Incendiary Shot (Crossbow Skill) Cone Damage Not Scaling with Multiple Projectiles
This skill currently does not function as intended.
For context,the description of Incendiary Shot (Crossbow skill) states: *Converts 80% of Physical Damage to Fire Damage *Knocks Back Enemies *100% More Chance to Ignite Enemies *Pellets shatter on impact, dealing damage in a 1.9m cone *Multiple fragments from one burst can hit the same target, combining their damage into a single hit *Fires 10 pellets per burst In practice, the cone damage does not behave as described. When multiple fragments hit a target, the cone damage behind that target is calculated as if only one fragment connected, instead of combining all projectile damage. This makes the AoE much weaker than the skill description suggests. Steps to Reproduce: Equip a crossbow and use Incendiary Shot. Position two enemies in a line (one directly behind the other). Fire Incendiary Shot so that all 10 fragments hit the front enemy. Observe damage dealt: The front enemy correctly takes the combined damage of all fragments. The rear enemy (inside the cone) only takes damage equal to one fragment, not the full combined value. Expected Behavior: The cone damage should scale with the total combined damage dealt to the first target if multiple fragments land. Enemies behind the first target should take the correct combined cone damage, as implied by the tooltip. Actual Behavior: Enemies in the cone only take damage equivalent to a single fragment, regardless of how many fragments hit the first target. Impact: This results in significantly reduced clearing potential in campaign and maps. Severely limits the effectiveness and intended power of Incendiary Shot. Prevents the skill from functioning as described in its tooltip. With 0.3.0 around the corner and major class revamps on the way, this issue risks leaving Incendiary Shot underpowered or underwhelming compared to other skills. Note: The bug is simple and consistent to reproduce. 最後に TheDevilPanda#6710 が 2025/08/24 7:57:17 に編集 最後にスレッドがバンプされた時間 時刻 2025/08/25 0:25:03
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It's not supposed to pierce enemies, so if the first enemy is hit by all pellets the second enemy takes no damage.
If the first enemy is hit by 7 pellets then the second enemy is hit by max 3 pellets, probably less. Pellets are fired in a 1.9m cone and they shatter on impact, should they generate another cone after hitting the first target? Is this what you mean? 最後に IILU81II#8410 が 2025/08/24 8:15:37 に編集
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" Yes—per the description, when a pellet impacts an enemy it creates a small damage cone behind that target. In practice it does deal damage to whoever is directly behind the first enemy, but the damage is extremely low. For context, I did 20 tests trying to land all 10 pellets on a front target with a second enemy (about 0.5 m) behind. In 18 out of 20 tries, the enemy behind still took damage—even when all 10 pellets hit the first target—which strongly suggests there’s a secondary cone being generated on impact. It’s just very weak, roughly around one-tenth of the damage the first enemy takes. |
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True, it generates a small cone behind the initial hit.
While it's normal to think that the secondary cone's dmg should be the sum of all generated cones (when multiple frags hit the same) it doesnt say anything about that though. It only says that the initial damage is combined in 1 hit on the first target, not on the generated cone after that. It ends being just 1 cone as it was 1 normal pellet. Need a dev :D 最後に IILU81II#8410 が 2025/08/25 0:41:54 に編集
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