Yup plus Zane has entirely additive plain gun damage. There is not a single multiplicative passive damage buff in his entire design. No crits. No elemental. No splash.
Edit: Corrected below by another poster. I was wrong lol. Completely forgot about some of his tools
Ok I know you said passive, but I’m going to lay out the known multiplicative bonuses he gets from his skill trees because it sounds like you think he has no multiplicative bonuses at all. First: Barrier’s bonus 25% amp when shooting through is multiplicative, Cold Bore and Trick of the Light are additive to themselves but multiplicative to other skills and last but certainly not least Playing Dirty is up to a 100% multiplicative damage bonus! So… to be honest, he’s got plenty of multiplicative skills. Maybe they should be easier to use, but they do plenty when used correctly.
Also I don’t feel conditional multiplicative damage is all that defensible for a character who clearly needs the damage. Cold Bore is literally only the first shot after switching(good for some shotguns?). Trick of the light is OK. but once again, Zane doesn’t have any increased elemental damage then anyone else. Plus it’s conditional and inconsistent. I think playing dirty is absolute trash and I only noticed it’s effect when shooting rocket launchers and some maliwan legendaries like the cutsman. Very weapon specific.
Yeah you really don’t know Playing Dirty’s power then. Trash it most certainly is not. A sniper gets its damage doubled with it, you can have two Kill-o-the-wisp projectiles fired at once full damage for huge shield strip capabilities, yes you also can fire two Scourge rockets at once too. For example, the One Pump Chump normally has around a 4200 base damage. With Playing Dirty it’s effectively 8400.
See, so many builds out there are only emphasizing smgs and stuff. They completely fail to see how Playing Dirty makes Zane a highly powerful sniper too. Even then, with a high enough damage smg, Playing Dirty lets you have huge bursts when it’s active.
You are totally sleeping on what is one of if not the largest damage multiplier in the game. Is it straightforward and constantly a buff? No, but it’s extremely powerful when used correctly, and you absolutely should be trying to use it.
I’ve been trying a build that goes in the opposite direction; using as few Kill Skills as possible in favor of stacking passive buffs from all 3 Trees. Even using a Clone - Drone build for maximum burst damage, Zane simply can’t keep up in M3.
Ive used playing dirty with kill o the wisp before and indeed it was powerful… In normal mode. I’ll be respec’ing tonight and trying some things that aren’t SMG and assault rifle related
maxageddon
(There's safety in numbers. There's Safety in pins.)
#28
Playing Dirty would be awesome if it was not just for the first five shots after a kill. Yes, it can provide a substantial damage buff when used properly, but it is highly situational. Given that Zane does not have much in the way of reliable multipliers, this skill needs to be on a kill skill timer, not just five shots.
I don’t really know if it should go on a timer… I do agree it could use a change to be more accessible, but putting it on a timer becomes problematic because it could potentially break smgs, and also at the same time makes my builds have to constantly shoot to ensure that I get a kill to keep the buff up. My proposal has been to allow it to stack up to three times, so 15 shots can fire an additional projectile. This theoretically fixes both sides, without (in my opinion) completely breaking smgs since the damage still won’t be completely sustainable, but also have huge bursts when it does go off, and it goes off enough to be fairly notable when using smgs.
2 Likes
sammantixbb
(I guess no one goes here anymore)
#30
The thing with Playing Dirty and Leave No Trace is that they’re kinda designed with High Damage low Rate of Fire weapons in mind.
Specifically here, there’s a choice between RoF boost or Projectile Boost on a small number of shots
I just wish it would double a shotgun blast (though, it will on my hosts)
I also wish it would simply double the projectile count as a whole… But I can kinda understand why Gearbox didn’t want to do that. Probably would have broken the Flakker, and possibly broke the game whenever a Flakker was fired too lol
3 Likes
sammantixbb
(I guess no one goes here anymore)
#32
That’s fair yo. A speed demon sliding into a Flakker while wearing a snowdrift splatter gun?
Haha that would be scary. Even now Flakker is still pretty powerful for Zane, especially with double flakker cold bore swap. it consumes ammo insanely fast, but is hilarious for any enemies with large hitboxes. More fun to play around with, than actually being worth it to use, but could be good on certain bosses.
step 1 get violent momentum, violent speed, death follows close and playing dirty
step 2 get synchronicity and donnybrook and super sonic man (borrowed time helps too)
Step 3 get whatever other skills you want (seein’ red helps this build alot) get one kill and then go nuts running around and dealing crazy amounts of damage
alot of people don’t understand that zane is built to fight like a unstoppable Irishmen, that means running around murdering any fook that is stupid enough to stand in front of you! all the extra damage you get from skills stacks up really really well and really turns you into a death train
so with the Death follows close here is what zane gets
synchronicity: 20% extra gun damage per skill (so it stacks to 40% when you are using two skills, who needs grenades when you have a drone, a gun and a clone that do it for you?)
donnyboork: 19% gun damage (normally 15% but death follows close adds a extra 4%)
violent momentu: 20% damage at max default walk speed and this scales with move speed
Violent speed: 25% move speed (with Death follows close)
supersonic man: 12% movement speed per action skill (so 24% with both skills active)
so at when you skills are triggered your doing about 50%+ extra dun damage because violent moment doesn’t tell you how much extra it buffs you by but I think its alot because with some guns I just look at things and they stop existing! on top of that you get plenty of health regen and life steal and because your always running around like a mad man you don’t take that much damage with this build!
Overall Zane is a amazing vault hunter that deals massive extra chunks of damage, more so if you have a good aim and you can lay in crit shots on the move! All that is was is that people didn’t know how to play him, so far I actully find it is much easier to play zane on mayhem 3 than moze or fl4k. just remember as one of my favorite irish youtubers says “SPEED IS KEY!”
1 Like
sammantixbb
(I guess no one goes here anymore)
#35
I’m gonna try to do tests this weekend on how speed damage goes for numbers
I would LOVE to see those numbers because it feels crazy high, I was farming katagawa ball and at one point I sprinted and jumped with my shock lyuda and it just dropped both of its shield bars and this was on TVHM/mayhem 3 and he had extra HP
1 Like
sammantixbb
(I guess no one goes here anymore)
#37
I’m gonna find the most sane pistol I can. Go to Pandora Opening on Normal Normal. And just test it on enemies that can barely hurt me. So I can check the numbers.
This will be part of testing my friend’s Fl4k melee stuff. I’ll see what I can gather and post it <333333
I think the best idea is to test it on skags or psychos and just go for body shots because crits just scale up from whatever your base gun damage is anyways, the ideal gun would be one with a even number like 1000, it will be super easy to figure out how much extra damage the speed can give you from there
Is it just me or does the barrier suck at being a barrier lol. I’ve got the dome mod on and yet I find my health always dropping like a mad man lol I’m alway keeping an eye on my footing and sing clear of walls Incase splash damage but it’s like rocket damage isn’t always stopped for some reason and every anointed attack seems to break through like I’m not even using a barrier lol I’m thinking about dropping since I’d rather pump out more damage then only stopping normal bullets and some rockets