A question about weapon set points and their persistent effects.

My question revolves around weapon set points and if the effects of certain nodes persist once they have been used on only one of the two weapon sets.

For example; I have on my first weapon set that I break armour with certain skills, and I have nodes allocated on this weapon set that increase the effect of broken armour, increase duration, make it apply to fire damage etc. If I then weapon swap, the armour break afflicted by the first set remains but nowhere is it visible if the increased effect or added fire damage effect remains. If I were to swap weapons to my second set, would I still get the added armour break effects on the hit I do with my second set?

Another example is the node "skullcrusher" which makes you do 20% more damage against heavy stunned targets. Let's say I allocate this to my first weapon set. If I were to put down earthshatter spikes with my first weaponset, and then swap to my second weapon set which has a warcry to detonate the spikes, would the detonation still apply the bonus damage against heavy stunned targets?

I'm looking forward to replies of people with more knowledge about this topic than myself.
ขุดครั้งสุดท้าย เมื่อ 22 ต.ค. 2025 18:00:23
buffs/debuffs stay as they are until a new one is applied that is better. That extra amount wouldn't matter as the armor is already broken. For things that are based off your dmg, like your effect against xyz is greater in this case armor broken enemies that would work as the enemy has the debuff already.
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Arddyn#4675 เขียน:
Another example is the node "skullcrusher" which makes you do 20% more damage against heavy stunned targets. Let's say I allocate this to my first weapon set. If I were to put down earthshatter spikes with my first weaponset, and then swap to my second weapon set which has a warcry to detonate the spikes, would the detonation still apply the bonus damage against heavy stunned targets?


I tested this with many other mechanics last week. If the nodes are not allocated on both sides you won't get any bonuses, unless (obviously) you gained the effect before the swap.

Let's say your weapon set 1 (MACE) has increased armour break and your weapon set 2 has increased fire res penetration (CROSSBOW). So, when you hit with your mace it breaks more armour and when you swap to crossbow it won't break increased armour. Swap logic is; break enemy armour with your mace and then swap to crossbow to deal massive damage. Then again, swap to weapon set 1, break armour again; repeat.

I believe you're trying to maximize or utilize the "the Molten One's Gift" which is a hidden gem in my opinion.

Neden yaşıyorsun?
แก้ไขล่าสุดโดย Jideament#2792 เมื่อ 22 ต.ค. 2025 12:59:10
Thanks for the replies. From what I can gather it sounds like the armour break nodes increases in effect/added effects do carry over, but skullcrusher only applies while I'm on the weapon set that has it allocated, even if I'm detonating a skill from one weapon set on the other. I'll keep my armour breaking stuff on one weapon set and allocate skullcrusher on both just to be safe.

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I believe you're trying to maximize or utilize the "the Molten One's Gift" which is a hidden gem in my opinion.


Yes, in part. I'm getting some additive fire damage based on my physical from heavy stuns and additive fire damage from infernal cry, but I'm only armour breaking on one set and doing damage on the other. It does seem quite good but everything dies so quickly it's hard to tell sometimes.

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buffs/debuffs stay as they are until a new one is applied that is better. That extra amount wouldn't matter as the armor is already broken. For things that are based off your dmg, like your effect against xyz is greater in this case armor broken enemies that would work as the enemy has the debuff already.


I don't quite understand the second part, but for the first part my question wasn't pertaining breaking even more armour, more along the lines of breaking armour in one weapon set and getting added bonuses from that specific armour break to carry over to the second weapon set.

Thanks again for the responses, I've adjusted my build accordingly.
If the node on the tree is currently not allocated - as it is when you are using weaponset1 and the passive skills is only considered allocated when using weaponset2 - then you do not receive the benefit of the passive point.

This has implications for passive skills that do things like extend durations, or decrease cooldowns, etc.

In your example where you have an increased effectiveness of armour, broken armour applies to fire damage, and extended the duration of broken armour - if your weaponset2 does not have these nodes allocated, you will not receive the benefits of these nodes while using weaponset2. They do not "carry over" from applying the broken armour with weaponset1.

That is, you will not have an extended armour break duration or effectiveness of broken armour and it will not apply to fire damage.

this also sucks for people who get grenade cooldowns, or +1 to grenade stock, and then allocate those to weaponset points. Even if they are just using different passive points with the same crossbow and assign the grenade skills to grenade-related passive points, they will only receive the cooldown bonuses while firing grenades - which makes those nodes kind of useless.
แก้ไขล่าสุดโดย karsey#2995 เมื่อ 22 ต.ค. 2025 15:41:47
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karsey#2995 เขียน:
If the node on the tree is currently not allocated - as it is when you are using weaponset1 and the passive skills is only considered allocated when using weaponset2 - then you do not receive the benefit of the passive point.

This has implications for passive skills that do things like extend durations, or decrease cooldowns, etc.

In your example where you have an increased effectiveness of armour, broken armour applies to fire damage, and extended the duration of broken armour - if your weaponset2 does not have these nodes allocated, you will not receive the benefits of these nodes while using weaponset2. They do not "carry over" from applying the broken armour with weaponset1.

That is, you will not have an extended armour break duration or effectiveness of broken armour and it will not apply to fire damage.

this also sucks for people who get grenade cooldowns, or +1 to grenade stock, and then allocate those to weaponset points. Even if they are just using different passive points with the same crossbow and assign the grenade skills to grenade-related passive points, they will only receive the cooldown bonuses while firing grenades - which makes those nodes kind of useless.


That is the most clear reply I could have gotten, thank you very much. I'll adjust my build again. It's a shame that the debuffs from broken armour do not carry over to the other weapon set, it would be a very cool mechanic to apply broken armour in this manner to swap to another weapon to make full use out of it.

I see that this hurts crossbow players as much as a mace player like myself. I feel your pain. In particular the notable that allows you to do extra damage as fire against heavy stunned targets, which my second weapon set causes along with the armour break, I do not get the extra fire damage against heavy stunned targets I have allocated on my first weapon set. Very good to know. I thought I had a neat little combination here with charges on infernal cry giving me extra fire and the fire damage notable, but alas.

Thanks for all the responses everyone.

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