Remnant 2 | Knight Guard (Overview, Curse, Quirks)
Welp, this came out much longer than I anticipated, could definitely be better but I am inexperienced with such showcases as I've never done them before. I've included summary and a little bit extra info further in the description.
OVERVIEW
Type: Summon
Damage: 15 (45 on +20 weapon)
Max range: 20 meters
Duration: 20 seconds
Mod power: 450
Can apply curse
Knights can initiate close range melee attacks and send penetrating projectile attacks at distant enemies. Projectiles cannot go through obstacles (walls, fences, objects), but able to pierce through multiple enemies without issues (and allies too). Projectiles are fully capable of inflicting friendly fire, however they are not able to harm whoever summoned them. Knights can block your bullets and projectiles, grenades bounce off them.
In a fight, if knights don't have a target yet they will pick the closest available enemy to them and will keep attacking that chosen target until it is dead, out of sight, or get interrupted by another enemy getting in their way.
CURSE
Curse functions identically on enemies as it does when applied to player character, it reduces total health by up to 50% (it is showcased better in this video: https://youtu.be/kKfV51o0ahc). It can stack 5 times, stacks decay separately from each other and last 20 seconds. Duration of the status cannot be increased by Timekeeper's Jewel and Affliction.
Knights can apply curse when 3 conditions are met:
-Target was hit by the projectile attack (melee attacks are not capable of applying curse)
-Projectile hit for over 100 damage (it does not matter how this damage is achieved)
-Target did not have a shield (if shield is broken, then curse will go through as intended)
Currently armored enemies are the only ones who can "resist" curse, but this is due to their armor pieces reducing damage of attacks and not because they have actual resistance to curse.
QUIRKS
Knights can disable flying hearts of slashers, this is probably due to them incorrectly transitioning to a stagger state or missing one entirely.
Knight projectiles don't seem to be able to trigger enemies that are idling and unaware of your presence, same could be with their melee attacks as well, but unfortunately I didn't have much luck getting close enough to enemies to confirm this.
Knights can trigger Soulbinder if you apply it to them before they expire.
Projectiles slow down and arc weirdly when going through big enemies.
Shaed Bloom Crystal necklace does not affect projectiles, but works for melee attacks (physical).
Failsafe and Harmonizer mutators are not increasing damage of the mod, this is probably an oversight.
Siphoner trait doesn't work with the mod.
For some reason this mod is able to proc melee items, but it's also doing it inconsistently: Shielded Striker mutator allows knights to generate shield when they perform melee attacks, by this logic other mutators should also function with it, but nope, Shielded Strike is the only melee mutator that works with the mod. Knights can generate extra mod power with Faelin's Sigil ring and Arcane Strike trait, and Fae Bruiser Rings grants bulwark when knights hit enemies, but attempting to use things like melee lifesteal, melee damage or melee attack speed yield no results, bizarre. Summon-related items behave as expected.
A few things that didn't make it into the video (totally not because I forgot or anything, no no no), gonna add more to this list if I remember something else:
-Curse does not contribute to Ahanae ring.
-Curse cannot be spread by Vile perk.
-Duration cannot be extended by Executor mutator.
-Amplitude and resonance have no effect on targeting range
Music used:
Vampire: TMB soundtrack by Rik Schaffer
Remnant: From the Ashes menu theme by Rob Westwood
Timestamps:
0:00 - Intro
0:23 - Overview
3:06 - Curse
5:50 - Quirks
9:00 - Attack Speed