I can see the team comp already: 1 Luna Well with Witherhoard, 5 Lucky Pants Hunters with Malfeasance, all of them on Stasis with Whisper of Rending. It might be worthwhile to swap 1 out for a Void Hunter to apply Weaken but, still, that’s a lotta damage.
The reason Malf and Lemon are getting both mods is because they actually do not have Unstoppable and Overload intrinsic to the entire weapon. It is only on the explosive slugs and poison damage. You can tell because they don’t have the icons on their weapon pictures when you have them equipped. Whereas something like Bastion will have the icon because the first bolts of damage can apply the stun effect. Same for Wish-Ender and Erianas and Levi Breath.
Managed to find a video from season of plunder and malfeasance had unstoppable next the weapon icon when equipped and there was no unstoppable hand cannon that season. The video is titled The Build that makes this Exotic BETTER than Witherhoard! - Destiny 2 by truds.
Malfeasance explosion is working as intended. Lemon is bugged and only gets Overload on perfect drawn head shots. The poison tick doesn't work without mods.
This weapon has had my heart since it’s inception. From the way to acquire it, to the way it looks, to the way it has ALWAYS performed. Hands down, best exotic in the game.
with the overload HC mod on, its causing the explosions from Malfeasance to add stacks of lucky pants buff. therefore hitting the x10 damage cap much faster and also juicing the explosion damage as well as the bullet damage
it's not overlaps, it's literally just code is added intentionally, and it causes existing code to just stop functioning, or function improperly, etc. It's just spaghetti code, likely due to the engine. The engine is the big reason I kind of wish they just dumped D2 after warmind, and gave us forsaken in a new engine as D3. The engine has been a huge limitation for the games entire lifespan, it's why everyone agrees D2 has this almost limitless potential of what the game could be, and will never live up to even a fraction of that potential, it's why the game breaks so often, and it's why we lost so much content with Beyond Light. They've done a lot to bandaid, and bring huge updates to the engine, from what we had at launch, to the point it's dramatically different now and way less restrictive, but there are core limitations and difficulties Bungie simply cannot do anything about. However they've done a lot that at one time didn't seem possible, like balancing pve and pvp seperately. It's still intertwined heavily, but they've been able to do a lot of balancing seperate that they couldn't do before.
Malfeasance itself isn't unstoppable, it's the explosions that are unstoppable. So, I think that's why the bullets are allowed to be overload by this mod. I think it's probably unintended though.
I wonder if hawkmoon would work cause the final bullet doesn’t work with lucky pants and malfeasances explosions don’t normally work with it either. So maybe overload is just causing the things that aren’t supposed to work with lucky pants work with it.
The interaction is that for some reason the explosions get the damage buff and the explosions count towards the stacking of the lucky pants perk. Really weird but cool because more damage= cool
they never fixed the Le Monarque glitch when Overload bows and Le Mon’s intrinsic Overload was doing extra damage, Le Monarque was so nasty that season for Glassway
"Aztecross this is the sixth time that you've done a malfeasance x lucky pants cheese build. Isn't there anything else you would like to show to the class."
Overload working on Malfeasance isn’t a bug imo. Unstoppable is tied to the explosion of 5 shots of malfeasance, not the actual bullets themselves. Just like how chill clip can stun overloads with one shot, and unstoppable with the shatter after freezing. One is tied to the bullets, the other is tied to an effect of this bullets. So overload should work on Malfeasance imo.
I was interested in seeing a legendary weapon with vorpal weapon. Just in case it’s vorpal and overload having some weird interaction. Likely not, but was curious.
This bug looks pretty tame with just one Malfeasance, but I imagine a fireteam of 5 Malfeasance Lucky Pants Hunters and 1 Well with Lunafactions and Witherhoard could easily trivialize day 1 Crota.
Ya hers the problem with the theory bey most teams are gling in with more warlocks then anything plus 1.3 mill at max is not great when compared to just dumping hevey would do
The issue seems to be stemming from Lucky Pants since without them equipped the damage is normal, so it’s more likely they’ll disable that instead of Malfeasance or Overload HC, that is, if they don’t disable all three. But yeah most teams will probably be stacking warlocks anyway.
In theory the more lucky pants + malfeasance you have the more total damage your fireteam will put out. This is because the explosions will proc more often. Optimal fireteam DPS composition would be one Well with witherhoard+rocket/GL and 5 LP+Mal+kinetic surges with 1 tether and 4 blade barrages. With 5 malfeasances the explosions will proc after every shot and after one clip use your blade barrages before reloading. You might be able to kill Templar before the first teleport with this team composition.
if crotas is reworked to use taken at all, this is 100% disabled. but as it sits right now, idk if it will be cause there are other combos thatre just better still
I wonder if this broke the Hawkmoon nerf with Lucky Pants. I also know of a semi bug which allows you to carry over Paracausal shots, plus a lot of other perks (like killclip) with Lucky Pants but in past seasons even than it didn't stack damage (with Paracausal shot). Basically Lucky Pants requires you to switch weapons to activate this perk, however you can bypass this to re-trigger the perk without switching anything. The bug let's you carry over any previously activated perk you would have lost by switching weapons while using Lucky Pants damage buff.
So one thing I don't think he mentioned which I feel MIGHT be an intentional exotic interaction is that the explosions also increase your damage with lucky pants, so it only takes 5 malfeasance shots to get to max damage instead of 10 with anything else
It looked like the embedded slugs, like, the malfeasance explosion, was scaling with the lucky pants multiplier landing 23,983 damage per explosion at max stacks. it didn't do that before. Any exotic secondary effects did not scale with lucky pants before, else hawkmoon or thorn would probably be far stronger. Makes me wonder if there are any interactions with Oathkeeper and anti-barrier bowstring that scale an exotic bow's effect, like leviathan's breath's second pulse, wish ender's broadhead, or le monarque's poison since someone said the weapon was dual champion bugged like malfeasance is.
From the dmg numbers, it seems like the explosion dmg is scaling off with the lucky pants dmg buff. At 10x stacks, the dmg is 29k with the explosion, and when the buff is out, the explosion dmg is only 3-4k
Unrelated but the festival dance exotic emote is bugged and has been replaced with one of the new legendary dances, as well as there being a bug with vendors that makes you unable to move or do anything
crotas end doesn't even have any damage related bosses with guns aside from taking his shields down with rockets or whatever else like the old days and the trailer for the raid that was released on tuesday had a guardian with a sword striking crota the good ol' fashioned way. so seeing as how malfeasance is bugged with lucky pants, I personally don't think it will have much of an impact on damage, if the raid contains reworks, it will only be slight reowrs similar to how they played around with vog and kf. the entire raid in crotas end is just a bunch of ad clear in the hellmouth maze, then crossing the bridge is just killing knights and acolytes and everyone at the other side does the same thing until swords spawn in assuming they kept that part the same, then the witches which go down pretty easily, then crota's a cakewalk assuming they didn't do anything drastic there.
Now that it's been uploaded Bungie will disable the weapon or pants by tomorrow morning. Yet here we are and our loadouts still aren't fixed somehow :/ .......Make it make sense Bungie
Hand cannons in general are fucking cracked now. You can kill most yellow bar bosses in just a couple mags. And orange bars dont even feel like majors anymore.
Hey there. You should check out The Showrunner SMG. 900RPM that can get Target Lock or KINETIC TREMORS and overflow. Pretty Nasty piece of a weapon if you ask me. You can get it from the Engram table for this season.
@@jackschultz2740 Seems to me that the overload mod being applied to the slugs are causing the slug explosions to register as a handcannon shot for the lucky pants effect. Lucky pants makes the damage ramp up for each successive shot while the perk is active but it typically doesn't count the slug explosion damage as handcannon damage to get the damage increase. When he did the test without the mod, each explosion did around 4k regardless of how high the damage ramped up. With the mod equipped, the explosions were doing around 23k after it ramped up. How malfeasance seems to work is that it shoots a projectile slug entity that sticks to a target (similar to the Thorn projectiles) and once 5 are attached, they explode. My assumption for what's happening: the projectile itself does "bullet" damage once it hits the target which counts as a handcannon shot but when they detonate, the explosion is coded as "explosion" damage. This seems to be the main difference between an explosive payload weapon which simply causes a hitscan explosion, and a timed payload weapon which embeds a projectile that explodes after a short time. The most likely explanation is that the flag to make the slug projectiles have the overload effect overwrites the damage type of the detonations from "explosion" damage to "bullet" damage or something to that effect.
I want to say the reason why Malfeasance is able to synergize with Overload handcannon perk is because the unstoppable instrisic is tied to the explosion after 5 balls connecting to enemies.
@@jakii3621Thats not the problem. That has always been the case since Lucky Pants and Malf has been in the game. The issue is the lucky pants + overload
that's the bug: with lucky pants, the stacks only come with malfeasance shots itself, not the explosion, and only the shots get the damage buff, not the explosion. with Overload HC the Malfeasance Explosion counts for the lucky pants stacks, means you only need 5 shots for the x10 buff, not 10 and with Overload HC the Malfeasance Explosion also gets the damage buff from Lucky pants
This was my favorite hand cannon when it dropped. I ran it for days in Gambit. It felt good, it looked good. It was a weapon of sorrow we made by cheesing the system of light and dark. It becoming this meta is almost enough to make me consider reinstalling Destiny. I'm not. But I thought about it. Maybe if they hadn't thrown Gambit in the trash, they could have tempted me.
I mean, its free damage, but in day 1 raids theres only 1 maybe 2 hunters on the team and everyone else is warlock and titan, not a game breaker in the slightest
If the bug is caused by that artifact mod, disable that artifact mod, it's likely that damage boost will apply to other hand cannons too, disabling malfeasance won't help anything, in the meantime people can always run monarque or some other overload stunning thing.
They can't disable the artifact mod. There is only one other overload mod this season and it's for machine guns. Forcing people to rely on that or exotics is not something they're going to do, nor should they.
It seems as if the overload makes it inherent lucky pants maybe? When overload was active it was doing 20k per explosion but without it only did 4k? Could be wrong
Can someone explain lucky pants to me? You have to ready the hand cannon, then the illegally modded holster is the damage buff? And out of luck is the cooldown of when you have to switch to another weapon wait till it’s down to switch back to the hand cannon?
I hope it doesn't get fixed, I think stacking champion stuns on an exotic is smart... Fix the damage yeah but keep letting us have both stuns on one gun.
if theyre gonna disable anything please jus disable overload hc, cuz malfeasence isnt the cause and i would like to actually use it on day 1 or outbreak/touch of malice
This may be negligible but wouldn't it be more efficient to shoot 4 bullets then activate Lucky Pants so the first shot instantly goes to x6? Therefore more uptime for x10 bullets and explosions. The damage loss from dodging might counter it though
I used a nice combo a guy I was playing with taught me for easy dps on riven doing the riven cheese, before this glitch came out, did 1 million+ damage