Toxic Bullets + Spirit Burn Reduces the Damage of Haze's Ult (Bullet Storm)

chradamsop

New member
I found, what I perceive to be a bugged interaction between Toxic Bullets, Spirit Burn, and Haze's Ultimate, Bullet Storm.

At Max Level, with the Following List of 10 Items:

Torment Pulse
Superior Duration
Mercurial Magnum (Bullet Dance)
Mystic Reverb (Bullet Dance)
Boundless Spirit
Escalating Exposure
Magic Carpet
Transcendent Cooldown
Diviner's Kevlar
Leach

Below is the Average Damage of adding either/both Spirit Burn & Toxic Bullets:

Neither: 22,850
Only Spirit Burn: 24,734
Only Toxic Bullets: 28,132
Both Spirit Burn & Toxic Bullets: 20,710

Having Both of them combined, does less damage than having only 10 items, with neither of them in the Build.
If you ONLY equip Toxic Bullets and Spirit Burn by themselves and no other items, the damage is noticeably higher than having only One of them alone.
So I'm uncertain where this interaction truly begins, and honestly, I'm a little Burnt out trying to wrap my brain around it.
So, I post it here in the hopes that someone with a tad more patience, or perhaps a paycheck on the line, (if you're an employee,) may have a way to figure any more out.
I honestly just wonder if too many numbers are trying to update the Enemy's Health too quickly, and they're all interfering with one another. But that's just a guess, and could mean this interaction might affect any number of different hero abilities.
Anywho, I made a Build you can look up in the Build Browser, if anyone's interested in taking a look at it:

Toxic Burn Bullet Dance Bug
Build ID: 482798

I wish good luck upon anyone who tries to figure it all out. And God Speed Spider-man.
 
If you tested this against a Test Dummy in the sandbox, what most likely happened is that the extreme anti-heal from the 2 items cause the dummy to not be able to heal.

As a result, dealing damage when the dummy is near 0 HP will register as "0 damage" dealt, since it can't die but also doesn't count any damage at or below 0 HP.
 
If you tested this against a Test Dummy in the sandbox, what most likely happened is that the extreme anti-heal from the 2 items cause the dummy to not be able to heal.

As a result, dealing damage when the dummy is near 0 HP will register as "0 damage" dealt, since it can't die but also doesn't count any damage at or below 0 HP.
Yup, looks like this might be the case. Not sure how to bring up a DPS Counter, (saw that in a video someone else posted,) But the damage definitely goes down, right as the Dummy hits 0 HP. Which happens pretty fast, with this Build, as you might imagine. Thanks for the quick response. :)
 
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