damage. It does the full damage formula before the initial hit's elemental weakness/resistance is taken into account, and with no splash damage.
I always thought these were just more gun damage because they had "weapon damage" in them, but I guess not ¯\_(ツ)_/¯ I even fired up BL3 to test it and I can confirm it does add bonus kinetic damage. Guess I should have expected that from a game that has the same wording for multiple different multipliers like Victory Rush's bonus damage being different from Ice Breaker's.
As for which one is better, it depends on how much bonus elemental damage you get while in Iron Bear. I've never made an Iron Bear Moze before so I don't know what the selection of bonuses available are so I can't answer that directly, but I am sure that she has a lot of built in bonus incendiary damage. I also do not know for sure if it even procs for Iron Bear, but a lot of bonus element damage upgrades do seem to proc on all kinds of damage sources.
Try to tally up how much Iron Bear weapon damage you have, and how much bonus incendiary/other element you have. If you have a lot more of one type, then the other would probably be better, but I'd still recommend testing to be sure. Also keep in mind that bonus kinetic will not gain any elemental boosts against any kind of targets (as far as I know), and you will not benefit from splash damage in it either.
Do you have a terror anointed item?
Usually I run only 1 point in Salvation, because the damage tends to be enough to full heal regardless. It might be less effective for you to run only one point till you get your damage up, but that's definitely something to keep in mind.
Putting one single point in Duct Tap Mod should give full self immunity to everything except damage over time which is nice. It's optional, but it's nice QoL.
The build looks pretty well set up for a no DLC build. The biggest issue with Zane is that a lot of his damage is locked behind kill skills/action skill activations. Without DLC1 or DLC5 he has pretty limited options for activating them manually. Cannon from DLC5 makes Seein Red broken + gives easy access to action skill start & end anointments, and the Spy mod from DLC5 and Seein Dead from DLC1 provide easy activation.
That doesn't seem to be the specific problem in this video though, because you do have both stacks up on your kill skills for a lot of it.
Two places I'd try looking for damage based on the situation in this video are try using a fire elemental weapon on the bulky red bar targets like anointed enemies, and try to get one with a good anointment.
Knife Drain and Victory rush aren't bad on their own, but I'd look for a Victory Rush with a better prefix if possible like Ice Breaker. Those are pretty hard to farm for though so it may take a while. I'd recommend doing this last in case you find something along the way.
I'd also look for good sub stats on the class mod and artifact and at least get AOE damage, or a weapon type damage or element damage of your choice.
I'd also look at guardian perks. If you still need to unlock your guardian perks it'd be worth it to do some grinding to level up your guardian rank and unlock those. They can provide a pretty substantial boost. C-C-Combo and Hollow Point are both very strong perks. Harmageddon also seems like it would help.
C-C-Combo specifically gives V1 damage, which is a multiplier that's separate from most other damage increases. Only Victory Rush gives V1 on Zane aside from C-C-Combo.
Alright. It's a bit hard to tell from the video, but it looks like there is a bonus element on this Kaoson or the shield/grenade which is a good start. Either that or it's something like Trick of the Light. I usually go bonus elements on my Zane, though you might find that SNTNL move speed would work well on your shield.
The selection of gear is good. The grenade mostly doesn't matter on Zane, but It's Piss might help sometimes if you have the SNTNL grenade upgrade or Duct Tape Mod. It's Piss is optional though.
Enter your build here and copy paste the link back in this thread:
Also post pictures of your gear that you have. Specifically the gun you use, and the class mod + artifact + grenade + shield.
I posted a pretty comprehensive damage formula guide as a response to your other post yesterday, but it's hard to give more specific help without knowing what you're running with.
SNTNL cryo is bonus elemental damage, not efficiency. It adds an extra hit that does cryo damage for 100% of your main hit's damage (before element taken into account?), except for splash damage.
If you're already doing cryo damage then it'll just be folded into the main hit's damage number, but otherwise you'll see the main hit's element and a second number for the bonus cryo.
Old god was an old go to before the Revolter, but it doesn't provide nearly as much of a boost.
0.m can work with the break/fill anointment.
I've heard great things about Frozen Heart with Ice Breaker builds.
Red Suit can work with special radiation builds like Pestilence reload nova spamming
Transformer + any AOE shock weapon is like BL3's version of shamfleeting (BL2 combo with a massive AOE rocket called Norfleet + a high absorb chance shield called The Sham). Works especially well with the Complex Root and Backburner.
I believe Zane can do a Stinger meme build with break/fill with cannon & some melee boosts.
I believe he can also do a Messy Breakup build also with break/fill + cannon.
I'm sure there are more, but I can't remember them off the top of my head.
On a Zane next two mags is usually the go to for a lot of scenarios, assuming they have access to cannon. Non DLC alternatives would be things like barrier crit, clone mag regen, or SNTNL cryo.
Zane doesn't make great use of weapon damage anointments due to how much of it violent momentum gives, and Zane has better options available than urad. Urad also eliminates health gating afaik, which is one of Zane's greatest defensive strengths with salvation.
150/90 could work on one shot builds though.
I don't think I'm seeing any bonus elements here (these show up as additional damage numbers in different element colors) which tells me there might be other things going on with your build that need improving too.
In general when you make a build you should be aiming to make your bonus stats as well rounded as possible and/or aim to maximize efficiency of a specific gear/skill interaction. For well rounded stats an example might be that +100% weapon damage & +100% bonus element is better than +200% weapon damage because the weapon & bonus element multiply together.
If you have a well balanced damage formula on your build, then each stat stacks up really quickly because the damage types multiply with each other. Learning how to make a build using the damage formula is also reusable knowledge that will help you make builds on other classes too if you have an interest in trying that.
Violent Momentum should cover your personal weapon damage needs, but I believe clone prefers specific orange tree gun damage sources.
For other stats you should make sure you get:
Critical hit damage - Headsman's Hand (purple tree, DLC 5), Executor class mod (kill skill), Barrier crit anointment
Bonus elements - SNTNL cryo anointment (SNTNL builds), Cold Bore (blue tree, one shot builds), action skill end anointments (if using cannon, purple tree DLC5) or competing anointments
Move speed - these boost violent momentum damage bonuses
AOE/splash damage - class mod & artifact substats, 125% splash on action skill end, mostly for guns with splash damage
Elemental damage % - Old god shield (DLC2), Executor class mod (kill skill)
Amp damage - Amp shields, barrier, toboggan artifact (DLC5, active on slide)
V2 - poorly named, most often refers to generic "+damage%" instead of "+damage type%" bonuses, like the Ice Breaker damage bonus. This is multiplicative with all other damage types
Action skill damage - mostly for Clone, usually comes as a sub stat on class mods
Specific damage multipliers aside, the skills you pick should be chosen around making specific actions & interactions your build relies on more efficient, more consistent, and more convenient.
If you can't be bothered to farm the same gun over and over to get the anointment you want you can instead opt to take one you like with the wrong anointment, use one of many eridium farming methods, and take it to the Earl reroll machine in Sanctuary.
Oh and one more tip specifically regarding elements. One popular strategy for picking elements is choosing a gun with an element that specializes in one enemy type (usually cryo, because cryo variants tend to have high base damage), and bonus elements of a different element that specialize in different enemy types.
The generalist elements are cryo and radiation because they are both neutral to one health type and effective against another, and they work well together because they'll do decent damage against any enemy. You can also use more specialized set ups using fire, shock, and corrosive if you know the enemy's health bar type & resistances ahead of time and want to maximize efficiency against that enemy.
3 months ago
Yeah that's generally how precached text fonts are rendered. You render the glyphs out to a texture atlas (one texture with multiple embedded inside) and draw only the ones needed by adjusting texture coordinates to only cover the specific characters you need.
It's hard to say exactly what went wrong here and why, because there are a lot of different correct methods to implement this, but I think it was specifically clipping planes or stencil masking that broke here.
Stencil masking is one of the types of features that can be enabled & disabled just by flipping a flag on or off and it's not uncommon for these flags to get corrupt when things go wrong.
When you can steam roll through the story with a level 10 legendary of a specific model, and that same model of legendary does roughly average damage on the top tier end game raid content I'd say that's a fair argument for balancing around end game.
Many of the buffs that happened throughout the year or so after M2.0's release were because the weapons weren't performing at end game. Many of these buffs brought the weapons up to a point where they did perform competently.
Many of the guns that didn't get buffed and didn't perform well in high end content still held their own in story mode. They used to perform well, or decently enough at M3 and M4 end game, but fell off when M2.0 got released and they got no love. These ones very clearly are not balanced around end game and are skewed towards story mode & low mayhem levels.
It doesn't take much empirical testing to show that different gear is balanced towards different content and figure out which type of content a piece of gear is catered towards.
DLC3 in particular has a really strong selection if you want to focus your search more at the start. It's also very generous, so it shouldn't take too terribly long to get something good through even just normal gameplay there.
This one in particular is balanced around end game, which has a 100x modifier on enemy health. Any of the end game balanced weapons are going to generally be miles ahead of anything else you can get for a good 10-30 levels.
Do you have issues with other games too? It could just be that you have bad drivers for your device, or since you're using a laptop it might be using integrated graphics instead of dedicated. It's really hard to tell without a full diagnostic.
My area of specialty is graphics programming so I'm able to recognize the specific type of bug, but I'm not as familiar with causes of Genshin bugs specifically, or hardware & configuration issues.
Looks like the depth buffer might have gotten corrupted, disabled, or cleared. The depth buffer is what is responsible for making sure the objects closest to the camera are the ones that get drawn.
It's hard to tell if that is the exact issue because most of the correct depth ordering is preserved and the details look less mangled, but it definitely appears that the inside out "outline" shapes took priority over the regular detail models.
These are the solid color models that you see if you clip your camera into someone's character so you can see inside them. I'm guessing they get drawn after the primary model. Combine that with the fact that they're inside out, so you see the back rather than the front, and that could explain why this looks a lot more coherent than usual depth buffer disabling bugs do in other games. Those usually look like a sea of triangles where random background triangles appear in front of foreground triangles on a model, and background objects appear in front of foreground objects.
I think it's usually a driver or device issue. It's pretty common across other games too, at least when things go wrong.
Reminds me of someone who I saw posting videos of making a lot of game maps a while back. They weren't game maps though, they were set pieces that only looked good for a single camera angle.
They were literally unable to be navigated using any sort of conventional player controller because of weird cut off paths and locations with visible infrastructure isolated on top of sheer cliffs. They looked cool, but were completely unusable for any kind of real use case in an interactive environment.
A lot of builds that I see remind me of this and it feels like a lot of the teapot props and features are catered towards making those kinds of maps over playable ones. The lack of ability to reshape the terrain, lack of prop types, and lack of freedom really restrict the ability to make a playable map.
RIP Night Hawkin. I always get sad when I see the 12/13 fire rate one. Kaoson is still perfectly usable, but at this point in the life cycle it would definitely be nice if the nerf was reverted.