Talk:Chain Reaction

This page had nothing on it, despite the interesting and numerically-impressive results this skill can have.

Yet to be tested:

-What's the maximum range on the ricochet? It appears to be a similar distance to other "nearby" effects (such as Scorn), regardless of the weapon type, but I'm not sure if this is a hard limit or just the highest I've seen from a single perspective.

-Although it seems that ricochets cannot, themselves, ricochet, is this a hard rule or just a product of diminishing returns (i.e. 40% of 40% of 40%...)?

-Do Kinetically Reflected bullets have a chance to ricochet under Chain Reaction? I suspect they do (I've seen them trigger Cloud Kill, which also works "on hit"), but I can't be sure just yet. If reflected bullets can ricochet, this makes Trickster mods particularly appealing, even though they have no innate interaction with elemental effects.

-Do multiple-component enemies (Nomad Torturers, Badass Constructors, Saturn, etc) count as one target or two (i.e. can a hit on a constructor's turret ricochet to the constructor)? I suspect they can (precedent: look how Zer0's B0re skill treats them), but the targets are often so close together that it's hard to see if it's a ricochet, particularly with an elemental weapon (which is otherwise one of the easier ways to see if you ricochet: did you light a bandit on fire before you saw him? If so, you got a ricochet.)

-Are carrier effects such as Amp shots passed along on a ricochet, or is the ricochet considered a separate shot from the moment it reflects? Elemental effects certainly are passed along (which goes a long way to making this skill amazing), but I haven't checked with an amp shield yet. If they do carry on a ricochet, we might see even more interest in The Bee on Maya - but since Chain Reaction won't work on single targets, and it relies on a target being phaselocked, this would be of limited use (at best) against raid bosses.

-Any special interaction with bullet-based weapons that have elemental "splash" effects (such as the Volcano, Hellfire or the Teapot)? I suspect that these effects may apply to the entire group each time the shot ricochets, which would be particularly impressive with the latter two. (I'm not lucky enough to have a Volcano or Hellfire to test with, and the narrow field-of-view from a zoomed Teapot makes the full effect of ricochets at time-of-impact hard to see. Plus, when you burst-fire a Teapot at a cluster of enemies, you get a wall of corrosion DoTs even without ricochets...)

-