Just want to let you know that Iron Bear (as a result AutoBear) can and will proc Vampyr as well with his grenade arms. He also procs MOD with any of his splash arms.

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Have thought this (randomly getting health when I exit Beary) but wasn’t certain. Thank you!

Have you tried a cloning recurring tracker? Splits into 3, spawns 3 mirv

In this given scenario with my base health and a deathless, that would give you 7136.4 health for all 6 explosions.

This is incredibly informative!
Thank you for this testing.
This really shows that without beam grenades, Vampyr and Bloodletters aren’t nearly as overpowered as everyone thought

Thanks, but please don’t think I had an ulterior motive with this thread. I wanted to show there are three main ways to get healing as Moze:

  1. Optionally ignoring Vampyr and using a grenade with a Transfusion effect with or without Bloodletter.
  2. Mind Sweeper Proccing Vampyr from both gun and grenade crits from Pull the Holy Pin.
  3. Just Vampyr from grenades with multiple explosions effects.

Just consider what your build is and evaluate the options.

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Excellent thread.
This lets us determine which shields are best for Vampyr. Some of the really good shields (like Re-Chargers, Front-Loaders and Stop-Gaps) can come with different modules, so I guess we ought to keep an eye out for max hp increases. (Though I’m not sure if they have a set pool of modules like legendary grenades)
The +75% max shield and +75% max hp IB anointment for shields also works well with Vampyr, since it gives 25 seconds of even more efficient healing (and also buffs Iron Bear if you use it within 25 seconds of exiting.)

Edit: I have a Stop-Gap with a Health Module and a Front Loader with an Adaptive Module (which I think gives 8% max hp? Not sure how to interpret the health part in relation to damage received).

Having done some testing myself … Nearly all grenades except a few shock one return health

Beam grenades do return health but not as good as explosive grenades unless they’re radiation the rad explosions work

However if you’re at full terror

The ones that don’t return as much health don’t appear to work at all, but I suspect your losing more than your healing and the boggers healing ones don’t heal you up but more keep your health balanced so I suspect they heal at the same rate as your being damaged.

Now as this is mozes only means of healing outside of artifacts and other gear … We are very limited in our gear choices during this event, either expect to die more than usual or go with a terror healing anointed shield for the event

Made updates to the healing from Vampyr section with the help of @Prismatic.

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@sammantixbb have you tested the transfusion grenades much? I’m noticing what might be a bug when a grenade has both transfusion and generator.

I’ll paint the scene I’ve been noticing. So let’s say I have an enemy in front of me with a red health bar and a blue shield bar. I’m using a bloodletter that will let me heal my shield from any health.

Case 1: I use a grenade with transfusion. It does damage and red plus signs return to me and heal my shield. This will work with health, shield, and armor damage.

Case 2: I use a grenade with generator. It does damage to shields and returns blue plus signs to me to heal shield. This only works for shield damage, not health or armor.

Case 3: I use a grenade with both transfusion and generator. When used on health or armor, I return red plus signs to heal shield. When doing damage to shields I only return blue plus signs for shield.

In case 1, transfusion returns red plus signs. In case 3, generator is overriding the transfusion and only returning blue plus signs.

I’m typing on a phone, so if this needs further explanation I can try to reiterate it.

Your explanation is clear to me.

Did you check the amount you where healed? Is it not possible that you where healed by both but only the generators visual effect showed?

When using the Tran-Fusion, which has 120% for health and 60% for shield. I’m noticing the healing is much less when I only see a blue orb from generator. It’s hard to get exact numbers because I have to test in the field and on PS4. If Kevin had shield I could test in a vacuum.

Edit: Also the grenade is radiation so it should be doing more to shields.

Okay, that definitely seems off.

Out of interest is the generator or Transfusion listed higher on the item card?

Off the top of my head, I think transfusion is listed higher. I’ll verify later.

I’d be interested if the results are the same with transfusion and generator swapped on the item card.

I have two Tran-Fusion grenades and one random epic grenade with both, unless I sold it. I’ll try to see if there is a difference.

Possible Conclusion: it’s like shotgun pellets in a sense.

The generator or transfusion effect is decided on initial contact. If it makes first contact with shield : Gen. If health, Tran. Sorta like how a big shock number can wreck health by hitting a weak shield, being doubled, and that number being bigger than the health, so no penalty gets applied?

Slightly off topic but

Has this been tested in BL3? because in BL TPS I it was shown that the multiplier actually doesn’t carry over.

Wait…but…why wouldn’t it? Like. Just to make numbers up. If someone has 5 shields and 30 health and I hit them with a 20 shock, shouldn’t that 40 just be a flat forty against 35? If the damage recalculates halfway through like a compound interest loan, this math is working too hard :joy:

I’ll totally accept if it doesn’t. I just figured the logical conclusion was the above

Go look at the linked post. I was initially under the same impression, however it didn’t work that way in TPS and I’m yet to see evidence in BL3 that they’ve reworked the underlying damage calculations.

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