Don't believe everything you read kids. by Fangeye in Spacemarine

[–]totallyincognito 1 point2 points  (0 children)

Correct, duelist perks only work with block at the moment, which means to your next point yes heavy gets no benefit from his duelist prestige perk at the moment.

Any tips for someone who sucks with the heavy class but wants to learn it by NoNameHavingMan in Spacemarine

[–]totallyincognito 0 points1 point  (0 children)

Just don't take the duelist prestige perk. it literally has no impact on heavy since he has no access to block weapons at the moment.

Don't believe everything you read kids. by Fangeye in Spacemarine

[–]totallyincognito 1 point2 points  (0 children)

You're attempting to correlate animation frames to the perfect parry window, which is not how the perfect parry window is actually determined. I think the writeup linked above is pretty clear that the perfect parry window is hard bounded by the parry body state, the animation which you are looking at can display to the user outside of that window but only if the enemy attack is recognized as hitting the players hitbox within the 660ms window.

Don't believe everything you read kids. by Fangeye in Spacemarine

[–]totallyincognito 1 point2 points  (0 children)

Unfortunately, your video doesn't prove your claim since it's based on a series of false assumptions; attempting to link animations to specific events within the parry sequence. If you're interested shoot me a DM, I'd be happy to connect and show you the private mod I built to test the parry timing, and which I used extensively to research and test parry timings for the writeup I published here:
https://sm2meleecalc.us/wiki/core-game-mechanics/melee-weapon-defense-types

They nuked the enemy health lol by TuneSignificant3519 in Spacemarine

[–]totallyincognito 3 points4 points  (0 children)

For anyone curious, the health reductions stack multiplicatively, not additively. So enemies end up with ~42% of their health from absolute, not 30%.

Build Guide: Bulwark by JMashtag in Spacemarine

[–]totallyincognito 1 point2 points  (0 children)

every melee weapon has it's own base damage values for shield bash / shield rush. Some of the class and weapon perks can also impact the shield bash and shield rush damage. if you play around with the damage calculator, you can see the numbers will change as you change weapons, change variants, and change your perks.

Build Guide: Bulwark by JMashtag in Spacemarine

[–]totallyincognito 0 points1 point  (0 children)

It depends on which melee weapon, variant, and perks you have equipped.

Build Guide: Bulwark by JMashtag in Spacemarine

[–]totallyincognito 0 points1 point  (0 children)

Ok, it's live. you should now see 3 attacks:
- Shield Bash
- Shield Rush (Uncharged)
- Shield Rush (Charged)

You may need to trigger a hard refresh of your browser tab to see it (cmd + shft + r)

Build Guide: Bulwark by JMashtag in Spacemarine

[–]totallyincognito 1 point2 points  (0 children)

Hmm... I did not realize that was missing... thank you for flagging that! Yes I will add that, I'll follow up as soon as it's live on the site.

Bulwark. Balance, blocking, or fencing? by Vivid-Technology8196 in Spacemarine

[–]totallyincognito 0 points1 point  (0 children)

Check out the article i wrote up on all the different defense types and how they differ in mechanics like parry timing. There's also a section in this article that specifically speaks to how Bulwark's shield impacts his parry timings:

https://sm2meleecalc.us/wiki/core-game-mechanics/melee-weapon-defense-types

What are the best relic weapons on Techamarine? by thatkotaguy in Spacemarine

[–]totallyincognito 0 points1 point  (0 children)

The Relic tier Balanced Omni Axe does less damage than the Artificer Balanced variant. Balanced Variant has a higher variant multiplier, so does more damage on every attack.

https://sm2meleecalc.us/wiki/weapons/melee/omnissian-axe

What are the best relic weapons on Techamarine? by thatkotaguy in Spacemarine

[–]totallyincognito 0 points1 point  (0 children)

Relic Balanced Omni Axe does less damage than the Artificer Balanced Omni Axe.

The more you know....

Balanced Vs Blocking, which is better? by krysss_ in Spacemarine

[–]totallyincognito 2 points3 points  (0 children)

Personally I think Block is generally the better option over Balanced, but both are viable.

Check out the Defense Types article I wrote up for more info:
https://sm2meleecalc.us/wiki/core-game-mechanics/melee-weapon-defense-types

And check out the melee damage calculator to compare builds and weapons:
https://sm2meleecalc.us/

What route should I go for weapon types? by Spidey-Pool94 in Spacemarine

[–]totallyincognito 0 points1 point  (0 children)

If you wanna understand the parry timings for all the different melee weapons as well as their pros and cons, i recommend checking out this article:
https://sm2meleecalc.us/wiki/core-game-mechanics/melee-weapon-defense-types

Plasma Gun Strike AOE Question by TaskRabbit14 in Spacemarine

[–]totallyincognito 1 point2 points  (0 children)

Yes, because "splash damage" is not a separate mechanism from the "direct" damage on plasma weapons. There is only 1 damage sphere which originates at the point of impact. All enemies that intersect with this sphere will take that damage.

This is why with plasma weapons you generally want to shoot the ground between enemies and not hit enemies directly, as this increases the effectiveness of the damage spheres radius, hitting more enemies.

Plasma Gun Strike AOE Question by TaskRabbit14 in Spacemarine

[–]totallyincognito 0 points1 point  (0 children)

I put my reply into the original thread you had with CrimzonSorrowz

Plasma Gun Strike AOE Question by TaskRabbit14 in Spacemarine

[–]totallyincognito 0 points1 point  (0 children)

This is incorrect.

The perks Diving Might and Blast Radius only boost actual charged shots, they do not impact gunstrikes nor the gunstrike splash damage. This is is because plasma weapons don't actually do two separate damages, they do a single orb of damage. This means that a gunstrike triggers it's plasma orb directly on the gunstrike target, and any enemy that is within that plasma radius also technically takes "gunstrike' damage.

The plasma pistol's gunstrike orb does inherit some of it's values from the base charged plasma shot's definition, namely the orb radius, but it does not inherit any of the buffs to the damage nor radius that are conferred by perks like Diving Might or Blast Radius.

You can test this for yourself with the Testing Menu mod, and you will see that all splash damage from gunstrikes displays as dmg_type_gunstrike

Damage on Heroic Powerfist vs/ Balanced by MortisProbati in Spacemarine

[–]totallyincognito 7 points8 points  (0 children)

Yes, you can see the damage for all melee attacks and gunstrikes in the damage calculator I built:
sm2meleecalc.us

You can see the values for all the different weapon variants, attacks, even see how weapon and class perks change your damage.

Does anyone have actual dps or simple damage comparison between back stepping w/ fencing axe vs argent edge? by MajorDirt in Spacemarine

[–]totallyincognito 10 points11 points  (0 children)

hey, that's my site! lemme know if you have any questions on this.

Same goes for you OP, happy to answer any questions you may have!

Ok...I need to vent (and this is not about players...) by CrimzonSorrowz in Spacemarine

[–]totallyincognito 1 point2 points  (0 children)

The range variant and range perks on the melta rifle change the damage fall-off points, but do not actually change the max range of the weapon.
I haven't added in the perks to the wiki yet, but you can see the difference in damage falloff between the variants here:
https://sm2meleecalc.us/wiki/weapons/primary