One of the Little Evie unique pistol's effect is: "Killing an enemy increases action skill cooldown rate by 12%".
I was wondering if it also increases action skill cooldown rate similar to the Gunzerker / Salvador's skill, Get Some:
Get Some - Effect: Shooting an enemy decreases Cooldown on Gunzerking. This effect can only occur once every 3 seconds.
Gunzerking does not need to be in cooldown to trigger this skill. It can cooldown the ability while Salvador is Gunzerking.
With 11 points in Last Longer, and 5 points in Get Some, it is possible to completely reset the cooldown of Gunzerking several seconds before the duration finishes, assuming Get Some is triggered constantly. This allows Salvador to stay Gunzerking for practically an entire raid boss fight, maintaining all Gunzerk-only benefits such as Ain't Got Time to Bleed and Bus That Can't Slow Down.
If an enemy is killed by the Gunzerker while Gunzerking with the Little Evie, will it also decrease (or even completely reset) the cooldown of Gunzerking? What about with the other characters? (especially Gaige, who I'm planning to also use this gun with)
should I put the next skill points that I get to maximize the damage that the Scorpio Turret inflicts? Also, what if I have an Artifact that adds elemental damage to the Scorpio Turret? I currently...I've just maxed the Refire and Deploy skills of the Soldier / Roland to maximize the reduction of the cooldown of the Scorpio Turret skill. I am now thinking of increasing the damage of the Scorpio Turret. It seems that I have three skills (from the Infantry and Support skill trees) to choose from if I want to increase the damage of the Scorpio Turret: Sentry (increases Scorpio Turret damage
I got a Skin of the Ancients relic that has a 'Fire Resistance +26.1%' effect: If I'm playing as Krieg the Psycho and spec'ed into the Hellborn skill tree, will I get less fire/burn damage if I set myself on fire with this relic equipped? What about adaptive shields like the Neogenator or Evolution? Will setting one's self on fire trigger the adaptive shields to resist fire element damage? Will it lessen the fire/burn damage I get if I set myself on fire? This post from the Gearbox Software forums state that "the adaptive shield does help reduce the [burn] effect." Can anyone confirm this?
to give a chance that enemies will burst into flames and take Burn damage? Or does Electrical Burn only work with shock/electrocute damage from guns? Skill effect descriptions from Borderlands wikia...I'm currrently planning out my Mechromancer's Little Big Trouble skill tree build. I would like to know if the Mechromancer's Electrical Burn skill also work with shock/electrocute status damage... damage dealt. Shock Storm Killing an enemy with a Critical Hit causes an Electric Storm, dealing Electrocute Damage to nearby enemies. Electrical Storms are also caused by Deathtrap whenever he
Possible Duplicate: Is “+% chance” additive or multiplicative? How do "%elemental effect chance increases" (e.g. the talent "Flicker" form Maya/Siren) apply their effect? I can think of 2 ways: Lets say weapon %elemental effect chance = 10% Increase = 50% Method 1: effective %elemental effect chance -> 15% (increase 50% of base chance) Method 2: effective %elemental effect chance -> 60% (increase by the 50%) Furthermore how do these effects stack when multiple are present?
There are a lot of skills in the skill trees of the characters, that are stated as a "Kill Skill", like "I'm the Juggernaut" from Salvador. There is also stated that they are triggered by a kill ("Killing an enemy gives +4% Damage Reduction for a short time." on the "I'm the Juggernaut" skill). I'm now interested in when are they triggered on a coop-play. Does the kill from my mate also count to this skill or is it related just to my kills?
From Diablo 3 Database You and your allies have a 30% chance to be healed for 279 - 341 Life when using melee attacks on an enemy under the effects of Mantra of Conviction Does this skill have any sort of internal cooldown, or limit to how many times it can occur in any way? In other words, can I gain the effect of this rune for any potential hit on an enemy? This would make melee AoE attacks with many targets quite effective for self healing.
Possible Duplicate: Is Magic Weapon associated with a weapon or with the hero? The Wizard’s Magic Weapon skill increases the damage of the Wizard’s weapon. Does this also increase the damage of all other skills, as they rely on the weapon’s damage, or does it only affect regular attacks? In addition, Magic Weapon’s runes add on-hit effects. When do these apply? For instance, the Force Weapon rune adds a chance for a knockback effect. Does that mean a Wizard has a chance to cause knockback when casting Disintegrate, when under that enchantment?
In the Brawn skill tree from Salvador (Gunzerker) there is a skill called "Come At Me Bro" that has the following description: Action Skill Augment. While Gunzerking, taunt your enemies and instantly gain Full Health. Taunted enemies are more likely to attack you, but for the next few seconds you gain massive damage reduction. NEXT LEVEL: "Nigh Invulnerability is a hell of a drug." Now I am interested how high the damage reduction is (though the red text says "Nigh Invulnerability" I assume that it will be very high) and how long it does stay active.
Break: Try Not to Get Shanked is active or has not yet been accepted, the blockade near the end of the road will be in place. If Athena is rescued, the blockade will be down and can be driven through...I've been traveling back to T-Bone Junction to finish some of the missions, and I find on my way to the Sunken Sea that some of the time, the Ridgeway is blocked halfway through so that you have to fight or run past a few dozen Crimson Lance warriors. However, the other half of the time the roadblock is gone, and I can just drive through the area instead. Is there anything in particular