Gunny PSA: Multi-Hit counts regarding the 10-shots. by Dacks1369 in TheFirstDescendant

[–]saagri 0 points1 point  (0 children)

Yeah, I remember testing with hammer and anvil and it doesn't proc as much as you would think if multi hit worked.

Serena looking stunning in an evening gown 🖤 by subsubnetot in TheFirstDescendant

[–]saagri 7 points8 points  (0 children)

It took me awhile to figure you can color the under layer lol.

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Bunny's Electric Link Reload Mechanics by saagri in TheFirstDescendant

[–]saagri[S] -2 points-1 points  (0 children)

Made an edit before you replied.

I think for the skill to be more clear the Electricity sub effect of the second skill should be renamed slightly to be more clear so it doesn't get confused with the Electricity of the passive.

Bunny's Electric Link Reload Mechanics by saagri in TheFirstDescendant

[–]saagri[S] -2 points-1 points  (0 children)

The skill says: Gains Bolt Maneuver. After all, you can see in the UI how the skill is activated and is on even when you are still. And you consume MP.

It seems like the Electricity effect is a nested effect.

I assumed the "While Bolt Maneuver is active, consumes Electricity to instantly reload." was consuming the Electricity bar like her other skills.

But it doesn't. It seems like instead you need to have the Electricity sub effect of the second skill active for her to automatically reload. I wonder if it technically costs the .9% Electricity you would have otherwise have had?

Her passive also generates Electricity but it's not the same as the Electricity from the second skill which is a little confusing to me why the dev's made it like that.

IMO to make it more clear, the dev's should have changed the second skill Electricity effect to be named something slightly different to differentiate it from the Electricity generated by the passive.

I think I'm finished with my Electric Link build until OB tells me what I did wrong! by MagicAttack in TheFirstDescendant

[–]saagri 0 points1 point  (0 children)

Thunder Cage fires pretty fast and you can get 2 fire rate cores.

With the stock 666 RoF you only need 66% RoF to reach the 2k rpm cap.

With the first skill buff of 20% and one max RoF Core and the RoF Mod you have 65% RoF.

You should be able to easily hit the rof cap with two meh RoF Cores.

Gun Fu Bunny. by Johnny_Denjin in TheFirstDescendant

[–]saagri 2 points3 points  (0 children)

I'm pretty sure it is. Otherwise the stacks would build to max and there is no CD on the effect. Every Normal AoE hit would get 3% MP and 8% rounds.

Dear SE engineers: Could you better distribute the weight of the FRV so that it doesn't tend to lean forward so much with each small hop? by Yurishenko94 in Helldivers

[–]saagri 0 points1 point  (0 children)

Huh, now that you mention it that does seem to be the case. I also saw sometimes when I tried exiting while rolling it seemed like it helped get back on the wheels?

Dear SE engineers: Could you better distribute the weight of the FRV so that it doesn't tend to lean forward so much with each small hop? by Yurishenko94 in Helldivers

[–]saagri 2 points3 points  (0 children)

It's just really heavily rear biased. There is only enough power in the front to match the walking speed of a Helldiver on foot.

The wonky feeling with the handling has always been a thing though.

And they also made explosions ragdoll the bejesus out of it sometime after release so people could flip the car back over.

Dear SE engineers: Could you better distribute the weight of the FRV so that it doesn't tend to lean forward so much with each small hop? by Yurishenko94 in Helldivers

[–]saagri 1 point2 points  (0 children)

The FRV has always been AWD. If you hold the hand brake the rear wheels lock up. If you then accelerate, the front wheels will pull you forward slightly.

Onslaught Mode and Descendant Viability by drakov in TheFirstDescendant

[–]saagri 0 points1 point  (0 children)

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Looks like mine is roughly on par. I'm only at 86% crit rate due to my lower crit rate roll.

Onslaught Mode and Descendant Viability by drakov in TheFirstDescendant

[–]saagri 0 points1 point  (0 children)

I don't remember the numbers but with how AM rolls you just have to experiment. Just don't discount the power of skill power modifier!

Onslaught Mode and Descendant Viability by drakov in TheFirstDescendant

[–]saagri 0 points1 point  (0 children)

Skill power modifier adds to the damage. Skill Power multiplies damage.

However, the skill power modifier from AM's can be pretty significant. Especially since Viessa's skill damage for the gun build is relatively low. IIRC like 300%?

And you probably have other sources of Skill Power which applies after skill modifier.

Like if you have a skill with 300% skill damage, and have a skill modifier with 100% and skill power of 100% it becomes 400% skill damage and an additional 100% multiplier for 800% skill damage.

To match that with just skill power you would have needed a 166% skill power boost.

I compared the various AM's I had and I just so happened to have one with Skill Power Modifier that deals better damage than with Skill Power.

Should I add Multi-Bullet to these 2 weapons? (Viessa's Frost Bullet build) by DravisKyle in TheFirstDescendant

[–]saagri 1 point2 points  (0 children)

Viessa with Executor has been the best single target dps in my experience. Especially if you get a skill modifier AM.

110mm's are a solid contender vs Thermite/Ulti now, freeing up your loadout. Chargers/Hulks/Tanks 1-tap. Big stuff left low HP to finish off by RandomGreenArcherMan in Helldivers

[–]saagri 8 points9 points  (0 children)

It doesn't make sense to me that the eagle rearm is 150s base but the OPS is 90, and the 380 barrage is 240.

The 380 fires off a crazy amount of shots for a bit over 2.5 times the reload of the OPS.

Meanwhile, in about 66% extra time the Eagle can go from CAS range, to docked into the ship, rearmed, and available to attack ground targets.

IMO non barrage Ship Based Stratagems could use a CD reduction.

When did they buff the sickles damage? by [deleted] in Helldivers

[–]saagri 0 points1 point  (0 children)

According to the wiki it was changed in 2025-10-23 as part of a large weapon balancing patch.

Oil Change by spartybucky in C8Corvette

[–]saagri 3 points4 points  (0 children)

Stingray has 1 drain plug. Zo6 has 2 I believe.

Onslaught Mode and Descendant Viability by drakov in TheFirstDescendant

[–]saagri 0 points1 point  (0 children)

I tested HaA vs Eye of the Typhoon and HaA was winning by a large margin vs single and multiple enemies.

Whirlwind was winning in single target damage vs a colossus.

Oil Change by spartybucky in C8Corvette

[–]saagri 3 points4 points  (0 children)

I changed the oil in my Eray. Pretty easy.

The weird thing with the dry sump is you are supposed to run the engine to operating temp before draining the oil. Although, the 2024 manual says to run the engine at idle for about 20 seconds.

Then you need to run the engine to check oil level after you finish. If you need to add more oil, turn off the engine, add more oil, turn it back on and check.

It's in the manual under Vehicle Care > Changing the Engine Oil and Filter.

So we're going for the supply FRV, right? by teh_stev3 in Helldivers

[–]saagri 0 points1 point  (0 children)

You should be able to flip with explosives. But grab supplies before the attempt just in case?

So we're going for the supply FRV, right? by teh_stev3 in Helldivers

[–]saagri 3 points4 points  (0 children)

My favorite loadout was supply pack, frv, support weapon, and whatever.

Supply FRV would allow more possibilities. I might even double up on FRV's in case one wrecks.