• Alchemical Fire: Effectiveness reduction (40%) vs buildings/midboss now affects the Weapon Damage bonus too (instead of just DPS)

  • Berserker: Weapon Damage per Stack reduced from 6% to 5%

  • Berserker: Bullet Resistance reduced from 9% to 8%

  • Frenzy: Weapon Damage per Stack reduced from 8% to 7%

  • Frenzy: Bullet Resistance reduced from 10% to 8%

  • Frenzy: Fire Rate reduced from 40% to 35%

  • Frenzy: Low Health Bullet Resistance reduced from 55% to 50%

  • Restorative Shot: Cooldown increased from 7s to 9s

  • Unstoppable state no longer blocks anti-heal effects

  • Yamato: Bullet damage growth reduced from 0.33 to 0.27

  • Yamato: Shadow Transformation T1 reduced from +20% Fire Rate to +15%

    LikeAngryHaha

Reactions:

  • TrippyFocus@lemmy.mlM
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    7 days ago

    Yeah it was probably OP before but now I don’t really think you ever take it unless you really never need gun slots.

    Extra regen is my preferred for healing since you can kind of stay active but I know some prefer healing rite.

    • Coelacanth@feddit.nu
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      6 days ago

      Monster Rounds + Extra Spirit is my go to play if you have any sort of spirit scaling to speak of. And then if you dont, I would go Resto Shot. Might need to experiment with extra regen now. Hesitant about healing rite since it’s so bad if you get hit while healing and I can’t reliably avoid getting hit. I also often run out of actives so that’s another consideration.

      Might try rushing Locket and see if that’s enough healing.