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8/28/2024 2:57:05 PM
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Hi there, Thanks for reaching out! If it's no trouble, could you please capture a video of the issue and upload it to YouTube, then send us the link? We'll be glad to pass it along to the developers for investigation.
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  • Hello again, Please excuse the error, I have found that the supposed issue may not be with Lightning Surge, but with how multi-charge melee's store energy in relation to the phrasing of Melee Kickstart stating "When your melee energy is [u]fully[/u] expended,". The video linked below shows Melee Kickstart functioning properly with Lightning Surge when all 3 charges are fully expended, resulting in 0 energy on the meter. The former video posted shows the mod not activating when the final charge is expended, but roughly 1/2 a charge remained on the meter. I am again unsure if this is an intended functionality with multi-charge melee abilities so any assistance or insight you can provide would be greatly appreciated. [url]https://youtu.be/oBqJD4bKPO8[/url] Thank you again for your time and consideration on the matter.

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  • Thanks for the video! The video appears to show everything working correctly - the 3 Armor Charges are consumed when your Melee charges are fully expended, and they are converted into a bit of Melee Energy. That bit of Melee Energy you have at the end (~20-25%) is the energy that was gained by Melee Kickstart.

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  • Hello, Here is the link to the video: [url]https://youtu.be/ExIB0kqP60E[/url] This only shows minimal testing but please reference the fact that Melee Kickstart would not activate (Armor Charge was not used) on any melee type, Lightning Surge or Arcane Needle, while the Lightning Surge aspect was equipped. After removing Lightning Surge, Melee Kickstart only activated (Armor Charge was used) on the final powered melee. I am unsure if this is intended with multi-charge melees but it was consistent through my previous testing. Thank you for taking the time to review this. Please let me know if there is anything else you need.

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