So as I was doing a comparison between the Better Devils and Old Fashioned, I discovered something I didn't know. That explosive rounds causes more overall damage. I had known that explosive rounds had zero damage falloff, but never knew they caused more base damge.
I tested out both of these Handcannons on Cabal at the start of the raid.
The Better Devils does 846 total damage (389 Precision and 457 Explosive)
The Old Fashioned only did 617 total precision damage.
Even with Kill Clip active, the Old Fashioned only does 822 total precision damage for that small 5 second window after getting a kill and reloading which means the Better Devils does more damage even while Old Fashioned has a 33% damage buff.
I also tested out Bad News, a gun with more impact than both these legendary handcannons. It does a mere 716 damage. Still 130 less damage than the Better Devils which has less impact. The True Prophesy (Future War Cult Handcannon) does 860 damage, which is more than BD, but I don't think it's explosive perk is the same as explosive payload.
So basically explosive rounds makes Better Devils hands down the best option for PvE. When it comes to PvP, it is a closer race. Old Fashioned does have the opportunity to 3-tap while Kill Clip is active, doing 81 Precision and 60 Body Shot, for a potential 2 body shot, 1 head shot kill.
However, Bettter Devils is still doing 1 more total precision damage (62 (39 Precision, 23 Body)) compared to Old Fashioned without Kill Clip (61 Precision). Combined with the fact that Better Devils has significantly less damage falloff due to Explosive Payload.
In my video, I also breakdown reload speed and recoil pattern, but man, I had no idea explosive rounds were so good. Was this common knowledge that it did more base damage? Anyways, thanks for reading.
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"Was this common knowledge that it did more base damage?" No. In D1 explosive rounds were total garbage, especially before the firefly nerf. Now its the other way around. Firefly and dragonfly are complete garbage; only sunshot should be used for explosion on death effects. Additionally, in D2, explosive rounds do more overall damage on every non-power slot gun I've tested (manannan, BDevils, nameless, True P etc.) vs. other weapons in their archtype. I almost wasn't going to test True P but I'm glad I did (a higher level of broken than nameless). True P has a bigger advantage than I ever thought it would; now I will continue to test every new gun with viable perks which warrant it. Funny thing I picked up on. It almost seems bungie half fixed nameless midnights completely broken damage when they released Song of Justice. Frontier Justice was doing less overall shot for shot damage than nameless, but Song now easily outperforms NM. For reference, Song and Frontier have the same high impact scout archtype. NM still poops all over MIDA in nearly every potential situation and most people don't even know it or can't function in PVP effectively without MIDA's maxed out aim assist. On the flip side of this, a single clap (explosive sniper) has lower overall damage per shot than others in its archtype. With the exception of Borealis in select NF's, snipers suck period. Song of Justice just unplugged the life support they were already on. Next thing you should do is get into testing energy explosive round weapons vs. kinetic explosive weapons of the same archtype. Makes me laugh now when I see people running around with certain weapons in their energy slot. Most people don't know about these things because they follow meta's, are flat out lazy, or can't do multi-step math.