Originally Posted by
BJWyler
Release Date: 4/19/2014 @ 2:00 AM PDT / 3:00 AM GMT
Incendiary, electric, bio, and radiation effects now appropriately trigger their related nano-vulnerabilities. They are as follows:
Enemies affected by ongoing incendiary damage (burning) will be more susceptible to health damage from all damage types.
Enemies affected by ongoing electric damage (electrocuted) will be more susceptible to shield damage from all damage types.
Enemies affected by ongoing radiation damage (irradiated) will be more susceptible to armor penetration from all damage types.
Enemies affected by ongoing bio damage (corroding) will be more susceptible to armor plate damage from all damage types.
Wow, a patch on Saturday. I am duly impressed at the effort the team is making to work on the aftermath of DLC 5.
That being said, how exactly will this work. If I am using my Firestorm and setting the enemy aflame, they still aren't losing any health until the armor and shields are broken first, correct? Therefore in order to be most effective (i.e. BiS), I need to use a Bio Nano weapon to break the armor first, then use an Electric Nano weapon to do the most damage against the shields, before I can finally use my favorite AR to get the bonus damage to health going.
In other words, using my Firestorm from the get go just gives me an enemy that is still a relative bullet sponge in comparison to using the BiS gun for the current protection that the enemy has up, until that finally breaks the armor.