If 3rd passive is selected perforate can stagger on 2nd attack (sometimes on first) and than on 3rd.
Any spear attack before perforate is calculcating like a " of the perforate chain".
You can easy reproduse it:
land 2 light attacks than use perforate on player
This is just a theory as I don’t have time to check it right now, but seeing he has Keenly Jagged and Chain I would double check the DoTs aren’t inheriting the DamageID of perforate
I’ve been doing some testing for around an hour now and I’m finding the exact same inconsistencies as cattboy. I cannot put my finger on what exactly is going on. My first thought is oh you are right it must be the bleeds or procs giving it an issue. As this happened with the perk “Defensive stance” resetting the fortify cool down.
I’ve used a spear without any dots or procs at all. I’ve used a spear with jagged only. I’ve used a spear with jagged and attunement. honestly its just all over the place. Sometimes its like it has an internal Cool down that is used up and it just turns off entirely. The first triple perforate for me seems to be the most consistent. After that its luck of the draw. Good find, sir.
This happends not 100% of time, but ~ 80%. May be later i will make a cuts from arena\duels.
But for me it is everything shown on this example.
On real fights it is harder to notice, coz most of the time it works after the sweep.
Sweep + perforate, and you can not dodge, or use skill, coz it get staggered on 2nd strike…
To build on this comment. Staggers are NOT part of diminishing returns, so they should always be applied at their full frame duration.
I have noticed, since the brimstone patch 1.6(?), the frame duration of staggers & stuns are no longer consistent as highlighted in my video above. They seem to be lasting longer and shorter then intended compared to previous patches. e.g. the number of frames your character/avatar is uncontrollable while stuck in the “stagger knockback animation”, almost feels like the frames are stretched out (servers slowing down/throttling causing it to last longer then intended) instead of playing at normal speed. Tin foil hat I know but when all you do is combat you notice the minute details.
For example in combat, staggers are tiered 1, 2, or 3 related to frame duration. A 3 point stagger is a SnS reverse stab, you can light attack guaranteed after an Rstab, while the old SnS leaping strike, it was a 3 point stagger but changed to a 1 point, it now interrupts non grit players but you can no longer followup a shield bash, because the target regains control of their character to fast to allow a follow-up, but sometimes a stun or a stagger last excessively longer then normal as if character is stuck in an animation loop meaning I can play off a 1 point stagger I shouldn’t be able too.
Hope this helps the witch hunt and my mumbled mess is helpful
I completely understand all of this, you’re making sense to me buddy. I’m noticing what you are saying also. Sometimes stagger length/duration varies to the degree you can no longer chain something together that you could have before, or if on the receiving end, you completely loose control of your character when dog piled with staggers. where as before you could have spammed dodge and got out. You are not going crazy we all notice it
Just to touch a little more on the spear bug we were talking about in regards to the perferate stagger. I’ve been on this one for a while now haha. I have noticed something that resembles that of consistency.
The 1st one on a fresh target pretty much works flawlessly. The 1st flawless hit happens similar to that of what your original post says were if you auto once before hand it will apply on the second hit of perforate (not the intended 3rd) as if the previous hit was in fact counted. Then if you try again immediately after its as if the stagger has gone on CD and will not apply, no matter the number of hits. Then if you try again it seems as if your juggling between an internal cooldown on it and a number of random hits on the target so its hard to keep track of and could really go off at anytime 1st hit 2nd hit 3rd hit, or not at all if its on cooldown.
See if you can get anything similar to these results to occur. Hope that all made sense to you to lol.
P.s. passive work incorrect at all, since it was relesed. It stagger on 3rd hit, but not IF ALL 3 HIT. U can just 2 timess hit the air and than hit target, and it will be staggered (80% of the time).
Still it counting strikes that was before perforate for perforate counter