Chain trigger is fine, it's just not sustainable damage. Gunner has a new skill now that lets you do double damage every time you JA after an S roll. 200% all the time is much better than 400% for...
Type: Posts; User: SociableTyrannosaur
Chain trigger is fine, it's just not sustainable damage. Gunner has a new skill now that lets you do double damage every time you JA after an S roll. 200% all the time is much better than 400% for...
yeah I got it to 2. gonna finish the job soon. by the time I had typed "66%" I was already getting out my grinders.
EDIT: and on that note, 20 junky 10* units and 60 grinders later, I got my GMs...
that was kinda my feeling too. I'll worry about it as I go. I still have to 50% these stupid things which means buying another GM which I can't afford yet, though I figure all the grinding and...
yeah "it's just 2%" is also a 66% improvement. good enough though. I'll leave em alone. level 3ed my Elysion tonight and just finished my GMs. happy day.
Thanks guys.
Adding a post so people know there's new content:
I'm sure this has been asked before but do you guys think potential rank 1 on GMs is enough or is it really worth getting it to lvl 3?
As Giga said the strength isn't in damage per hit it's that you'll be hitting more frequently and keeping your PK bonus.
Really if you use chain trigger a lot, no reason not to get it to 5 and max chain finish. full chain trigger is probably overkill though. The biggest issue with Gu/Ra is that the second biggest...
True but they're also much harder to get a hold of and more expensive as a result. Fleetmalinca may not be the omega of TMGs, but it's stupid easy to get/buy and 50%
I'll take that over wasting...
except as joozek already found out the distance for yaz's effect to work is much shorter than ZRA. point for point damage without context is pretty meaningless imo. if you have to be up a boss' ass...
I don't see how the yaz could be better. the stats are lower and the potential is only decent. With the potential unlocked the damage difference will be minor when it's active. Unless there's...
I actually prefer Ra/Hu still. 4.1k/hit AB is hard to pass up and WB/HE kills things dead. I've got a Fleetmalinca +10 50% light with decent affixes. This gun rips things apart, but I feel like...
Tried Gu/Hu for the first time using a build with both ZRAs and S Roll JA Bonus with one point in Chain Trigger. I need to start recording stuff, but this build was ripping the legs off of a lvl 50...
so APPR is bugged
that doesn't sound right. old reports were that it was 4/2/2/2 with APPR
Well TMGs with APPR only fill double on the first hit. so where you would think the 2+2+2+2 would become 4+4+4+4 it's instead 4+2+2+2. I haven't played gunner since the Hu buff so I dunno if it's...
Yeah I figured that was the case. Still interesting.
interesting. I remember someone else saying the exact opposite before.
Most skills activate at the beginning of attacks and remain active til the next time it would check - the next attack.
You guys...
clearly not
On the other hand gunner sucks at AoE and trying to take away from the one thing they do really well so they suck only slightly less at something they shouldn't be doing is overcompensating and doing...
just an fyi, Ra's total damage mods max out at 207% while Hu for ranged caps at 193%
Killing bonus isn't my favorite skill, but it's another reason to take Ra as it adds to your PP pool while Hu...
or so you thought.
...you got automate halfline? No wonder you hit like a wet noodle.
if you're going to sub hunter you go straight down the left side of the tree or there's no point.
Gu/Ra is better anyway. if...
The thing is as of now the class that would suffer most from nerfing AB would be gunner. At that point the only weapon gunners would have would be TMG, so unless we were reworking a list of other...
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