Insolentius Posted 1 hour ago Posted 1 hour ago (edited) Lingering hazards from elemental grenades don't work correctly. They will apply and build up the debuff, but that debuff won't trigger Damage over Time. Additionally, the debuff culmination/climax effect does nothing. For example — the lingering hazard from a plasma grenade will apply the plasma debuff on the enemy, but the enemy won't take any damage over time, and the final explosion does zero damage. To make matters worse, if the lingering hazard initiates the debuff, then attacking the enemy with a plasma weapon also won't apply a DoT (and explosion will deal zero damage) even though the weapon will still build up the debuff itself. This was tested on enemies that are susceptible to plasma. Against humans and creatures, the lingering hazards sometimes won't build up the debuff at all even if they stay within the hazard's area of effect. In practice, it looks like this: you throw a plasma grenade at an enemy the enemy takes impact damage from the grenade and additional damage from the plasma explosion (which triggers correctly initially) if the enemy remains in the lingering hazard, then the plasma debuff is reapplied with all the problems I listed above Zyranium grenades also don't do anything against susceptible enemies (humans and non-Zyranium creatures); they just deal the initial impact damage. After hitting an enemy, elemental grenades will completely fill the debuff bar against weak enemies and immediately trigger the climax effect (explosion for plasma, stun for shock etc.), and I'm not sure if they're supposed to do that, but that's a different problem. They work correctly on impact, but the lingering hazards they leave behind apply an ineffective debuff. It's important to add that the lingering hazards from grenades work correctly against the player (e.g. the plasma debuff from a plasma lingering hazard will correctly deal damage over time to the player). Edited 1 hour ago by Insolentius
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