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By Anonymous
#16904248
Vulcan detonator is back baby
By Anonymous
#16906600
considering there's no unstable quill, is there any weapon mod that synergize well with the old "mod mage" playstyle
By Anonymous
#16907529
the giant piston is also random? i didnt find it
By Anonymous
#16908663
Amulet doesn't seem to work with Overload explosions or the Sporebloom mod. Unfortunate.
By Anonymous
#16909421
Someone should get to work figuring out what actually qualifies as an explosion. Once I get a little further into the game I'll take a crack at it, I guess, but there's so much content to cover...
By Anonymous
#16910049
Rotted Arrow Mod counts as an explosion.
By Anonymous
#16910052
More hilarity...space crabs also works. EXPLOSIVE. SPACE. CRABS.
By Anonymous
#16910462
this is stuff is insane, besides of rotten arrow and crabs mentioned here in comments, works also on hellfire dealing massive amout of damage. Also working on meridian (but it still meriDIOCRE, ba-dumts), and on star shot, and it melting mobs on nightmare even without upgrading, just on amulet itself. Also it work nice with stone of malevolence (ring that give add 15% mod on elemental hits), giving a lot of free mod power just on ticks
By Anonymous
#16913125
Hellfire?
By Anonymous
#16913135
hellfire
By Anonymous
#16912816
Does anyone know if this works with the Aphelion explosion?
By Anonymous
#16914434
It does not. Aphelion applies it's own specific burn that seems to override it. Burn should be burning for 47 a tic and no matter how I swing it, (letting the orb impact or detonating it myself), Aphelion's burn takes priority.
By Anonymous
#16913120
This also seems to work with Blood Draw for some reason