Conditional Finality is and isn't Stasis and Solar
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- Опубліковано 14 жов 2024
- The new Root of Nightmares Raid Exotic Shotgun behaves a little strange. Was playing around with it and discovered the Stasis and Solar shots aren't exactly Stasis or Solar as indicated, both rather.
For solar surge to work you have to pick up the orb with only the solar shot left in the gun i think
You're right. That worked (applies buff to both shots and the ignition). Now to get stasis siphon to work...
edit: further surge tests. The applied surge won't change on refresh so you'll have to wait for armor charges to run out if you want to switch (if you got solar surge with the gun, picking up an orb with the gun fully loaded won't switch it to stasis, vice versa). Applied surge lasts through stow and is also applied during stow (with gun fully loaded and stowed, won't get solar surge buff. With only the solar shot left in the gun, picking up an orb will give solar surge to the gun). Inverse basically applies for stasis surge.
@@lighfless yes, you need to be careful when you pick up the first orb of light, it is annoying, hope they just make it work with both surges, if they ever fix it. I guess the same goes with siphon, for example if you have stasis siphon youre gonna need to get stasis kill-reload-stasis kill to get an orb. Haven't tested that though.
@@lighfless scavengers works similar way. If you have solar scavenger and 1 or 0 round in magazine, you will pick up more ammo. Same goes with stasis one. I use this feature since I've got the gun and I've already got used to throw away or kill some ads with stasis shot to make surge work. And I technically run 3 solar weapons at once (shotgun, fusion and rocket/sword) having 17% more damage by defalt on all guns. This is very powerful in all types of content.
With all this data you all collected... the finality do be conditional
@@loneenvoyyale5259 knowledge is power...especially in this game)
It's actually pretty simple. It behaves as whatever element is currently loaded, *not* the element of damage it just did. The reason it works with a lot of solar things and not stasis is that the moment you fire it swaps from stasis to solar, so it's a solar gun on the tick that siphons/Gunpowder Gamble/whatever proc.
Surges are weird because of the way the buff applies, you just need the gun to match the surge when you proc armour charge.
Wait so with a weapon that has osmosis, if you're running say void surge and throw a grenade, you need to pick up your orbs AFTER the gun changes elements to make sure the gun gets the buff??
@@uncoveredkhan09gaming38 pretty sure otherwise its kinetic surge. solar osmosis procs empyrean and siphon
not entirely true
stasis holster works when you empty the gun even tho its solar
For the purpose of mods like scavengers and reserve mods, it's stasis. For the purpose of loader mods, it's solar. And for the purpose of orb mods, damage buffs, and subclass synergy, it's both.
That being said, the best way to get the most out of this thing is by running it with a solar subclass, a solar primary with a solar loader mod and solar orb mod, and a stasis heavy with a stasis reserve mod and stasis scavenger mod.
This way you get extra reserves, extra ammo pickups, some synergy, and extra reload speed for the shotgun without taking away from your actual build itself. This weapon really is a masterpiece of a gun. It's not my cup of tea but I am more than excited to see some absolute pve buildcrafting wizards out there running some PRISTINE builds like this. I wanna see those 20k kill counters babyyyy
wtf I tried the loader mods but stasis worked and solar didn't... so confused on why
@@plugoneone it's a stasis weapon. I has a solar perk and all but still stasis
@@luisfelipecorreiadelima6329 yeah but people were saying that some other mods worked if they were solar, not stasis
@@plugoneone Has to be empty. Speeds it up in conjunction with the alloy mag effect.
Edit: they fixed it now though so the effects are based on the present element. Lame.
Finally, weapon mods that are Conditional.
Schrödinger’s shotgun
What a weird gun haha. Super cool but technically challenging I guess
I’ve noticed a similar thing with Two Tailed Fox…
Being radiant doesn’t give it anti barrier, nor does having volatile rounds
When i switch sometimes it shows as solar too but when swapping again it turns to void
the question that I keep asking myself is what type two tailed fox is? because I can"t seem to find wich elemental mod work with it
I believe u get volatile when it is shown as void, if u shoot a rocket u must manually reload b4 swapping or else it will show as solar. This goes for scav mods, so keep that in mind depending on if u have either void or solar scav
"so, is Conditional Finality Stasis or Solar?"
"yesn't"
FYI stasis holster mod reloads the gun in about 3 seconds.. basically making it have autoloading.
This gun is endlessly interesting
Same with Two Tailed Fox.
It gets buffed by Void Surge, cuz basically it's a void gun. Well, judging that it's a rocket launcher, it will be QUITE DIFFICULT to kill 1 enemy with void rocket and one with solar, but I assume, that will be the thing with siphon too, and it will benefit from solar siphon. Though, u get void siphon orbs if u kill multiple enemies with void rocket
Just did Nezarec with 3 stasis surge mods with the Shotgun, luna-well and Typhon GL
Had 3.3 million, not bad
Double slug is way better, and you can use a tractor to apply the 30% debuff to the boss. Hit 4.6 mil the other day with that
schrodinger's element
I thought you only gained the surge of the element that's currently in the mag (next to the ammo counter), IE: Stasis shot is ready to fire, you pick up an orb, Stasis Surge lasts until armor charge runs out; Solar shot is ready to fire, you pick up an orb, Solar Surge lasts until armor charge runs out.
It's probably because once the shot is made, the gun switches to Solar, so anything that checks for "Solar Weapon kills" sees that it's a Solar weapon at that point, but because Solar Weapon Surge is checking at the start, *while* it's a Stasis weapon still. Iirc it *will* benefit from Solar Surge if you swap to it when you only have the one shot left, because it's a Solar weapon at that point so the game finds what it's looking for, but you may need to have another Solar weapon to be swapping from.
I have build heavy on armor charge and it uses dead messenger, it is the same thing. For you to get the surge to work you need to have the surges specific element on the gun at the time of picking up an orb
I noticed this as well happening with the holster mods. Stasis surge won't take affect if you switch to the weapon while it has 1 or no ammo.
The only way I've found to fix this is to pick up ammo for the weapon, reload it to a full mag then remove and reinsert the stasis holster mod.
I would assume the stasis surge working due to this weapon being in the kinetic slot, where we haven't had any weapons be solar aside from guns with osmosis which are also a buggy mess right now
It is what the icon says it is at the time
Iirc correctly both shots can proc the raid damage perk on a light weapon, but only the solar one can proc it on the strand heavy weapon or something weird like that
I'm not 100% sure but I think the stasis shot counts as solar when attacking solar elemental shields. I noticed it was popping them in one of the battlegrounds on the first shot and causing a chain reaction that should only happen with solar damage.
Two tailed fox is having simular issues
I feel like Bungie should’ve coded Conditional Finality to work somewhat like Two Tailed, make it deal Solar and Stasis damage but it still counts as a Stasis weapon
How does this go for the Two-Tailed Fox?
I imagine that Two Tailed works similarly
It pretty much does because if you look at the ammo of the weapon when you shoot, it alternates between void and solar and goes back to void.
Id really love if they changed this weapon so you could reload one bullet at a time, or hold the reload button to swap which round you shot first
Honestly could be a good catalyst or if they increase the fire rate by a bit
@@Suigeneris999 Both are good.
So both bullets are stasis and solar. The only thing that changes is the effects of landing all of your pellets
it as likely a bit weird to code seeing as it does 2 elements in one mag rather than most of weapons making you manually switch the mode
alot of these interactions are likely specially coded as if they went off the normal rules it would likely not work as well (example the stasis shot procing ember of empyrion, if that didn't happen then you'd get way less out of the gun if you had that fragment on solar since the last shot would proc it instead)
thats kinda weird seeing how im pretty sure two tailed fox even when solared and arced is still boosted by void
For stasis siphon it may be that the game has a counter for how many kills you get with your gun in short succession. Maybe try either starting with a solar shot, reload and get the second kill with stasis, making the double kill occur with stasis damage, or shoot a stasis shot reload and shoot another one. It could also just be that whenever the double kill occurs it takes into account the current element of the gun which would always be solar if neither of these scenarios work
Is it solar or stasis dexterity, loader, reserves, unflinching, and holster
Also please do the video about touch of malice which the unstoppable stun mod did not “on” when you equip it .Unless you have another scout rifle in energy weapon slot to active “Touch of malice unstoppable stunning”one
odd, on pvp solar weapon surge is proccing for me with this gun. i've been using it with burning steps too so maybe thats what i'm actually noticing.
You still have time to reupload this. Smells like ripe blueberries in here
Can you get armor charge off of stasis crystals?
Maybe try with stasis siphon instead of harmonic and see if it works?
Just tried it with stasis siphon and still no orb :(. Also got a multikill with just the stasis blast, still no orb with stasis siphon.
@@lighfless From what I've seen, solar siphon works even with the stasis shots.
I think the armour mods are likely applying based on the damage type in your inventory not the current instance of the weapon, hence stasis loader, stasis unflinching, stasis reserves and stasis holster working on both shots. but the solar counter parts never working on 1 or 0 shots. interestingly i found that the stasis scav only works when the gun has 2 rounds loaded and solar scav doesn't work even at 1 or 0 in the mag. im not sure how to test stasis vs solar targeting but i assume that it'd follow the same rules as above (excluding scavs).
not sure what the game thinks is going on with siphons, fragments and and surges though.
Did you do all the challenges? I don’t want to do them for the shotgun but I’ve ran it 18 times no luck. I know in general it can take forever but I want opinions? Cause I know you could do shit in the dungeon to get extra % but idk if it’s worth it
I did, but I'm one of those jerks that got the shotgun on day one. It really all comes down to luck, but I think at least doing the "every guardian on this element" ones are worth it since they're no effort.
Schrodinger's element.
More examples of why Destiny needs a new engine if the game is meant to expand into the future. FPS limitations, server disagreements, and now guns that don't behave the way they were literally designed to in terms of mod synergy.
Schrödinger's shotgun
Its base statis so you should use statis surge instead for it to always proc
So what you’re saying is my path of burning steps isn’t working with the final shot
Its a stasis weapon, just has a solar shot
Probably would have made an orb if you shot an enemy reloaded then shot another
i luv the fashion what is it
If you pick up an orb while having only the solar round loaded, get solar surge and then reload, does the stasis shot also get affected?
Pretty sure it acts like a gun with Osmosis, I haven't tested it myself but I wouldn't be surprised if guns with Osmosis don't work with elemental surges.
Which is weird, considering Travelers chosen works with select subclass verbs.
Osmosis works with surges, at least last week it did idk about right now
Stasis interactions in lightfall just feel so sidelined its crazy. I know they can't be on point for every single aspect of the game but at least make the darkness subclasses have some love.
Could you cover two tailed fox with the catalyst?
TTF is different to Conditional Finality in that instead of 2 shots in two different modes, it's 1 shot with 2 different modes (3 with catalyst)
TTF will only ever be affected by void mods.
bungie makes a gun outside of the conventional standards of the game and is then likely going to be forced to overhaul the mod system or element system yet again. who could’ve guessed
W... w... WHAAAT?!?!? This is worse than a puzzle...
why do you have 5 masterworked bombadiers?
one for every flavor :)
schrodingers shot
That's wierd cause path of burning steps buffs both damage values aswell, this gun is very inconsistent with mods
path buffs ALL damage when its active but needs solar final blows to activate
is it kinda like how you only use void surges with 3 tail fox cause technically its a void weapon before it switches to solar
man thats really cool, if only i could get it to fucking drop lmao
check if two tailed fox benefits from solar loader
Two Tailed Fox will only benefit from Void loader since the game considers it a Void weapon, Conditional Finality is both a Stasis and Solar weapon according to the game. If Two Tailed Fox had a mag size of 2 and shot Void followed by Solar then Solar loader would work as the game would consider it a "Solar weapon" while it's reloading.
@@tacomabell9397 the element of the gun shows solar after shooting the first rocket
@@marius4702 Even though it shows Solar it's still counted as a Void weapon since it's technically reloading a "Void rocket", Conditional Finality has the same interaction as reloading from empty with Stasis loader will be faster than reloading after the first shot with Stasis loader as the game still thinks it's the element listed in the weapon card instead of Solar. I actually noticed this interaction on Conditional Finality when I was using it in the Shattered Throne last night but I've never seen that kind of interaction when using Two Tailed Fox and I've used it for multiple damage phases this season, I'd love for Solar loader to work however since we can reduce it's cost this season.
Have you tried the interaction with kinetic mods?
So out of curiosity can anyone tell me which element the targeting mods will affect Conditional Finality? I’m still a little shaky on how this works.
Yes
@@VanpyroGaming0 Cheers bruv. I appreciate it.
schrödingers shotgun
I’ve gotten solar surge to work ong
whats ur build in this?
Could you not just use kinetic surge?
Does the stasis classes work on this gun
Conditional finality perfectly synergies with both stasis and solar
Why is Bungie so incapable of providing basic descriptions of what synergize a with what. I understand that universal rules don’t always work due to balancing issues. But just TELL the player base if you’re making an exception with a certain weapon/type, instead of forcing the community to do in depth research just because you refuse to write the info down
Bro tf are those mods. I don't log since december
So in simplest form, Stasis Mods, Solar Dmg?
WHAT IS THAT ARMOR YOU HAVE
Bro you eeriely run a similar look to my guy and also rock bombardiers. Sub
Got it on my first run
I mean it’s called conditional finality not unconditional finality 😂
Fucking Schrodinger's gun
peak destiny coding
Don't have so don't care
Schrödinger’s shotgun