Give me 5 and I’ll check.

@twoPIZZA looks like 50 seconds, I’ll do a few more test runs to be sure.

Okay I’ve done 4 runs now and it definitely is 50 seconds. The timer appears to start from when I start the reload animation not when it finishes.

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Hey. Deadlines returns fuel on kill and that’s an aspect missed in the first question.

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Awesome thank you, I will update it when I can.

How did I forget to mention that, thanks

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Wow, Blast Master is even better than what I thought it was. I thought it was 70 seconds for some reason.

Another follow-up question: does Blast Master boost the damage of Short Fuse? So Short Fuse is 75% of gun damage, but with the Blast Master does Short Fuse get bumped up to 125% of gun damage ?

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Great post
fyi I reported this issue to the support and it was accepted for future bug correction
16. Why does my Atlas gun magazine size keep changing?

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@Prismatic will be able to answer better than me.

It should also double FitSD that procs from Short Fuse but I just noticed in another thread that FitSD is not getting a boost from Blast Master apparently. I’ll double check.

Edit out for a better answer below

Short Fuse is boosted, and in fact gets the splash damage twice. Once on the initial hit that triggers SF and then again within the short Fuse calculation. I’ll have to get back to you on the exact calculation however as my number for short fuse was off, and I’m not sure why.

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Is this with non-splash weapons as well?

No. Only weapons that get splash in their damage benefit twice.

Ok thought so. Short Fuse is a bit of a mystery to me still

I guess it explains why hire fire rate splash guns like the westergun/kybs do so much damage when Short Fuse procs. I had been thinking for a while that short fuse felt like it was doing more than 75% gun damage when it procs.

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Full Can is amazing for non-BBB shields. A stop Gap or Recharger can really benefit from this. If you’re doing a instant exit build with Autobear, you can constantly be recharging your shield back up, and as long as you position well, you can generally keep your shield up and near full by recharging it manually with Full Can.

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It would be even better if the bubble shield didn’t have an initial delay of 5 seconds. You could pop-out of Iron Bear, Hide behind the bubble shield / Iron bear while your shield keeps regenerating at an increased rate.

I sort of do this now, by always moving backwards when jumping out of Iron Bear but it would be easier with the Bubble Shield

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Yeah testing kn the dummy shows it about double damage for me. Tbh I never wrote the numbers down or tested it much. Probably should because I use it all the time haha.

I’ve written it off in the past, and now I’m loving it after doing Topped Off testing its pretty key.

In my opinion this NEEDS to change. It would make a hop out build way better with high IB armor.

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I think the bubble shield delay is a bug since the bubble has a 5 second delay before it recharges. I’m guessing the 5 second delay is also being incorrectly applied to when the bubble shield first appears instead of on subsequent recharges.

So, maybe it would be fixed

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yeah this is key in my strategy during some fights. I’ll even delay exiting a couple of seconds if i think it’ll get me back up to full when i’m using a stop gap

agreed

[In the kid’s voice at the load screen when you start up the game while shaking fist into the sky] “GEARBOX!!!”

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I’ll comment on this, since I use Rocketeer frequently. You’re really at the mercy of the AI.

  • Miniguns will miss quite a bit if the target is strafing. If they are moving linearly towards AB, miniguns will miss less. Explosive Rounds miss less, because splash I guess.
  • Salamander does no damage and has no range, so we can skip.
  • Grenade launcher are similar to miniguns except the range is close to medium. AB will hit non-moving targets, but don’t expect it to hit something that’s moving.
  • Default rockets is a like Torgue shotgun. AB will hit a lot of enemies close range, but miss horribly at medium to long. For Active Tracking, the AI spreads it over several targets. Hammerdown is really hard to miss.
  • Railguns, I agree that they are great. Pin point accuracy and knocks down enemies for whatever reason. The accuracy can not be stated enough. Railguns will snipe enemies across the map.
  • Bear Fist will do damage, if enemies come into range. That’s a big “if”. If the enemy can take cover, Close the Distance will miss every time.
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Fun fact (i think) the blast master mod boosts Sabot rounds. For trash mobs, if you’ve got Sabot and chain lightning equipped together, Autobear will rip through them, even with corrosive against flesh, because the splash damage is just so good. It wont end badasses, but that’s your infantry-a$$'s job.

Good summary of their skills. The bear fists are sadly under-realized as an action skill. Close the Distance should be just as powerful as phase grasp IMHO and be able to grip anything that Amara can.

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Excellent post this reminds me of the BL2 forums I enjoyed so much.
Thanks for all the useful information.

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Well I wouldn’t expect those two skills to stack or diminish seeing as Deadlines reduces fuel drain and Stainless Steel Bear increases max fuel capacity. If anything, SSB would in theory extract more from DL by virtue of increased fuel capacity subsequently leading to bigger refunds in fuel with each kill. It would feel like almost 8% fuel returned with the first kill on the default fuel metre.

Damn, so my eyes weren’t deceiving me then. I recently tried out an IB-focused build and with 1 point left to spend I thought ‘what the hell, why not put it in Short Fuse to help Moze while Iron Bear is on cooldown?’ and to my surprise, I could see the SF visual effect proccing on almost every shot of my Trevonator. Didn’t know whether it counts individual pellets in single blasts or if Gearbox somehow got something wrong and SF procs way more often than just a 20% chance.

It’s really good with BBB too, especially if you’re running Tenacious Defense. And because the BBB has decent recharge rate to begin with, FCoWA helps out a lot with the extra shield capacity from those PD stacks.

I have this very combo on my main build. Only ever use IB for Auto Bear so I equip the AI with dual Railguns. Right arm has capactitive armature for stripping shields, and left arm has corrosive sabot round for the blast master’s bonus splash damage and gun damage from the Type B skills. Another great thing about this combo is that Moze herself doesn’t require shock or corrosive weapons as much with Iron Bear already dishing out those elements.

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