283 becomes 5, and 5. Your idea sounds like a time delayed Phlogistinator that works through afterburn instead of direct flame damage. Heangry. #9. Machine in Mann Up mode. It is a scythe with a crooked wood handle and a damaged, curved blade bolted on. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. No other afterburn source (including Dragon's Fury) does it. Increase afterburn damage from 3/tick (60 over 10 seconds) to 4/tick (80 over 10 seconds) on all Pyro weapons apart from the Degreaser. However, the mechanic itself is broken and makes interactions with a pyro. 5. Firing more than three rockets at an enemy does not cause afterburn damage, as the flames cancel out, forcing the player to start burning the enemy again. +15% projectile speed. The Amputator is a medic melee weapon, with stats not well understood by most, and a weapon that is not used often, so here I will explain what exactly the amputator does and how good it is. The Pyro is specialises in close quarters combat, dealing out damage rapidly with his flamethrowers. (Fun fact: The 25 ammo cost on the degreaser is actually the old school airblast cost for Stock and Degreaser before the EOTL update, meaning the number of airblasts the Degreaser can do has been the same since it's release. Impacted enemies will suffer afterburn, lasting for 10 seconds and dealing 3 damage every 0. The only downsides to the degreaser are: less afterburn damage. With bonus afterburn damage and bonus damage with ranged weapons. It's not immune to fire. It's associated with the Gas Passer, which is pretty terrible anyway (recharge time is too long for too little effect), and even if you change to a Flare Gun (since Flamethrower's afterburn isn't great now), it takes forever to actually pull it off and encourages you to not do active damage because the more direct burning you. An example is the Degreaser's sound, which sounds "lighter" no pun intended than the Stock Flamethrower's. Selling Strange Part: Damage Dealt for 6 keys, 23. After all, not every merc’s attire is lined with asbestos. Thanks, Z34 votes, 58 comments. The demoman is a high-damage dealing explosive projectile class. Both the reserve shooter and the degreaser were pushed back a bit after any decent TF2 player would be able to pull off a high damage combo with relatively little skill. For a class that is supposed to be a close-range beast, it is unacceptable in my opinion that every class has a weapon that outdamages the flamethrower at point blank (7 out of 8 of. Exhibit B: The Bouncing Flare; In combination with the stun, you get hit twice by the flare, which inflicts a mini-crit and full afterburn, which unless you are extinguished, will deal 126 damage. Kukri Level 1 Kukri. But as a concept, I love this weapon, I love any weapon that encourages crowd control, multi-target ambushes, supportive damage. ”. And no, you can't say neither, UNLESS you can tell me why the current afterburn right now is okay. Degreaser > Stock, especially in competitive. The gun itself is a tripodal device constructed of metal, team-colored paint. Pyro is a class very focused on comboes as-is. The Degreaser Level 10 Flame Thrower 65% faster weapon switch-25% afterburn damage penalty-10% damage penalty. When these particles connect to an enemy player, a damage-over. Perhaps afterburn could persist without nerfs, but have the other changes. Damage falloff given, damage reduced, burn duration shortened. res. The F. Apart from direct damage, the Flame Thrower also sets targets on fire, causing the target to burn and take additional damage for a short time. This is either through direct damage (W + M1) or the afterburn. 1. not something that should've been added. Question on calculating Scorch Shot damage. The latter is kinda crazy, because the flare guns REALLY should use their own afterburn counter, instead of using the same one as the flamethrower. Afterburn damage is too much for little effort so i have idea to make it balanced and fair to fight 1-Afterburn damage should be reduced to 3 per tick for 6 second (18 damage overall) and afterburn will stop if you killed that pyro Dying to afterburn after killing pyro was unfair and cheap so it should stop after killing pyro and low damage mean that pyro will not rely. Team Fortress 2 does not have any method of dealing damage in decimals. Yes. All flare guns are overpowered. Exhibit A: The Stun; A Pyro can just shoot one flare and completely f-ck up your movement. 16 seconds to empty the clip. Low risk. The Degreaser's fire does 2 damage every tick, resulting in 40 damage over 10 seconds. The flames of the flame throwers become unpredictable at maximum range. 25s if Pyro or afterburn immune). not something that should've been added. Primeval Warrior Level 20 Badge Hire Date: September 18, 2007 (19:33:20 GMT) ( Not Tradable or Marketable ) Revolver Level 1 Revolver. A 20% healing and resistance reduction is applied by afterburn. That would make pyro the most viable class at hit+run tactics. aiming no flinch. Fire : Fire, or afterburn, refers to the damage-over-time effect inflicted on a player when hit by a variety of weapons, most commonly those of the Pyro. Most weapons in TF2 have min\max damage. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Yes, if they take both the direct hit and the bouncing flare gun AND the full afterburn damage on top of that, with the last two being completely avoidable by absolutely any player that can move. And if that don't work. A Burning Spy. Even if it's easier to play against Pyro at higher elos it seem a. I think it deserves that respect. Can someone explain to me why a class that can one hit kill most classes, gets random crits, has increased movement speed, and relies completely on melee in a game where the hit registration is extremely broken alread, is now allowed to be immune to fire? Pyro has always been the close range master, but now demoknights can just keep swinging until. You can easily avoid the bouncing flare, even with the stunlock, and even if you take the bouncing flare's damage it isn't hard to find a healing. Though the Engineer provides a Dispenser which heals and refills ammo, the Medic is the more reliable healing source. A D. (-) -25% damage penalty. You're effectively having to decide between losing sixty health or devote time and. The afterburn just extinguises far faster than any of the liquid or bleed effects in TF2 if a spy activates any kind of invis. Air blast cost is only 5 more and is almost entirely irrelevant. We all know that the original intent of fire in TF2 was to create chaos. 837K subscribers in the tf2 community. 43 keys. 0. Valve made some big changes to the class when creating Team Fortress 2, but they also tried. afterburn immunity. Comrade Komko May 7, 2020 @ 6:03am. Title, My proposed stats would be No Random Crits No air blast -25% damage -100% afterburn/afterburn damage -50% magazine size -20% reload speed -50%…Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. Compared to the stock Fire Axe, the Axtinguisher deals 33% less damage, holsters 35%. Afterburn on pyro is by far one of, if not the most annoying mechanic in TF2. Knife Level 1 Knife. Zombie Heavy's "Tank" ability now adds the Battalion's Backup buff (immunity to critical hits, 35% resistance to regular damage, and a 50% resistance to Sentry Gun damage) Zombie Heavy deals 20% increased melee. I'm aware the damage it does is slightly lower than a melee hit. Imagine a shotgun that dealt more damage then the panic attack at close range, was more hard to miss with, and could drain medic uber. 7. The scorch shot theoretically can deal over 100 damage in single flare. Business, Economics, and Finance. The Degreaser Level 10 Flame Thrower 65% faster weapon switch-25% afterburn damage penalty-10% damage penalty. Furthering that assumption that you started the Escape Plan when you knew that the burn damage was going to kill you, you'll be starting out just a bit faster than the Medic. The Huntsman arrow can be lit on fire by a friendly Pyro's Flame Thrower, certain map geometry like the torches on DeGroot Keep, or if it travels through the flames of either an allied or enemy Pyro. This subreddit is dedicated to Team Fortress 2, created by Valve Corporation in 2007. Primary Weapons. . direct flames do the normal amount if damage. There is NOTHING wrong with this. Use these weapon combinations to immediately take out single targets, as the Degreaser's significant penalty to afterburn damage makes hit-and-run tactics much less effective. Afterburn deals 3 damage and triggers twice per second for ten seconds, for a total of 60 damage. The clipless, stream damage with large particles and a wide cone make it very easy to track a target within range. Flammable material then ignites into 10 seconds of Afterburn if enemies take damage (even Pyros!) Mann vs. The major changes include: Fixed a client crash related to the Dragon's Fury. Igniting two people would delay overheals by at least 2 seconds. Afterburn normally deals 3 damage per tick, dealing 60 damage over 10 seconds. at close/medium range let it deal the full 7 seconds. Also reflecting flares will apply the afterburn damage penalty. After nine years in development. 5 seconds for a total of 60 damage. He can also inflict afterburn, which will weaken and kill enemies that manage to escape. It's been hinted at in the Gun Mettle Update, specifically near the bottom right of the Day 2 website. CryptoHell-met Jan 8, 2018 @ 9:54pm. It makes dealing with pyros extremely annoying, especially as soldier or spy. 2 seconds Deals heavy damage with fire effect within 1. Just a thought. Medics might not be on the field, health kits might be hogged, etc. It can be cured by health packs, medics, dispensers, the payload cart, sandviches, spawn lockers, water, milk, jarate, airblast, as well as class-specific healing or negation like dead ringer. 08 damage. If I kill the current threat, why should I die 5 seconds later on a health pack?Go to tf2 r/tf2 • by. The Fan O'War Level 5 Gunbai On Hit: One target at a time is Marked-For-Death, causing all damage taken to be mini-crits Crits whenever it would normally mini-crit-75% damage penalty. The afterburn damage is suppose to be dealt with your Primary flamethrower whichever that may be. Strange Part: Damage Dealt. The Pyro, along with Heavy, Engineer, and Medic, is a playable character in the Australium Update in the game Dungeon of the Endless. However, using the compression blast costs 25 ammo. the first 3 ticks of afterburn will reduce the final axe damage by 4, but the 4th will reduce it by 5. The gun itself is a tripodal device constructed of metal, team-colored paint, and a laser sight (when used with the Wrangler ). If you are desperate, marketplace. (I am trying to sound smart, but I don't think I did my math right. Taken straight from the TF2 Wiki's strange page: Killing an enemy with a compression blast. Keep your distance to reduce the effectiveness of all the enemy Pyro's weapons, and move erratically to avoid damage. . . Pyro Mask Level 10 Hat. Lets start with the most simple of its stats and the only direct downside, the damage penalty. The Powerjack Level 5 Sledgehammer +75 health restored on kill +15% faster move speed on wearer When weapon is active: 20% damage vulnerability on wearer. Pyros are immune to afterburn, but still take damage directly from the Flame Thrower itself. A portion of the shield is missing and splintered. If I kill the current threat, why should I die 5 seconds later on a health pack?Shots a glob of dangerous chemicals at the enemy. it is the chargin targin, mainly because of the resistances given to it, as well as no afterburn damage. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. I'd like to see this item to be used as a serious distraction to the enemy team so add a stat like enemy buildings take afterburn damage or while burning reduse health taken by health packs when ignited to really give this weapon a distracting element, but that's just me. A D. Getting full Damage relies on you and not the bugged Heat Density. It is a large, shoulder-fired, retrofuturistic raygun. However, the mechanic itself is broken and makes. The Stock Flamethrower does a bit more damage than the Degreaser when you consider afterburn damage, although afterburn damage can be negated by many different things. Team Fortress 2. IF the target gets hit by both the direct hit AND the explosion, AND the full afterburn. This can be used to chain multiple flamed enemies together in order to hit them. The best way to fix it is to delete all flame particles after the Pyro dies. In any competitive setting or against any competent players afterburn is completely useless as any experienced player will be extinguished, grab a health pack, or be healed through it. Loadout Stats. For reference, hitting the player with a Flare after setting them on fire with a Degreaser will do any immediate damage (90, 41, 30, or 15 depending on which flare gun) and then start dealing the 3 per half second afterburn. You can't make a class's defining mechanic be so weak and irrelevant to the class's actual gameplay; it goes contrary to what TF2 is all about, having 9 unique classes with unique playstyles. 5 seconds of afterburn. also. It makes dealing with pyros extremely annoying, especially as soldier or spy. new players see burn damage as "flamethrower damage". Sentry Guns are awarded 1 assist for every 200 damage inflicted to Saxton Hale. If the Huo Long Heater is put away by the attacking Heavy, the afterburn damage is reduced to 64 in total. Fixed showing only a few weapons instead of the full set when redeeming a War Paint. List of item attributes. In terms of damage, it's no laughing stock, ranging from 86 to 167 damage minicrits based on how much afterburn is left. The Shotgun is the Pyro's best secondary weapon against foes outside the flamethrower's range as well as against enemy Pyros. T. So no, Pyro does not have any resistance beyond immunity to afterburn if you take him with base stats. Pre-Fortress 2 is a sourcemod founded by Retro & Krowing after TF2008 collapsed that attempts to recreate TF2's beta build that was seen in trailers 1 & 2. #3. __y_y_y_yy_y____y_y. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. +67% ÜberCharge rate. 207. The Degreaser Level 10 Flame Thrower 65% faster weapon switch-25% afterburn damage penalty-10% damage penalty. Max afterburn for default flamethrower is 60 damage, so the theoretical max damage this version could do in one hit is 185. Such as increased afterburn damage if used as a combo, in exchange for nerfs in different areas to offset it. In addition, targets are now considered wet when doused. 20:2711. All damage is rounded up to the nearest whole number. Afterburn on pyro is by far one of, if not the most annoying mechanic in TF2. I know that the 30 damage is achieved when the detonator is a direct hit, and the 10-20 damage is achieved when the flare is manually detonated (the damage depending on the distance from the detonated flare to the enemy), but what is a flare explosion? The Sentry Gun (abbreviated to SG ), also known as the Sentry Mechanical Firing Device, Sentry, or Turret, is a building that can be constructed by the Engineer using the PDA, the Engineer's build tool. +67% ÜberCharge rate. (not sure on this one yet) All flamethrowers range is increased by 20% including dragons fury. Marketplace: mplc. The Scorch Shot needs a nerf! While this weapon was merely annoying before JI, it is now too effective for the low amount of skill it requires. The Manmelter Level 30 Indivisible Particle Smasher Does not require ammo +50% projectile speed Alt-Fire: Extinguish teammates to gain guaranteed critical hits Extinguishing teammates restores 20 health No random. If you have very little afterburn time left, it'll only deal 87 ish damage, but if you manage to max out the afterburn time to. Melee damage is dealt by melee weapons. (-) -25% damage penalty. True, Afterburn is the same damage but dealt out faster. Jarate essay. So Heres my idea on how we can fix/adjust pyros afterburn. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer +25 max health on wearer +15% bullet damage resistance on wearer 20% explosive damage. . It should only deal 2 damage per tick. This weapon will reload automatically when not active. Also it’s the flare gun that will likely kill with afterburn or you can finish them off with degreaser quicker, stocks negligible bonuses don’t even come into play. Harvester promotional blurb. It will decapitate enemy players if the Harvester kills them from a critical hit, and will. 5 seconds Removed: Minicrits whenever it would normally crit Changed: Damage type on charged shots changed from explosion to fire damage Does not require ammo Alt-Fire: A. Ability to be spammed. Team Fortress 2 runs on The Orange Box version of the Source Engine, designed to run on Microsoft Windows, Xbox 360,. Many shooters allow you to score headshots from very far away with virtually any weapon. 70 by default): falloff multiplier at tf_flamethrower_maxdamagedist distance. The Axtinguisher basically takes all your leftover afterburn damage (based on remaining afterburn duration) and stacks it on the hit. We'll just stick with. The Mantreads Level 10 Boots-75% reduction in push force taken from damage-75% reduction in airblast vulnerability Deals 3x falling damage to the player you land on 200% increased air control when. Then MvM upgrades would be in casual. Sure all games have stream damage of some kind, but many modern shooters rely heavier on burst. Degreaser is always worth using. After all, not every merc’s attire is lined with asbestos. Also reflecting flares will apply the afterburn damage penalty. Per-tick afterburn damage increased to 4, for a total of 8 damage per. Now, it makes sense to have afterburn in the game. 25x) Both: took 2 damage (resisted twice, [0. Fire or Flames refers to the special particles produced by the Pyro 's primary weapons. ". 5 (the number of particles per second) and add afterburn. Now, it makes sense to have afterburn in the game. tf. Vaccinator ubercharge resistance is set to 60% during debuff (opposed to 75%) which is 20% multiplicative loss (0. Here are my separate ideas- Increase damage Increase time it lasts Make medkits unusable while on fire/not extinguish fire What are yours?We all know this weapon is awful, it does the same thing that the Scorch Shot does but about 1/10th as often, with none of the self defense, utility, or mobility that a flare provides. 49 votes, 13 comments. Using the Campaign Pass converted it to a Jungle Inferno ConTracker. On the Detonator's wiki page, it says the following under base damage: . its only immune to afterburn. not something that should've been added. Incendiary Ammo: Upgrade for all Miniguns. *Upon hitting a burning enemy, extinguishes them and deals the remaining afterburn damage multiplied by 2. Sure all games have stream damage of some kind, but many modern shooters rely heavier on burst damage. I understand this update was meant to balance things out, to keep the game interesting, so that people wouldn't only use certain items or sets. Now if a Pyros you directly with a flare, I think you should take all the damage that comes with it. Afterburn could prevent overheals until all potential damage (60 afterburn) is healed. But I have two horrible suggestions to "fix" it. For one thing, the Chargin' Targe gave great resistance to fire already. Pyros are immune to afterburn, but still take damage directly from the. N. The Scout, fast as he is, is probably the most vulnerable of all the mercs to afterburn. (Looking at its teamplay aspects, I figured targets coated taking +10% ranged damage combined with the afterburn, would actually make this weapon feel like a deterrent. After all, not every merc’s attire is lined with asbestos. 165. Was thinking about whether or not having an afterburn indicator showing the remaining afterburn time/damage per second could allow a player to make smarter decisions when attacked by a Pyro, i. I'm well aware there's a dozen different ways to get rid of it, such as Jarate, Mad Milk, and medics. That's why buffing the damage from 3/tick to 4/tick was needed. Afterburn now reduces all direct Medic healing and resist shields by 20%. 07-19-2013 , 14:30 Re: [TF2] Boosting fire damage; SDKHooks documentation # 4 Incidentally, when TF2Attributes or TF2Items are working again, you can change the amount of damage a weapon does using those with attributes 1. Medic isn't a god. 18 seconds. Here are the Team Fortress 2 patch notes for Zombie Infection, courtesy of Valve: This change will allow Zombie Spy to circumvent sentry guns that are watching large areas, and allow him to sneak. . Scout: The Swift Slugger. T. The difference is there, but is is rarely ever noticeable. CryptoTeam Fortress 2. Listed as "-20% damage penalty". This is because there are now so many ways to get rid of and/or mitigate afterburn damage that 'ignite and run' play is no longer all that effective. The Big advantages are. A large part of the damage can be done by splash damage igniting players. Then MvM upgrades would be in casual. 2 less airblasts. Bumped 24 minutes ago by 🔴 Cash 4 TF2 Bot #2 🔴. Is afterburn really that bad? I'm well aware there's a dozen different ways to get rid of it, such as Jarate, Mad Milk, and medics. 5 seconds of afterburn (down from 10 seconds), resulting in the same total damage as before. But since the update, Chargin' Targe gives Demoman afterburn immunity, and that's just. Can someone post a few emails of valve/TF2 employees, to whom I can report this bug? I would like to get it fixed. We all know this weapon is awful, it does the same thing that the Scorch Shot does but about 1/10th as often, with none of the self defense, utility, or mobility that a flare provides. Afterburn on pyro is by far one of, if not the most annoying mechanic in TF2. Set to 10 by default: Server operator only tf2c_airblast <0/1> Disables or enables airblast. Assuming you mean Afterburn, which is the amount of fire damage you suffer after the flame thrower/flare's initial damage, assuming it is no longer directly hitting you:. After nine years in…The Team Fortress Classic Pyro sucks. 8) Extinguishing teammates restores 20 health This weapon deploys 60% faster This weapon holsters 30% faster-66% afterburn damage penalty +25% airblast costAustralium weapons are a preposterously rare item classification introduced in the Two Cities Update. Every flare is exetremely overpowered, the initial ability to get full after burn + abt 30 damage initially for hitting a projectile faster than the ♥♥♥♥♥♥♥ direct hit is stupid. #2. Also the benefits of higher afterburn damage and lower airblast cost overweigh the downside of later DPM with the Panic Attack in my opinion. In Mann vs. So no, Pyro does not have any resistance beyond immunity to afterburn if you take him with base stats. Your weapon is a new Flare Gun for the Pyro! PROS: Increased knockback on burning targets. So, I've been doing some thinking about the pyro lately. Tell me which one you would prefer. A base shot will therefore do 80 damage if the victim cannot extinguish themselves. This issue is listed on the Source 1 official bugtracker. F. Telefrag damage is calculated the same way as the Market Gardener, but (maxhealth / mercs) is multipled by 2 instead of divided by 2. Needless to say, nobody really takes full afterburn damage when a healthpack, medic, dispenser, airblast, milk, jarate, etc. T. So according to the Wiki, it does 20 base damage, and then inflicts 8 x 7. #12. To answer your title's question, strange flamethrowers only count kills done by that weapon's fire damage. 01, you could also just wait for it to drop again. ago. 5 (the number of particles per second) and add afterburn. However, the mechanic itself is broken and makes. . Counts all non afterburn flamethrower damage with the exception of the Dragon's Fury projectile. A D. degree (2. A D. Because Pyro's long range capabilities are currently too strong. Afterburn I think is mainly a design choice to subtly give Pyro a counter to Medic. -33% ÜberCharge rate on Overhealed patients. A lot of people complained about some Pyros using a cheap tactic called "sting and run". While it is the active weapon, afterburn damage dealt to an enemy by the Flame. -66% Overheal build rate. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. notnheavy_flamethrower_falloff (0. It's not immune to fire. Afterburn is just another bandaid added to help buff pyros effectivenessAfterburn can do up to 80 damage, but I would imagine 40 much more likely because of how many ways there are to extinguish it and that you probably don’t need the full 80 to finish off an opponent. Business, Economics, and Finance. The Gas Passer Bonus Objective: Deal 500 afterburn damage in a single life. (Doesnt effect flare guns) (note: flamethrower shoots about 13 particles a second) (note: each particle from the flamethrower does around 6 damage at close. R. Going by this rule we can assume power canteens arent available, same with money, this means scout spy and soldier are the least powerful but scout and soldier are still viable due to milk and banners. This was very clearly stated during the patch notes. Almost each weapon's sound is distinct and, at times, even reflect the weapon's stats. This displays the reduced afterburn damage and the faster switch speed of the Degreaser. Participation in the event required a Jungle Inferno Campaign Pass. txt file. SelphyLove 14 years ago #4. that is, it depends on how many ticks of afterburn have passed. For one thing, the Chargin' Targe gave great resistance to fire already. October 20, 2017 Patch #1 ( Jungle Inferno Update ) Changed Attributes: Flare guns now apply 7. This is the list of item attributes as described to the user, so some attributes will be duplicated if they can both appear as positive or negative (such as a damage bonus/penalty) or if they have several. The reverse is true - a quick puff with the degreser followed by a flare shot bumps up the afterburn from 1/tick to 4/tick. It makes dealing with pyros extremely annoying, especially as soldier or spy. Although they all. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. People would write off afterburn like nothing. A D. Per-tick afterburn damage increased to 4, for a total of 8 damage per-second. Level 8 Vaccinator. Deals lower afterburn damage. I'm aware the damage it does is. Maybe limit by accuracy instead, like how rocket spam does more damage on point blank than through splash. The Scorch Shot is a community-created secondary weapon for the Pyro. 6). 3. But lets look at the other component of flamethrower damage, afterburn. It is a saw with angular edges and a distinct team-colored handle with an arrowhead-like extension near the top and the Medic's class icon in the center. U. Can cover long range. This is a bug, not a new idea. If I kill the current threat, why should I die 5 seconds later on a health pack?Or does the flare gun simply apply 2 instances of damage separately? Is the fire damage applied by the flare itself or is it referring to the afterburn that results from getting hit by the flare? If its the former, the question remains, but if its the latter, the answer is only bullet resistance reduces the flare damage and fire resistance is. The problem is that it's just stacked and has no downside other then not being the weapon that it's a sidegrade of. res you will see a variable "NegativeColor". Get app Get the Reddit app Get the Reddit appAs the Sniper Rifle has no damage falloff, each uncharged shot he lands on you will now deal 68 damage. Primary Weapons. This weapon can fire up to four blasts of team-colored energy that deal about 20% damage to buildings compared to the. And no, you can't say neither, UNLESS you can tell me why the current afterburn right now is okay. O. The rate at which Medic's build uber off of burning patients is also reduced by 50%. Afterburn normally deals 3 damage per tick, dealing 60 damage over 10 seconds. Weapon and items: Positive Additive Attributes. A D. Backburner: +50 Max health removed, airblast cost increased to 150%. Better visual sync, more consistent (no visuals/damage mismatch). PSA: the Sun-On-A-Stick is unironically probably the best melee for scout in pubs, as it reduces afterburn damage by 20 This stat was added a while ago, but surprisingly few players actually know that the sun-on-a-stick has 25% fire resist, which ends up reducing fire damage by 2 per second (1 per tick) reducing total afterburn damage from 60.