Yo, I actually love this video and love the way you just let the video speak for itself! Also appreciate ya showing the stuff about the Fascet of Justice, since I thought Spirit of Galanor was garbo, but that's because all my current builds have been running with Justice! Gonna have to poke at my builds again with that information...!
what i don't understand is how inconsistent spirit of galanor is... i feel like it's clearly bugged because in my own testing, every super was very inconsistent with how much super energy was regained, if any at all
With tether if I don't chain like 10 enemy in first ~2 sec u don't get 50% back, passed this time the gain from spirit of galanor is 0% Is like 5% per enemies up to 50% right next to cast
Im sad silence and squall doesnt give you super energy back until the end of the super. Id like to pop it and then Dynamo dodge and punch my way back to full super but it takes a bit to do that
I just watched a shards ult only take a batrier minotaur down to half health last night. Felt so bad for the guy, but he mightve been at a huge light delta
When I tried golden gun in pvp I got literally 0 energy back and I never used galanor again. However I could’ve just had one of those inconsistent bugged runs as shown in the video. Now it makes me wanna try it again
In Orpheus rig's defense as well, you were using a primary for dps when testing spirit which gives more super energy back compared to your call during orpheus. Both are hard locked and giving 50% though. Nice to know they hit it pretty easily
@@BotFisherman He's conflating the fact that he's dealing damage and killing adds while they're tethered, accounting for increased Super gains (exactly what the video showcases, too). He's also in a lot of comments trying to start fights about it. It's cute.
Wasn't their something weird with the Rocket sidearms though? Werent they coded as primaries or something? Or is that specifically just for the ammo brick generation?
That Silence and Squall interaction is really bizarre, obviously works as intended by the end of it but you can see the other supers grant you energy in a way that makes a little more sense.
Everything except tether, gives you super back the same way silence and squall does: when the super ends. The difference is they end way faster. So it appears different, but it's the same. Tether is the only one that will give you super almost immediately while the super is still going which does result in you getting more super way faster
@@Mr-R.R. but that's the thing, Tether and Silence should function the same way. They're both technically one and done supers. The only reason the other supers only give you energy back at the end is because they're roaming, so the super bar acts as a count down until the energy is fully expended. Silence and Squall and Tether both expend all their energy at the front so you should be able to see the gains creeping back up throughout the duration of the super. I think the super itself counts as an entity like a tangle or grenade so the game calculated all of the super energy gained back but applies it to the "Squall entity" until it dissipates and then it applies it back to the player that summoned it. But it's still odd that the UI doesn't keep up in real time
My very first exotic class item for my hunter has galanor with gyrfalcon, which was the one I was looking for. Pair it with a repulsor brace commemoration, buried bloodline, and a strand primary for spreading unravel and it's mad fun. Edit: I also use stylish executioner with ascension for easy amplify and spreading jolt. For melee and grenade, I use threaded spike and duskfield or grapple depending on what I'm doing. Dodge is gamblers of course. For fragments, I use devotion, bravery, dawn, sacrifice, and protection.
The super energy regen for exotics such as galanor has been locked to 50% for a long time, nothing can buff it beyond it. Id also advise not testing in shuro chi, its incredibly inrealistic for actual ability gains, nowhere else in the game is ad density this weak and available
@@Hunterexe-uz6pv wdym not how tether works? Both spirit of galanor and orpheus rig work on super hit not kill, plus the extra gains you get from killing enemies are making it so this test isn't accurate, orpheus rig gains cap at 50% but he got way more (85% or so) so it's not a good comparison
@@Hunterexe-uz6pv Rig/Spirit of Galanor does cap its return at 50%. The reason you can get more than that after this return triggers is because dealing damage to one enemy is dealing damage to every tethered enemy, juicing your energy gains for dealing damage. It's probably an unfair comparison considering he wasn't doing the same for Silence and Squall, but then again, no one is going to throw Tether then stand around doing nothing. In fact, I think doing nothing makes the super shut off faster. You're conflating Tether's inbuilt mechanics with the 50% cap. Each aspect is independent of the other.
I tried making a prismatic "orpheus rig" build. With spirit of Galanor it is wildly inconsistent, at least when I was testing. Sometimes I'd get a bunch back, other times nothing would refund when I'd clear a whole room with the tether. So i went back to the Orpheus Rig on the build. Definitely wasn't popping as often or as consistently as with Rig on.
Orpheus Rig has the same bugginess in my experience. I've tethered an entire room and gotten only a single enemy's worth of energy back. Bungie's jank coding is the problem.
@@ForeverLaxx with rigs it takes a second to start “calculating”. If you fire the tether and immediately kill everything it hasn’t started returning energy yet. But with Galanor I just can’t figure out what the logic is. I’ve had times where I’ve killed it immediately I’ve gotten a ton back, and times where I did the same but got nothing. So either it’s bugged or has logic that I’m not picking up on.
I'm pretty sure it caps out at 50% super gains after you get 'x' amount of kills. Just how orpheus rig works. Its why you don't want to pickup orbs whilst below 50% of your super.
Test inconsistencies aside, one thing to note. GG is marksman, not the six shooter. It tends heavily towards crits in base solar, I wonder if landing three crits alters the energy refund at all. If I recall correctly, a crit kill with marksman ignites, which may also be of some value for the refund calculation. All that being said, the testing here wasn't entirely without value. Genuinely, what the fuck is Facet of Justice doing to screw refunds that badly and inconsistently at that.
unfair comparison between galanor and orpheus. You used a weapon with an origin trait that gives additional super energy when you used orpheus. But a different weapon for galanor.
So what I’m getting here is Orpheus and spirit of galanor are very close together in energy gains for tether. Meaning spirit of galanor is better because you can get a second perk like spirit of gyrfalcon with it
Just did some further testing with Galanor and tether interactions since it is so inconsistent. For anyone interested: Galanor testing No hit/wait/heavy- no No hit/wait/primary- yes, yes No hit/insta/heavy- no No hit/insta/primary-maybe Hit/wait/primary- yes, sort of Hit/wait/heavy- no Hit/insta/heavy-no Hit/insta/primary-maybe No hit/wait/special- yes Hit/wait/special- maybe DO NOT USE ANYTHING BUT PRIMARY or special AND MAKE SURE THERE ARE NO OTHER ABILITIES OR EFFECTS IN THE GROUP. Dying to shatter or anything while in the tether does not count. Primary seems to be the most consistent Wait = after little numbers from tether TLDR: it is way too specific on the conditions. You need to kill the enemies extremely fast. But if you shoot too early it won’t activate or will barely give you anything. You can’t use heavy to get it to activate. There’s basically a small window and if you kill enough ads in that small window it’ll refund 50%. You have to use it perfectly or it won’t work, not recommended for tether.
I get the point of running these tests in an add-rich environment, but with so many adds you're essentially just comparing "best case scenarios" against each other and in every case other than GG, that means you get 50% of your super back every single time (barring Bungie's code jank). Testing against more standard spawn sizes and even bosses could be useful. It'd be cool to know if Stasis still gets 50% against a single boss and if the Blink Dagger is stuck being sad like GG with 33%.
Do you get any golden gun back when you shoot a boss that doesnt kill it? found it odd you tested golden gun on ads when usually youre bringing that for something chunkier. if its only on kill then probably only worth for like GMs with Galanor
I though i was doing something wrong when i used my orpheus build, 'cause it really felt like they arent working as intended, bearly refounding the half of super energy, but most cases giving from literally 10% to 25% of energy. Maybe they are bugged... or shadow nerfed
I am not sure they changed it this patch but on current patch you really need to pre pop the orpheus on ad spawns rather than ads themselves to get the max refund. the exotic should read more like "A short moment after the tether is deployed, each NEW enemy tethered (unique enemies) returns super energy, kills on enemies that are tethered return ~10% of grenade, melee and class ability energy."
Yeah, I feel like every exotic that says "get more super energy after super" needs bonus stuff on it like Celestial Nighthawk or Ursa, no real reason to play favorites with super spam.
So one thing I think a lot of people skim over with Orpheus Rig: You don't just get super energy but you also get 10% of your ability energy back on every tethered kill. Might not be super noticeable especially when Transcendent and you're already got high ability regen but it's an often forgotten part of what makes Orpheus Rig good.
@@ROFLWAFFLELAWL4Yeah that’s the upside of Orpheus over just running Spirit of Galanor, but the upside of Galanor is that I have Synthos’ as my other perk so I have the 1.6 million damage grapple too. I ended up just replacing my original tether build
@@ammonbergevin5302that’s not it’s only feature, you get 10% ability energy back per tethered kill. Which results in further ability spam after tethering.
@@b.m.4415 sure, remind me which one of those has a stacking damage buff up to 5x, auto reloads the mag after each kill, and is anti barrier with the artifact
@michaelcollins5819 mayhaps not the same, but Bold Endings can roll Golden Tricorn and your choice of Headstone, Rapid Hit, or Strategist. Works with stasis well. If you want a kinetic weapon, Whistler's Whim's got Thresh and Kill Clip or Archer's Tempo. Fatebringer my beloved can roll Thresh Firefly, and HCs are good rn
@@emedrag Stasis is ranged and lets you do weapon DPS while it's running. Squall's tendency to run off into a corner aside, they're going to perform different based on the encounter. I wonder if they ever fixed Silence and Squall having misleading damage values due to it often not counting the Shatter damage (or attributing it to someone else, like Ignitions will do).
@@emedrag *MY* point is that which is stronger depends on the encounter. If all you do is fight bosses that let you dance around their toes without getting slapped around, then fine. Strand isn't going to do you any good against Atheon, though.
@@ForeverLaxx why do you respond to me then? I only said strand super is better damage than stasis. That's all. No shit you can shoot weapons while using silence and squall, what a genius... I didn't say it was stronger or safer or more comfortable to use. So learn how to read and go shove your point where it belongs ❤
Wouldn't say useless by any means but yes you aren't going to have super back to back. Running a dynamo or two you might as well be. Depends on how you play