Edge of Fate Energy Gain - Exotic Armor and Weapons
During the [url=https://www.bungie.net/7/en/News/Article/twid_06_05_2025]June 5th TWAB[/url], Bungie discussed the changes to stats in Edge of Fate, and there are two parts in particular I want to discuss:
[quote]Ability Stats and Recharge Rates
As a part of this major rework, we have tuned all of the base recharge rates of abilities to better align with the way the new stats work.
At low stat investment (0-30) your abilities will be recharging slower than they used to, but at high investment 70-100, they will be recharging faster.
[i][b]Any “chunk” energy gains (think Demolitionist-like perks that provide a direct amount) and any energy recharge scalars (think Crown of Tempests) will also now be scaled by your stat investment.
At 70 stat, they will match the live game values and surpass them up to 100 stat.[/b][/i]
Below 70 stat they will give less value than the live game.[/quote]
The second was said about Melee, Grenade, Super, and Class abilities:
"Improves the amount of [ability] energy gained from external sources and any [ability] regeneration speed scalars from other sources."
Super abilities were treated a little differently from the others, and Supers will increase the damage gained from damaging enemies, not the base cooldown.
However, [url=https://www.bungie.net/7/en/News/Article/twid_06_19_2025] the most recent TWAB[/url] discussed changes to various Exotics, and Starfire Protocol's changes (as a Warlock main) got me thinking about how the changes to energy gain will affect various Exotic perks and Exotic weapons which give ability energy, like Monte Carlo generating Melee energy on hits and kills. Starfire Protocol, for instance, is getting Grenade energy on hits buffed to 5%, and on kills reduced to 15% from 20%.
They specified "chunk energy" gains and energy recharge scalars like Crown of Tempest, but what differentiates "[ability] energy gained from external sources and any [ability] regeneration speed scalars from other sources" from those, if there is any difference at all?
If there is, which of the above would Monte Carlo, which reduces Melee cooldown on hits and a chance to fully charge on kills, and Starfire Protocol, which gives specific percentages of Grenade energy back on hits and kills, be affected by? If both are considered "chunk energy", then the 5% on hits and 15% Grenade energy on kills, which I presume are live game values, would be scaled by stat investment, so 5% and 15% might only apply at 70 Grenade stats and higher stats up to 100, but lower below that.
If not, then certain Exotics might receive a buff to their ability gain and regeneration scalars, depending on how much you invest in certain stats.
But if they are the same thing, that means "improves the amount of [ability] energy gained from external sources and any [ability] regeneration speed scalars from other sources" will actually mean that energy gains and energy recharge scalars will only match stated live game values at 70 stats.
So, for instance, Starfire Protocol's stated values in the recent TWAB might only be true at [b]70 stats precisely[/b]. While it will be better above 70, anywhere below that means the energy generation on hits and kills will be less.
Most people probably will build into a 200 Grenade Build for Starfire Protocol to maximize Damage and Energy anyway, especially in endgame PvP. However, otherwise, using certain Exotics while having less than 70 of the stat that Exotic gives energy for means that Exotic won't perform to full effectiveness.
Which is perplexing. Exotics like Crown of Tempest and Nezarec's Sin, for instance, improve the Energy Regeneration of multiple abilities when active, not just one. In other words, how effective these Exotic ability scalars are in the future could vary [b]from ability to ability[/b] depending on your stat investment.
As an example: Conduction Tines on Crown of Tempest currently gives 503% ability regeneration increases to Melee, Grenade, and Super at a x3 stack across the board. But when Edge of Fate comes around, we might need 70 in all three stats to get the same benefit. If you have a set-up of 200 Intellect but 50 Grenade and 50 Melee, you will get even better ability regeneration for Supers (and a 45% buff to damage), but your Grenade and Melee regeneration could end up [i][b]worse[/b][/i], by however much the scalars are affected by stat investment.
They want us to lean more into high-level build crafting, but there was a level of all-rounder build-crafting involved when you could max out the stats in certain categories, and make up for it using certain weapon perks and Exotics. Crown of Tempest and Nezarec's Sin were like that: an all-round boost to energy regeneration. The new system also still allows for all-round builds if you get the right sets of armor.
Now, however, weapon perks and Exotic perks involving ability regeneration could be negatively impacted if you don't build specifically into them; if you don't have at least 70 in a certain stat.
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