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PSA/Bug/What is this: Biohazard's explosions are stronger than Neutralizer's

9 replies [Last post]
Mon, 11/13/2017 - 01:51
Sir-Pandabear's picture
Sir-Pandabear

Neutralizer was stealth-nerfed at some point. The explosions now do less damage than those of Biohazard against neutral targets.

I don't know why anyone working in GH/OOO thought Neutralizer needed a nerf of all things, but it seems weird to me when Bio is the gun that has the status.

Mon, 11/13/2017 - 03:37
#1
Zero-Chill's picture
Zero-Chill
Poison and heat level are

Poison and heat level are factors in affecting the damage, check and test again.
Also I think (not sure enough) that some monsters have increased or decreased resistance to some damage types:
not very effective < ??? < normal < ??? < super effective

Mon, 11/13/2017 - 05:44
#2
Sir-Pandabear's picture
Sir-Pandabear

Both weapons are heat level 10, the Biohazard does even more damage after poison. I have tested this with both no damage bonus and max damage bonus at multiple training bags. Additionally, the Biohazard is doing the exact damage that the damage tables on the wiki says it (and Neutralizer) should, but the Neutralizer is doing less. This means nothing is increasing Biohazard's damage

This is not even mentioning I'm not the first to discover this, it's only today I had time to confirm it.

C'mon, Senpai, this isn't my first science.

Mon, 11/13/2017 - 11:13
#3
Zero-Chill's picture
Zero-Chill
:P

Oh wait I just found this on the wiki: The explosions are weaker than those of Biohazard, but the charge attack is stronger.
Neutralizer is supposed to do more damage in BOTH the charge attack and the orbs as it doesn't have a status.
File a bug report maybe?
Also how do you make the comment's subject empty?

Mon, 11/13/2017 - 16:43
#4
Skepticraven's picture
Skepticraven
↑↑↓↓←→←→ba

@Geo-Senpai One can only be so careful with sciencing.
I can also confirm that the numbers show an odd discrepancy.
Also, "0" leaves the header empty.

@Sir-Pandabear I never really checked all the numbers when they "fixed" the numbers after the gunner update changes. They originally had the charge damage also being reversed (neutralizer had 20% status nerf, bio had 100% power). I wonder if they simply forgot to swap the explosion damage at the time...

Mon, 11/13/2017 - 23:53
#5
Flowchart's picture
Flowchart

it happened during the gunner update, numbers for neutralizer on the wiki weren't updated yet.

Numbers were fixed for the 3*, but didn't get around to the 5* yet.
Checking the edit history, I last updated it 2 years ago lol.
Kinda sad, but hardly anyone else contributes.

Tue, 11/14/2017 - 03:16
#6
Sir-Pandabear's picture
Sir-Pandabear
@Geo-Senpai

I made that wiki edit while clearing the damage numbers. Wouldn't do to have the wiki lie to people.

I'm not yet done recording the new damage numbers. Missing the end of most stratums.

With this garbage Indonesian internet I have problems making it there alive so I can record the numbers next month at the earliest.

Tue, 11/14/2017 - 05:32
#7
Zero-Chill's picture
Zero-Chill
I think this thread should be

I think this thread should be moved to the arsenal section.
Also may I ask whether the Neutralizer is worth crafting or not? And does it have any practical usage?

Wed, 11/15/2017 - 00:18
#8
Sir-Pandabear's picture
Sir-Pandabear

Not with the current state of balance. The main payload is the small bullets, which due to their inherently low damage (lower than Biohazard) suffers heavily from being normal damage. Biohazard both has more damage on its bullets, can utilise specialised damage against 1/3 of enemies, and can further reduce defence with its poison.

But catalyser in general is worse than before gunner update. It used to be you worked to attach tags, then detonated them easily with spammable bullets. Since neutralizer charge is stronger than biohazard, neutralizer was worth it.

Most explosions will miss, due to preceding explosions pushing enemies away from them, or just from the enemy moving on their own while you detonate it. This is due to the catalyser radius being hilariously small. Making the damage per explosions small rather than large, therefore, was a substantial reduction in the gun's effectiveness.

None of this should be a surprise, as the game has a history of overnerfing weapons that rely on multihitting with small explosions.

Wed, 11/15/2017 - 18:12
#9
Skepticraven's picture
Skepticraven
↑↑↓↓←→←→ba

"The main payload is the small bullets..."

While lancer knightz notes that their data doesn't reflect the gunner update...
Neutralizer/Biohazard appear to have approximately the same "clips per minute" as their "charges per minute". On this note, neutralizer's normal attacks must deal 3x their charge attack in order to "be the main payload". This is not the case. To optimize dps using the neutralizer, one should only use charge attacks.

Biohazard achieves the 3x normal damage > 1 charge for strong and weak enemies. That being said...

"Most explosions will miss..."

This makes the utility of actually using the normal attacks even less desirable.

----

Also, for posterity sake... Old bug report.

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