Bounty Hunter: 101

Game Mechanics:

Dodge

Dodge is the single most important affix in this game. The first thing to understand about dodge is that it performs as both a defensive and offensive affix.

Defensively, it allows you greater freedom of movement by reducing the number of times you get crowd controlled via stun/freeze/etc. It also drastically reduces the amount of damage you take, improving your odds of surviving the battle.

Offensively, the reduced crowd control allows you to continue attacking rather than being unable to move/having to use vault. Additionally, dodge works in conjunction with your weapon’s attack cycle to dramatically improve the likelihood that you will land the final and highest damage hit of the attack cycle. This is an often overlooked benefit of dodge.

Read the next topic titled ‘Weapon Attack Cycles’ to gain an understanding of the synergy between dodge and attack cycles.

Glacial Ashray Mantle

Weapon Attack Cycles

Every weapon has four attack movements per cycle with the fourth and final attack being the most powerful and unique to each weapon type. I will refer to these final attacks as ‘Power attacks’ from now on.  If your character is interrupted by any form of crowd control, the attack cycle will be reset.

Because the ‘Power Attack’ of each cycle will always yield the highest potential damage, one can begin to understand why dodge is such an important defensive AND offensive affix.  If your character is continually being interrupted during the first, second, or third swing of your weapon cycle, you will rarely ever reach the ‘Power Attack’ when it matters most!

When you look at the attack damage value in your character inventory screen it is important to note that value is highly inaccurate. Modifiers like critical chance, critical hit damage, bloodrage and damage over 3 seconds, etc, are not included in that calculation. Nor does that attack value account for enemy armor or elemental weaknesses/strengths.

Further, each attack in the four attack weapon cycle has a hidden modifier assigned to it based on how many frames that attack takes. That is why the fourth attack is always the biggest potential hit, because it takes significantly longer to perform than the other attacks in the cycle.

Run Speed

Run speed is one of those affixes you need to experience before you can understand just how good it can be.  It is the silent helper and becomes more important the harder content becomes.  It can assist you in dodging projectiles, closing distances as a melee fighter, running from danger, kiting targets, and more.  As an added bonus is also makes going from point A to point B a faster process.  Do not underestimate the value of run speed!  As you get better at the game you will find yourself using it to your advantage more and more.

There is a 50% cap on run speed.

Crit Chance and Crit Damage

The first thing to note about critical hits is that their effect is not calculated in your attack damage value in the inventory screen. Neither are procs like bloodrage or damage over time.

As a result it is far too easy too overlook the value of crit chance and crit damage. However, some very basic math can be used to discover the value of crit chance and damage. If a set has 25% crit chance and 125% crit damage, then you can simply multiply 125 by 0.25 to get 31.25%. That is the average boost your crit and crit damage are adding to the attack value that shows in your inventory.

Let’s play with a mock example to show the power of crit and crit damage.

Example one:
Attack damage shown in inventory screen: 8,000
Crit chance: 45%
Crit damage: 130%
Modified damage=(0.45 x 130)=58.5% —>8,000 x 1.585 = 12,680.00

Example two:
Attack damage shown in inventory screen: 9,500
Crit chance: 15%
Crit damage: 50%
Modified damage=(0.15 x 50)=7.5% —>9,500 x 1.075 = 10,212.50

As you can see, what appeared to be a 1,500 increase in damage in the inventory screen was actually a ~460 damage loss due to crit chance and crit damage.

You want it on your gear!

“Is it good?”:

Collection Menu

Other than going to my gear rankings pages, the collection menu in your inventory is the first step in knowing if an item is good or bad. Every item can be pressed on to view what it’s possible affix are, even if that item has not been unlocked!

The first thing you should be doing when you receive an item you do not recognize is looking up what affix it’s Tier 6 version has! If it’s end-result is not a desirable item, you do not want to be wasting materials on it. On the flip side, some items will appear bad at first, but become ultra powerful once they are evolved to Tier 6.

Never fuse an item away until you know what it ultimately evolves to and until you know whether those affix are good. If you are not 100% certain, hold on to it until you are!

Affix Synergy

Synergy is when two or more entities combine to create an effect greater than they can individually.  Similar to the phrase “Greater than the sum of it’s parts.”  Synergy is what you want when you are choosing what gear to evolve and what gear to toss.

A perfect example of gear synergy is the combination of the following affixes:

Attack speed, health per hit, and bloodrage.

Attack speed increases how quickly you attack.  Health per hit heals you every time you attack, and blood rage when activated has a set time before it expires.  With those three affixes combined you will swing faster and as a result heal faster and squeeze in a higher number of attacks during the bloodrage effect.

Not every item is required to have affix synergy to be good.  But synergy is what often separates the top tier items from the average ones.  I encourage you to browse my gear rankings pages and scan the items for synergy.  I guarantee you’ll find the ones with affix synergy rise to the top of the rankings or were included in the rankings despite having very low base damage or armor values.

Finding Loot:

Pause Trick

The Pause trick refers to a commonly used method of discovering what loot you have already found before completing whatever mission or event you are in. Simply hit the pause button positioned at the bottom of your minimap. A list of items you have currently found will be displayed. This functionality can be used to repeat events and give up until you get the loot you want.

Remember, energy is not spent until the mission is completed and the chest opened!

With this method you can farm materials and boosters from missions and daily events with far more efficiency than you ever could from accepting the loot you receive every time. Tedious, but very efficient!

Loot Not Appearing When Paused

When using the pause trick an important thing to remember is that if you fail to land the killing blow on the final boss, the loot will not appear in the pause menu. It still exists, you just can’t see it.

Using a weak ally is a good way to reduce the chances of this occurring. There are always ways to position yourself and time abilities that greatly improve your odds of landing the killing blow.

Item Drops

Whenever you are in missions and events it is common to see items, gold, and quartz drop. You don’t actually need to walk to the items to receive them. Everything that ‘drops’ is automatically added to your inventory whether you pick it up or not. Assuming, of course, that you complete the mission. It is easy to confirm this. Simply wait to see an item drop on the ground, hit pause to check what items you’ve found, then walk over the item. It’ll be one of the items you saw in the pause menu.