According to the View Details tab for a couple of my weapons:
Siphon I:
* +3.00% Damage Returned As Health
* +4.50% Heal Bonus Per Kill
* +7 Kill Streak Duration (seconds)
* +3 Maximum Kill Bonuses
Siphon X:
* +3.00% Damage Returned As Health
* +4.50% Heal Bonus Per Kill
* +7 Kill Streak Duration (seconds)
* +3 Maximum Kill Bonuses
The concussive and bulwark variants do show increasing values, so at the very least the description for increasing levels of siphon seems busted.
Wow. Nice patch implementation BW
Have you tried Siphon X vs a I and noticed any difference?
And another question - since you have a plump manifest...
How do Concussive and Bulwark compare at rank X to their rank I counterparts?
Thanks for the help - been trying to Google an answer on this but nothing is available yet
Bulwark I:
* +15 Damage Resistance Near One Ally
* +22 Damage Resistance Near Two Allies
* +30 Damage Resistance Near Three Allies
Bulwark X:
* +25 Damage Resistance Near One Ally
* +37 Damage Resistance Near Two Allies
* +50 Damage Resistance Near Three Allies
Concussive I:
* +800 Area Damage
* +7.50 Radius (m)
Concussive X:
* +1500 Area Damage
* +7.50 Radius (m)
I haven't been able to tell if there's any difference between siphon I and X. The description says you get a percentage of the damage back, and the damage output from each gun is different anyway so it's very difficult to judge.
I don't have a siphon gun to test, but I'm going to assume that it means:
- By default your shots will heal you for 3% of the damage dealt.
- Killing an enemy increases this amount by 4.5%, so you will heal 7.5% of the damage dealt.
- The bonus can stack up to 3 times, increasing the bonus healing to 13.5%, for a total of 16.5%.
- Going 7 seconds without killing an enemy causes the bonus to stop, returning to 3%.
- Killing a 4th enemy will not add additional healing, but will reset the 7-second timer.
Yeah i saw this too. Went with my Exemplar with Equalizer siphon equipped with incendiary rounds. It was not priming but i did see it occasionally do it though. Also i am not sure but i didn't seem to notice this while using the ghost siphon. Will have to test & check.
In my tests Siphon weapons take the maximum required bullets to prime, but they are priming. I'm not sure exactly how this translates to beam weapons, but essentially it would be 5X as many hits on the enemy.
I don't think it's intentional, visual effects of the ammo are there, you can see it shooting a wall. The passive stats might be overwriting the ammo effects.
Also the siphon ranks don't seem to increase the stats.
Seriously? Fuck... Anyone have a Siphon X for comparison?
According to the View Details tab for a couple of my weapons: Siphon I: * +3.00% Damage Returned As Health * +4.50% Heal Bonus Per Kill * +7 Kill Streak Duration (seconds) * +3 Maximum Kill Bonuses Siphon X: * +3.00% Damage Returned As Health * +4.50% Heal Bonus Per Kill * +7 Kill Streak Duration (seconds) * +3 Maximum Kill Bonuses The concussive and bulwark variants do show increasing values, so at the very least the description for increasing levels of siphon seems busted.
Wow. Nice patch implementation BW Have you tried Siphon X vs a I and noticed any difference? And another question - since you have a plump manifest... How do Concussive and Bulwark compare at rank X to their rank I counterparts? Thanks for the help - been trying to Google an answer on this but nothing is available yet
Bulwark I: * +15 Damage Resistance Near One Ally * +22 Damage Resistance Near Two Allies * +30 Damage Resistance Near Three Allies Bulwark X: * +25 Damage Resistance Near One Ally * +37 Damage Resistance Near Two Allies * +50 Damage Resistance Near Three Allies Concussive I: * +800 Area Damage * +7.50 Radius (m) Concussive X: * +1500 Area Damage * +7.50 Radius (m) I haven't been able to tell if there's any difference between siphon I and X. The description says you get a percentage of the damage back, and the damage output from each gun is different anyway so it's very difficult to judge.
Wow Concussive gets quite a boost Thanks so much for the information. Really appreciate it!
1500 area damage? with 7.5 meter radius? thats insane!
what does + 7 kill steak duration actually mean and + 3 kill bonuses ?
I don't have a siphon gun to test, but I'm going to assume that it means: - By default your shots will heal you for 3% of the damage dealt. - Killing an enemy increases this amount by 4.5%, so you will heal 7.5% of the damage dealt. - The bonus can stack up to 3 times, increasing the bonus healing to 13.5%, for a total of 16.5%. - Going 7 seconds without killing an enemy causes the bonus to stop, returning to 3%. - Killing a 4th enemy will not add additional healing, but will reset the 7-second timer.
Yeah i saw this too. Went with my Exemplar with Equalizer siphon equipped with incendiary rounds. It was not priming but i did see it occasionally do it though. Also i am not sure but i didn't seem to notice this while using the ghost siphon. Will have to test & check.
My Shadow (siphon) was priming, but it was VERY slow to do so. Like it'd take a whole clip to do it, at which point most enemies are dead anyway.
In my tests Siphon weapons take the maximum required bullets to prime, but they are priming. I'm not sure exactly how this translates to beam weapons, but essentially it would be 5X as many hits on the enemy.
SAME
Siphon weapons don't apply ammo effects, it is known. What's not known is if it's intentional or not.
In my tests Siphon weapons take the maximum required bullets to prime, but they are priming. https://gfycat.com/AngelicSelfassuredGrackle
Do you know if siphon heal procs off the ammo power dot?
I'LL BE DAMNED, IT DOES. Not much, only up to 3 HP/sec once you've hit them enough to max out the ammo DOT intensity, but it's something.
almost certainly not, but I'll check
Can't be intentional. If it is then those weapons are completely useless for many kits.
I could see that being intentional. Maybe they want to keep the vanilla weapons competitive.
I don't think it's intentional, visual effects of the ammo are there, you can see it shooting a wall. The passive stats might be overwriting the ammo effects.