about 1 year ago - [DE]Momaw - Direct link

You'll have to be more specific as to why you think it's not working?  We've tested a few Braton builds, and critical damage always goes up (a lot) with Prelude of Might. The only thing of note we found is that it takes a few seconds to regain the multiplier if you're using Argon Scope to dynamically change your Critical Chance during the mission? But it seems unlikely that you'd be trying to use these together

about 1 year ago - [DE]Momaw - Direct link
8 hours ago, Qui9K9 said:

@[DE]Momaw The reason I don't believe it's working is a combination of the weapon stats in the arsenal UI (Previously upon Prelude of Might becoming active you could watch the base crit multiplier of the weapon go from x2 to x5, and it no longer does this. It would also be factored in before mods on the "upgrade" screen stats, where my crit multiplier dropped from 18x to 6.5x after the patch.) Those alongside the significant drop in the damage output of the build I was using for Prelude of Might. I had tested it heavily in the simulacrum before the patch.

Testing with a copy of your account (fancy riven, btw!), what I see is:

When I shoot an enemy, NON critical damage = 349  and CRITICAL damage = 5692.  This suggests a critical multiplier of 16.3x.  We must be careful to only take the lowest number if multiple numbers are observed, because the "Munitions Grit" in evolution slot 2 makes any added projectiles gain extra bonuses.

If we do the math forwards, then the Braton's base critical is 2x,  Prelude adds 3x, then you have two mods contributing 120% and 105.9% critical damage.  So we do the equation  (2+3)*(1+1.2+1.059) = 16.295x.

The hypothetical matches the observed with a reasonable degree of rounding, and so I must conclude that Prelude of Might bonus IS applying. If it were not, then your critical multiplier would be 6.5x,  not the 16.3x I see in testing.