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Assault DEVASTATES Hordes With BUGGED Double DMG Power Mallet - True Solo Absolute | Space Marine 2

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Assault DEVASTATES Hordes With BUGGED Double DMG Power Mallet - True Solo Absolute | Space Marine 2

6 460 просмотров · 1 день назад
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6 460 просмотров · 1 день назад
In this video, we demonstrate a double-damage bug with the One Handed Thunder Hammer (1HTH) and take it on a true solo Absolute run with Assault. Two 1HTH attacks, Charged Impact with the Reverberating Slam (RS) perk and Uncharged Energised Strike (Saber spells it this way; I didn’t misspell it), can double their hits by triggering a bug. To trigger it, attack an enemy with a large hitbox, like a boss or Biovore. It will be hit twice as much as usual, and all enemies will take double hits for the rest of the session, until you restart the game or reset the 1HTH perks. You can trigger the bug in Battle Simulator before an operation to start with it. Sometimes it won’t trigger; switch enemy types and try again. It may take several tries. With the bug, a block 1HTH can kill all Extremis and lower enemies with one double Adrenaline Surge-buffed Charged Impact (RS) on a perfectly blocked enemy. It also deals huge boss damage. Regular sprint attacks can double-hit too. Combined with Winged Fury, they do insane damage, making Sprint-attack spam viable. Multiple hits can also give a free gunstrike marker when the second-to-last hit incapacitates an enemy. On Assault, the Ground Pound (GP) gets extra shockwave damage with the 1HTH, increased further by charging. Like the multi-hit moves, it can generate free gunstrikes on incapacitated enemies. Its motion value (MV) is 6.4, tied with the chainsword for highest, making the 1HTH one of the best GP weapons. Perfect Reprisal is currently bugged and also buffs GP damage. This makes the 1HTH usable, but I wouldn’t call it OP. It still has weaknesses that massive damage can’t fix. Charged Impact isn’t great for horde clear—not because it can’t clear hordes quickly, but because minoris swarms always damage you while you use it. The main issue is not getting CHP from hitting multiple enemies. You can clear hordes, but take chip damage each encounter. Charged Impact isn’t a straight upgrade to light attacks: it has a longer startup, and you must generate the charge first. This also leads to chip damage. I recently discovered minoris deal excess melee damage to your HP when breaking your armor. Without a way to recover that HP, they slowly wear you down. Underhand Swing is still useless despite its big damage buff. Compare it with Power Rake and Power Backstep: they have similar underhand-arc animations and now share its 2.5x MV. But both have a power wave for free, dealing the same damage as the weapon hit. Underhand Swing needs a final-column perk to gain a power wave, and that wave has only 1x MV. Since Rake and Backstep don’t need a perk for basic functionality, they can take perks that boost their damage and radius/cleave, making them much stronger. The biggest issue is entering a stance, which is slow and makes aiming harder. A stance is worthwhile only for a very powerful move: Power Whirl. It has 4x MV per hit, hits twice, and deals insane damage. Its 360-spin also needs no aiming. You can enter stance from a Sprint attack, too. Compared with Underhand Swing and the Heroic Power Fist Melta Blast from stance, it’s a massive difference. Another issue is with the block version and two Adrenaline Surge charges, you can never land a buffed Underhand Swing. The preceding light doesn’t stagger enemies long enough; they dodge or block before it connects. Power Sword power-style lights stagger long enough for a follow-up Power Rake or Whirl, but speed-style lights don’t. 1HTH lights are similar to speed-style lights. Finally, the JPDA with power charge doesn’t hit the enemy twice as it should. For the build, we used GP to clear minoris hordes without getting chipped to death. We took HBP to show it’s no longer the best after the super buff was removed. Drip: Exorcists Version 15.1 Build: https://sm2meleecalc.us/b/5QfefLDi Chapters: 0:00 - Bug Tutorial & Demo 1:26 - Mission Start & Build 8:26 - Gate Close 13:11 - Helbrute 20:27 - Helbrute 2 24:00 - Cathedral 27:03 - Scoreboard Map: Disruption Difficulty: Absolute Bots: Off #spacemarine2 #spacemarines #warhammer40k