#Runes with augments aren't activating properly if at all

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crystal bay
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Title updated to reflect true bug, remaining post unedited from original report.

Per title and shown in footage, using Runic Strike disables Thunder Echoes. Re-equipping the rune (via profile swap for example) will re-enable Thunder Echoes.

Key points in the clip:

  • 0:10 ; Runic Strike is used. After the queued clones finish attacking, no more clones are activated.
  • 1:09 ; Hotswap equipment, Thunder Echoes starts activating again.

This behavior has been observed with Thunder Echoes as the secondary augment to Gathering Storm. When using Thunder Echoes as the base rune, this bug did not occur and the rune operated as expected.

Due to this being a new save, I have been unable to verify if this bug occurs with any secondary rune augment, only Thunder Echoes as secondary augment, or if only for the exact combination Gathering Storm + Thunder Echoes.

crystal bay
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This appears to be 2 separate bugs altogether. Gathering Storm + Thunder Echoes is activating on every hit until Runic Strike is activated, then the behavior described below kicks in.

The clip attached has not had Runic Strike or any power other than Kick activated since opening the game. This issue was first noticed with Force Overcharge + Thunder Echoes, then confirmed with Force Overchange + Gathering Storm.

Rune charges are completely consumed once one augment reaches its threshold. In the clip provided, Force Overcharge requires 6 hits while Gathering Storm requires 4. Paying close attention to the rune charges on the weapon, Gathering Storm always activates at 4 charges, resetting the runes to 0, meanwhile Force Overcharge never activates (as 6 runes are never charged).

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Rune augments with mismatching hit requirements exclude one another

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Runes with augments aren't activating properly if at all

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My 2nd loadout has a 4 hit (Gathering Storm + Chaotic Causation) ...that'll be the next criteria I test.

crystal bay
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Time to document findings.

Due to the new nature of itemization, I can quickly test every rune combination. This will still take considerable time, so I will post intermediary results as I finish each batch of runes, editing the same post with new data.

For ease of typing, combinations will be written in the format "[#] Augment1 + [#] Augment2", where Augment1 is the primary augment, Augment2 is the secondary augment. "[#]" is used to indicate at how many hits an augment activates, with 0 meaning never and #/# meaning alternating amounts.

The intial report relating to Rune Infusion will require separate testing at a later time.

crystal bay
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  • In every combination, runes charge 2 per hit. This has been verified with every weapon archetype. Runes can overfill, starting the next cycle at 1 charge instead of 0.
  • [#/0] and [0/#] mean the augment alternates activating and not each time the runes fully charge.
  • Purist still disables healing on attack, even if activation is [0].

[0] Force Overcharge + [3] Chaotic Causation

[0] Force Overcharge + [3] Gathering Storm

[0] Force Overcharge + [3] Panacea

[0] Force Overcharge + [3] Major Energy Flow

[0] Force Overcharge + [3] Minor Energy Flow

[0] Force Overcharge + [3] Purist

[0] Force Overcharge + [3] Thunder Echoes

[0] Chaotic Causation + [2] Force Overcharge

[0] Chaotic Causaiton + [2] Gathering Storm

[0] Chaotic Causaiton + [2] Panacea

[0] Chaotic Causaiton + [2] Major Energy Flow

[0] Chaotic Causaiton + [2] Minor Energy Flow

[0] Chaotic Causaiton + [2] Purist

[0] Chaotic Causaiton + [2] Thunder Echoes

[0] Gathering Storm + [2] Force Overcharge

[0] Gathering Storm + [2] Chaotic Causation

[0] Gathering Storm + [2] Panacea

[0] Gathering Storm + [2] Major Energy Flow

[0] Gathering Storm + [2] Minor Energy Flow

[0] Gathering Storm + [2] Purist

[0] Gathering Storm + [2] Thunder Echoes

[4/0] Panacea + [0/3] Force Overcharge

[4/0] Panacea + [0/3] Chaotic Causation

[4/0] Panacea + [0/3] Gathering Storm

[4/0] Panacea + [0/3] Major Energy Flow

[4/0] Panacea + [0/3] Minor Energy Flow

[4/0] Panacea + [0/3] Purist

[4/0] Panacea + [0/3] Thunder Echoes

[3/0] Major Energy Flow + [0/2] Force Overcharge

[3/0] Major Energy Flow + [0/2] Chaotic Causation

[3/0] Major Energy Flow + [0/2] Gathering Storm

[3/0] Major Energy Flow + [0/2] Panacea

[3/0] Major Energy Flow + [0/2] Minor Energy Flow

[3/0] Major Energy Flow + [0/2] Purist

[3/0] Major Energy Flow + [0/2] Thunder Echoes

[2/0] Minor Energy Flow + [0/1] Force Overcharge

[2/0] Minor Energy Flow + [0/1] Chaotic Causation

[2/0] Minor Energy Flow + [0/1] Gathering Storm

[2/0] Minor Energy Flow + [0/1] Panacea

[2/0] Minor Energy Flow + [0/1] Major Energy Flow

[2/0] Minor Energy Flow + [0/1] Purist

[2/0] Minor Energy Flow + [0/1] Thunder Echoes

[0] Purist + [2] Force Overcharge

[0] Purist + [2] Chaotic Causation

[0] Purist + [2] Gathering Storm

[0] Purist + [2] Panacea

[0] Purist + [2] Major Energy Flow

[0] Purist + [2] Minor Energy Flow

[0] Purist + [2] Thunder Echoes

[3/0] Thunder Echoes + [0/2] Force Overcharge

[3/0] Thunder Echoes + [0/2] Chaotic Causation

[3/0] Thunder Echoes + [0/2] Gathering Storm

[3/0] Thunder Echoes + [0/2] Panacea

[3/0] Thunder Echoes + [0/2] Major Energy Flow

[3/0] Thunder Echoes + [0/2] Minor Energy Flow

[3/0] Thunder Echoes + [0/2] Purist

crystal bay
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@hot perch I tested all Rune pairings. No triplets tested due to no +14 runes in my possession yet.

crystal bay
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The Rune Infusion issue has been tested in regards to Gathering Storm + Thunder Echoes.

The behavior is as listed above, Thunder Echoes activates every 2 hits.

When Rune Infusion is used, the runes fully charge (a stage that is skipped by hits). The next hit activates Gathering Storm instead of Thunder Echoes. The number of remaining charged runes is 1 after activation, instead of 0. From this point onward, Gathering Storm activates every 2 hits instead of Thunder Echoes.

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If I am to make an educated guess (which may be premature), the augment which activates depends on whether the runes are charged to the exact value required or 1 beyond.

If you'll notice the tested pairings above, it's all the runes with an odd number of charges required to activate that alternate, while even numbered runes are consistent. With runes charging 2 per hit, the odd numbered runes are getting filled and overfilled alternatingly, changing which augment fires.

Rune Infusion sets the charged runes to a value currently not possible with hits alone, inducing a switch in which augment activates.

crystal bay
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Having runes without secondary augments again, they charge 1 rune per hit, as intended. It seems highly likely each augment is adding their own onhit event to increment the same pool of charges.

steel cove
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Quite relevant as runes are supposed to trigger on Xth hit, regardless of charged runes on weapon, Imo, rune charges on weapon should be removed or, if wanted as a visual reference of hits progression towards proc, be independent strings.