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So, an Ascended 365 Fatebringer would have an Attack modifier of: (300 - 80) x 1.07log1.05025(365/300) = 288.38. Star-Eater Scales are the go to exotic to overcharge your super for extra damage. It is best paired with Witherhoard or Izanagis Burden due to them only having 1 shot per use. For example if you reload cancel and then quickly sprint, your weapon will ready once again and the animation will not be performed, but the weapon still can NOT be fired during the timing window in which the animation would have otherwise occurred. A pulse grande can be worked into the combo to reload cancel the Linear Fusion Rifle. This factors in that the first magazine is already loaded, and you keep firing until the last mag is empty. A big thank you to IAMADragonAMAA for a great job. I am firm in this belief because it is the only explanation I can come up with for the differences you note between a hand cannon and an auto rifle. Debuffs work differently than buffs and it is important to know that a target can only have one active debuff applied to them. I suppose if this post gets enough attention I'll consider doing them as well. With the recent buff and Solar 3.0 overhaul, this weapon is now a good and very easy option for damage. Based on feedback from the last sheet, I've now cleaned it up and condensed the tabs for a much sharper sheet. This role is a little less intensive as you will be using your Witherhoard and then a super first, but make sure the Hunters tether has landed to get the bonus from the debuff, and then once you land do the Bait and Switch combo highlighted earlier. Minor, Major, and Boss Resist mods provide a stacking 10% resistance. ~80% to 96%. Critical hits also use the non-rounded value of body shot damage. Going by positive feedback from my previous posts I believe this is something to benefit the community. Instead of simply being Attack rating - Rarity modifier, it is taken one step further and becomes: (300 - Rarity modifier) x 1.07log1.05025(Attack rating/300). What is Wario dropping at the end of Super Mario Land 2 and why? However, in general, we feel like theres a bit of an imbalance between aggressive play and defensive tactics., Hi everyone - my calculator has been updated to patch 1.0.8.1 and is available here. Up to 75% resistance on top of normal super, but only for a brief moment. One day I'm going to start a shame list of emails for people who request permission to edit the main file. When using multiple weapons and/or bait and switch reload canceling is performed by weapon swapping and the occasional ability use. Same for rate of fire. Shadowshot Moebius Quiver and Vortex Grenade with Echo of Undermining, Izanagis Burden, and energy slot weapon, rocket launcher with auto-loading holster and explosive light, and charged with light mod. But the second is often not considered. I don't know the exact scaling factors and numbers involved, or whether this changes as you go up towards legendaries/exotics as my data is mostly from the most consistent baseline source of weapons I have (white primary engrams from Cryptarch, which give lvl 15 weapons). Calculate your estimated bullet damage, burst damage and DPS. Find out which weapons have been calculated as 'Best in Slot' by weapon type for the Kinetic, Energy and Power slots. In a nutshell, both of these stats are misleading and past a numerical representation of the gun's performance, have no actual effects on the rounds per minute (RPM) or damage per bullet (referred to simply as "damage") of the gun. Your average bullet damage in the Dark Zone. I went down a Rabbit hole for 2 weeks and this is what I came back with: I highly recommend using the above if you need a quick version of how Damage Resist works. Theoretically the Heavy Weapon archetypes and Special Weapon archetypes each have their own Weapon Modifiers as well, but it would take time for me to calculate and confirm them and I don't have much motivation to do that. For example a hypothetical bullet that does 10.6 damage on a body shot triples to 31.8 damage on a crit and then gets rounded down to 31 damage. I also All new raid weapons have been added, Stats, recommend rolls etc. What determines whether Destiny enemies are vulnerable or resistant to a particular damage type? What your teammates are using is another consideration. That will also include overshields. Abyss Defiant), Auto Rifle 3; 77 RoF; 28 Impact - 0.4865 WM (eg. Web33%, 55%, 70%. Sorting by average dps on heavy weapons section shows the top 5 results out of order, can you try testing the bequest, it has the highest impact of all adaptive swords, and i want to know if that makes a diference, Your email address will not be published. Thus concludes the Attack modifier portion of the damage equation. This super deals a good amount of damage, but not quite as much as the other options mentioned. Reload cancel the moment the magazine is put in by: Shoot 1 shot of high burst weapon in Kinetic Slot (Izanagis Burden, Witherhoard, etc.). This is especially true for Heavy weapons: Secondary: Grenade Launchers, Machine Guns. Required fields are marked *. Average DPS represents a weapons performance when emptying all of its reserves, with only full magazines. Enemy Barrier mods provide a 20% damage resistance AFTER having received damage from those sources. No witch queen legendary or crafted weapons are top of their class? We will keep things simple and focus on the base DPS values of every weapon archetype in the game, therefore excluding Damage perks. Word of Crota), Hand Cannon 2; 22 RoF; 81 Impact - 25.2 AM (eg. How do I tell if a weapon causes void damage? If using Divinity this option is highly recommended and is still recommended for all members of a fireteam to use because of ease of use. I've been covering gaming since 2012, and some of my work has been featured by large brands, including MSN.com, Forbes, Rock Paper Shotgun, and more. I am actively doing a full suite of testing (Feel free to reach out if you want to help!) Crafting: Past weekend we added a new feature that was planned for a very long time. Orpheus Rig is a good exotic with this super, but is not as strongly recommended as the other exotic armor pieces mentioned for other classes due to the exotic dragging out the length of time the super is used. High attack weapons deal more damage to higher level enemies than low attack weapons, but you just need to find a balance. That was a bad bug Thanks a lot for letting me know, that bug would have stayed up there for a while if you hadnt altert me. Nobody knows how to calculate this except Bungie. Not everyone has access to the best DPS weapon and mod options, but there are tricks and techniques to increase DPS no matter what loadout is being used that this guide will dive into as well. you may or may not have stumbled across our humble Destiny 2 Damage Generator Spreadsheet in the past. So, a 365 Fatebringer would deal 288.38/220 = 1.311 times as much (31.1% more) damage as a maxed non-Ascended 300 Fatebringer. 0 Ember of Char: Solar ignitions apply scorch to targets. This might be correct, but I'd like to see hard numbers/formula or some sort of proof confirming it to mark the answer as correct let alone award bounty. The higher the impact, the more damage you deal each time a bullet connects. If you want to determine your percentage of incoming Damage from a source, you can calculate it as follows: ReceivedDamage = (1-Resist_1) * (1-Resist_2) * (1-Resist_3) * (.). Not sure how the attack value works but I guess higher attack just means more dmg to pve enemies. This players role is to lay down the well just before the damage phase to buff everyones damage and create stasis wells for this using the Supreme Wellmaker mod to further buff a teammates damage if they opt to use Reeds Regret and a stasis subclass. These are Attack rating, weapon archetype, what you're shooting at, and weapon perks. Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. These were recorded at 2160x1440p 60fps (with some exceptions of verification tests by ABagOfPowder) and then transcribed usingTracker Video Analysis and Modeling Tool. Was curious how a crafted weapon at level 20 would stack up. This project is currently unmaintained. These are listed below: (This info is also in the spreadsheet), Auto Rifle 1; 100 RoF; 2 Impact - 41 AM (eg. Essentially, as you approach the Power level of the activity; received damage drops substantially. Vision of Confluence), Scout Rifle 4; 27 RoF; 61 Impact - 1.6174 WM (eg. This is not to say that you can't be good without knowing how damage works, but rather that by knowing how damage works you can achieve precisely what you want to achieve by using a weapon that achieves what you prescribe. The grenade is good to have as it can keep a debuff going in case the divinity user needs to reload or shoots a rocket. This includes the subtopics of Weapon modifier, Attack modifier, Shot modifier, and Perk modifier. This is best performed with a reload cancel once your clip of Divinity ammo runs out, but can be used mostly any time. It is mandatory to procure user consent prior to running these cookies on your website. Damage Resist is for a single melee and stacks with charge to x3. This sub is for discussing Bungie's Destiny 2 and its predecessor, Destiny. Crest of the Fallen Star is a highly recommended exotic armor piece to pair with this super as it gives a straight damage buff and can be obtained through solo legendary lost sectors. @ZeroStack Impact stat has nothing to do with damage as far as I know. In the beginning this was intended, Hey there, So we didn't do a good job of communicating why we are exploring this change. I would not recommend stacking more than 3 mods as this increase drops below even elemental resist. Use the filters to compare lots of weapons at once. Recommended perks for every weapon. The best selection of games which will be released in 2022 and 2023 for PC, PS5, PS4, Xbox Series X/S, Xbox One, Switch - and you can watch in amazing 4K ULTRA HD and 60FPS quality with latest updates about all of the games in this list! In raids and dungeons DPS (Damage Per Second) is a facet that loadouts are based around. I also only own a single legendary and no exotic weapons. Buff/Debuffs: A couple weeks ago we added a more advanced buff and debuff stacking calculator, you can select all kinds of buffs and debuffs as well as your subclass. You can find a full documentation off all features and the methodology used in the spreadsheet itself so this post is probably not the right place. This means if an unmodified bullet calculation does 13.4 damage and you have Aggressive Ballistics, you'll do 14.74 damage which is then rounded up to 15. This super is recommended for any player outside of Well of Radiance using warlocks. This testing was done by u/winterprod over on reddit, who tested the highest damage supers in Grasp of Avarice. Aegis of the Kell II), Pulse Rifle 3; 66 RoF; 14 Impact - 0.5740 WM (eg. About the DPS numbers: As mentioned before, the DPS figures used for this Tier list come from the excellent Damage Chart Madness database. This option is not quite as good as the others because it would end up with you not having a primary ammo using weapon, but if you do not have access to any of the exotics or other legendary options is a pretty good replacement that can deal some damage. This sub is for discussing Bungie's Destiny 2 and its predecessor, Destiny. Your total amount of Weapon Type Damage for your gun. Like I said, it's complicated :(. Each Tier of Resilience is effectively a 1-2% increase in overall shield, which ends up only being about a 0.5% increase in your overall resistance to damage. Neither Golden Gun super seems to have any Damage Resistance provided. As an example, the reason why my favourite Hand Cannon is Up The Ante is because it has enough damage dealing potential to only just get almost every non-PoE non-Raid headshot kill that the other Hand Cannons can get and the only reason why I could know this is by knowing how damage works. It would seem that there are two curves that are combined to effect weapon damage. There really isn't much to say about this part, other than 'use the correct modifier'. If you have a calculator that can't use logarithms of variable base values, then you can instead enter this as: (300 - Rarity modifier) x 1.07log(Attack rating/300^)/log(1.05025). Expect different results with different swords. Praedyth's Timepiece), Pulse Rifle 2; 73 RoF; 7 Impact - 39 AM (eg. And the sniper and hand cannons make the crit zone hitbox larger, as well as having a high crit multiplier. How do the damage mission modifiers work? Reeds Regret is the main weapon that can be acquired with this perk combination. These cookies do not store any personal information. For each exotic that offers a damage resistance or reduces incoming damage perk, the following information applies: Most other cases, exotics, and other resistance attributes are in the Google sheet. There is a little more nuance to what equipment is best than having everyone equip the same weapons that have the best output due to team damage buffs, boss debuffs, using supers for damage, ease of use, and general access to certain weapons and mods. So if you are using two of these simultaneously there is wasted damage output as the debuffs can be spaced out such that one player is utilizing higher damage output options rather than applying a redundant debuff. In Destiny 2, buffs and debuff are temporary effects that can be either placed on your character or on your enemy. Resilience is unfortunately not very useful in PVE aside from providing increased Barrier regen time for Titans. Timur's Lash). It drops on all Reverie Dawn armor. I do know that the crit modifier is different on various weapons. Aegis of the Kell II), Pulse Rifle 3; 66 RoF; 14 Impact - 39 AM (eg. Understanding the probability of measurement w.r.t. This solar warlock super is a top DPS option as it gives a 25% damage buff to teammates and heals everyone in it. Weapon I doubt impact is the damage per shot. Unexpected uint64 behaviour 0xFFFF'FFFF'FFFF'FFFF - 1 = 0? The Witherhoard is shot before the super so the tick damage from Witherhoard is occurring when using your super because of the cast time. For the sake of clarity, TTKs in Destiny 2 are calculated per archetype and not per weapon. For example, all adaptive hand cannons deal the same damage per bullet at the same rate of fire and therefore have the same time-to-kill. They are differentiated by aesthetics, stats, and perks. Cookie Notice This Titan will use the same damage strategy with the Witherhoard and super combination. Use the filters to compare lots of weapons at once. Impact being the determining factor in damage doesn't make much sense after seeing that. Browse other questions tagged, Start here for a quick overview of the site, Detailed answers to any questions you might have, Discuss the workings and policies of this site. The NL Shadow 701X also has 2 more impact than other Scout Rifles of its archetype, but it does not deal any more damage. This mod gets a shoutout for those using Reeds Regret and spawns stasis wells for the use of our next mod, Font of Might. Once the other action is performed that weapon can be used once again given that the timing window of that animation is completed. You can use the contacts provided in the sheet or use this post for any kind of questions or feedback. Does armor gain experience by taking damage? This is a simple point and click super with a fairly fast animation. Remember to distinguish between which Attack modifier equation you should use. For the sake of clarity, DPS in Destiny 2 is calculated per archetype and not per weapon (excluding some Exotics). For example, all adaptive Sniper Rifles deal the same damage per bullet at the same rate of fire and therefore do the same DPS. But anyway, that's enough of my opinions and the rest of this post will purely be factual. The Summoner (Adept)), Pulse Rifle 1; 77 RoF; 4 Impact - 0.4150 WM (eg. Enter any weapon in the top left and explore the weapon info & stats, recommended perks, PvE DPS, PvP time-to-kill information, any extra info e.g. 2023 BlueberriesGG All Rights Reserved, Privacy Policy Terms of Service Contact Us. The damage is made up with the utility of debuffing the target making them take 30% more damage from you and teammates. To get the most out of this perk, use the entire magazine of a gun and practice adjusting to the timer of the perk activating as the noise indicating the perk activating will be covered up by the hectic nature and flood of sound from an encounter. It's a complex beast that I don't know much about, but I can guarantee that everything in this post is correct if you consider it to be about 'damage before Range becomes a factor'. Golden Gun or Blade Barrage Marksman and Celestial Nighthawk if using golden gun for precision damage bonus or Knock em Down and Star-Eater Scales if using Blade Barrage, and any group of weapons. The Vow of Disciple raid linear fusion rifle Cataclysmic is the main weapon that can have this roll. Has depleted uranium been considered for radiation shielding in crewed spacecraft beyond LEO? Why does Acts not mention the deaths of Peter and Paul? Sword blocking is highly dependent on both the frame of the sword, and the sword guard chosen. Based on that, when choosing a Power weapon, always keep in mind the type of damage you need. Bait and Switch is getting a large buff in season 17 to 35% bonus damage and plays well with Witherhoard and Izanagis Burden due to both those options only holding 1 shot. 3. These cookies will be stored in your browser only with your consent. Your average damage dealt within one Magazine in the Dark Zone. Base Blade Barrage 219,000 8. In season 17, combos to look out for are the new Solar subclasses with Xenophage and Cataclysmic as they are solar weapons and will pair very well with a Celestial Nighthawk Golden Gun user. Dreambane Mods 10% each mod adds together for a max of 50%. This makes using Izanagis Burden easier for teammates as there is less precision required for its use. In raids and dungeons DPS (Damage Per Second) is a facet that loadouts are based around. At 21601440 resolution, the shield portion of the health bar is 404 pixels wide, meaning a change in damage of 1% over the length of the bar SHOULD be measurable as a 4 pixel difference. For example, just as damage numbers and ease of use are extremely important, a weaponsrole is critical too. Destiny 2 and Valorant are my two favorite games to play as I love tinkering with builds in Destiny and lineups/ strategy in Valorant. First started playing video games on the N64 and GameCube and I still enjoy playing those games today. When reloading there is an animation in which the clip is reloaded and ammo shows as being populated in the lower-left corner, but you are unable to shoot the gun during this animation. The attack stat is a multiplier that affects how much damage you deal to different level enemies. If your group is using a Divinity and a Tether, the target is only receiving damage for one of those debuffs. Due to the extensive list of weapon perks and how they affect damage (also considering those factors are already known), I won't go into those details but you can look here for precisely how they affect damage. All 3 sections show heavy weapons. This Is a Calculator For Determining The Range of Your Weapon [In Meters] Minimum Range is the distance The Messenger (Adept)), Scout Rifle 1; 52 RoF; 35 Impact - 31 AM (eg. Every weapon archetype in Destiny has its own advantages and disadvantages. Thus, two separate Attack modifier equations exist, and in the damage equation you use the Attack modifier that corresponds to the Attack rating of the weapon, pretty simple. This is what took the most time to precisely figure out. What "benchmarks" means in "what are benchmarks for?". It is recommended to have most of your team using this weapon if possible when in a team of 6, and all players can run this if in a team of 3. Additionally, because of the weapon archetypes distinction, this means a 365 Fatebringer will deal 1.311 times as much damage as any 300 Attack Hand Cannon 2. Destiny 2 Best in slot finder, damage calculator, recommended rolls and more Database/Toolkit Spreadsheet. Short for Damage per Second, DPS dictates how much damage you can deal to Bosses or Majors. The WM ranges between 0.2605 at Auto Rifle 1 and 2.5225 at Hand Cannon 3, and so a Timur's Lash will do roughly ten times as much damage as an Atheon's Epilogue per bullet if all the other damage affecting factors are the same. The first curve applies to your overall light level and stops increasing at the recommended power level. Seems to be broken for me? High impact weapons also tend The damage is made up with the utility of debuffing the target making them take 30% more damage from you and teammates. Thanks for reading! MIDA Multi-Tool), Scout Rifle 3; 37 RoF; 48 Impact - 1.3485 WM (eg. If you have any suggestions on how I can improve this, please let me know! By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Depending on the encounter, 1 to 3 players using this super is recommended, and the rest of the team utilizing the other supers listed below.

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