In the recent hotfix, Zane’s Salvation got nerfed/fixed. Previously you could get life steal from grenade damage. I thought this was intentional because the skill’s description says “weapons” instead of “guns”. A grenade is technically a weapon, right?
Amara’s Sustainment also works with grenades, including the Red Suit’s special effect and nova effects (they seem to be considered grenade damage like they were in BL2). The description has almost the same wording as Salvation (“gains Life Steal […] with her weapon”). I wonder whether this skill will be next for a change/nerf. Since both skills work almost identical I hope they won’t for those reasons:
Amara’s skill is more limiting due to it activating only off of elemental damage (on guns only those that inherit an element by default, elemental conversion/bonus doesn’t work)
she can’t spam grenades to the degree Zane can
Sustainment is quite far down the tree and requires some investment to get to it
If they’d change the skill so that it also affects converted/bonus elemental damage I’d be somewhat okay with them removing the grenade part even though it would still destroy builds that rely on heavy nova usage. Not sure how I’d feel about that.
(RIP Kevin - 11/21/19 - Gone but not forgotten.)
I hope they don’t. I wouldn’t really notice much personally, because the game has always said F U and I can’t get anything better than a quasar.
Correct. The only confirmed sources for life steal are guns with an inherent element (Tsunami is the only exception I know of so far), elemental grenades and novas from shields (those seem to count as grenade damage like in BL2). Infusion doesn’t work, in fact, on elemental guns, it actually reduces life steal due to reducing the base elemental damage. Forceful Expression or any other source of bonus elemental damage doesn’t work either.
As of last night, this is incorrect. I have seen this argument a lot and had to find out for myself because while I do like seeing what others have found, I enjoy finding out first hand as well. So here is the quick notes, as I plan on doing further testing and gathering more data at another time.
I used the Vehicle as it was a constantly available source. I was not aiming for any % of damage to verify modifiers on armor vs flesh, just to see what did and did not heal. I could also stop damage and let it regenerate as needed (or respawn it). To get my health lower, I used a Torgue gun and shot my feet (careful when doing this once you have Infusion or Forceful Expression, as these allow you to DOT yourself).
Weapons used for testing: Pa’s Rifle (Electric), and The Hunt(er).
Test target: Bandit Technical equipped with the Heavy Armor
All points of Guardian Rank in Hunter atm, so no modifiers to factor.
Shockra used until later tests. Game mode was normal, Mayhem 1.
Bonus Test: Gernades - Epicenter. Healed on impact only, not DOT or bonus projectiles.
In conclusion, what I have found is this:
Sustain seems to work off base bullet damage from Elemental guns and calculated prior to damage changes due to Forceful Expression or Infusion. It was not healing off any DOT damage that I applied (sad day) from any source I could find. This seems to be match up with the consistent 256 heal across the board no matter what element I have for my active skill and which skills I have. I would like to find a way to see if Tempest does in fact increase the heal.