I'm seeing some really weird behavior when mixing 1.0 and 2.0 armor. Basically, some of the perks on my 1.0 helmet are being ignored based on what I have equipped on my 2.0 class item. Examples:
1.0 Helm (Light Reactor) + 2.0 Bond (No mods Slotted) = Light Reactor Works
1.0 Helm (Light Reactor) + 2.0 Bond (Enhanced Ashes to Assets) = Light Reactor Doesn't Work
1.0 Helm (Enhanced Ashes to Assets) + 2.0 Bond (Light Reactor) = Enhanced Ashes to Assets Doesn't Work
This appears to be a bug, and certainly nothing in the game suggests that you shouldn't be able to make combinations of armor perks and mods like the ones listed above. Is this intended behavior? If so, what are the rules that they are following?
Also, it would be great if Bungie could let us know which types of mod stacking are meant to work. For instance, last season you guys disabled stacking things like Ashes to Assets on your helm (1.0 armor) and on your 2.0 class item. Now that Season of the Dawn has proper support for stacking 2.0 mods, how is that meant to interact with 1.0 armor perks?
For instance, if I have Enhanced Ashes to Assets on a 1.0 helm, should that stack with Enhanced Ashes to Assets on a 2.0 class item? What happens if that 2.0 class item has Enhanced Ashes to Assets x2?