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Edited by CaptainChortles: 11/23/2014 10:51:17 PM
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You can still 3HKO with other Ballistics choices. I no longer remember the exact damage figures. I think it was: 58/73 base. 61/77 with Accurized/Compensator/Field Choke. 64/80 with Aggressive Ballistics. Now, the difference between these doesn't seem like much. However, as they all combine to within the HP fluctuation range, it changes how many headshots you need. For example if you get all bodyshots, you deal 174 with no damage bonus. You deal 181 with a 5% bonus. With Aggressive Ballistics you deal 189. The reason why this is significant is because Warlocks and Hunters with Agility/Recovery builds have 188 HP, thus if you land 3 bodyshots with AB you'll 3HKO and any other choice will 4HKO. When you get one headshot: 58 + 58 + 73 = 189 61 + 61 + 77 = 199 64 + 64 + 80 = 208 With no Impact bonus ballistics, anyone with any points in Armor becomes a 4HKO if you only get one headshot. With a 5% bonus, Hunters/Warlocks with maxed Armor are a 4HKO if you get one headshot. With a 10% bonus, everything is a 3HKO with one headshot except Titans with maximum Armor and I think Unstoppable or Untouchable (both add Armor), both of which are very rare as many Titans run Agility or Recover + Armor or use Bastion/Shoulder Charge. When you get into Crowd Control: 58 + 58 + 58 * 1.15 = 200 61 + 61 + 61 * 1.15 = 210 64 + 64 + 64 * 1.15 = 220 Both the 5% and 10% bonuses 3HKO with all bodyshots, while 0% is a 4HKO if you land all bodyshots against someone with enough Armor. (I think all Titans are automatically 200, maybe with one extra point of Armor.) The differences between ballistics matter less when CC is active and Accurized is just as good as Aggressive. Keep in mind that Crowd Control only lasts a short 3 seconds. --- So, you can 3HKO will all ballistics. The advantage of using Aggressive Ballistics over CQB Ballistics, etcetera, is that you take one less headshot in all normal situations to net that 3HKO. With Accurized you'll always need 1-2 headshots to get a 3HKO. When Crowd Control is active it matters less but it's only active for 3 seconds, so while it's still useful, it will not be active more than it is not active. Additionally, similar 5% ballistics like Linear Compensator and Field Choke carry bigger Stability penalties in addition to less Impact (but slightly more Range, which I don't find helpful as Jolder's Hammer has very good Range already). Accurized is probably the best replacement and Range bonus is nice, though you, again, lose a bit more Stability and Impact. I'm sure there are players that even prefer Accurized. It's just my take on it as the value of all these things is very subjective.
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  • Edited by Zai01: 11/23/2014 9:54:56 PM
    Amazing detail. Decided to reroll based on my need to always cover worst case scenarios. Got agressive ballistics-rodeo-perfect balance-crowd control. Is it worth it trying to reroll again to get rangefinder instead of rodeo? Or do you think rodeo compliments the weapon better? I've never really understood Rodeo's effect on recoil pattern, so I can't really judge its effectivity.

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  • Edited by CaptainChortles: 11/23/2014 10:55:19 PM
    Mine has Rangefinder but I'd say Rodeo is just as good, if not better. Rangefinder adds only 6% actual Range. Other than that it directly adds 16% to the fall off distance, which is its main effect, so if you aren't hitting the fall off, which you won't most of the time, it won't be too useful. It's better to pair with Smart Drift, which has a much bigger Range penalty. I'm not sure exactly how effective Rodeo is but from the guns I've used, it's much better than Counterbalance and is a good perk for sure. I think it directly alters the Recoil stat to lower the direction of the kick to make it more vertical and easier to control. Regardless, it's not worth a reroll. The odds are that you'll not get anything comparable without spending insane amounts of motes. The odds of getting AB/Rangefinder/PB/CC is insanely tiny at 1 in 378 rolls, requiring 756 motes of light on average to acquire. This is the reason why I didn't recommend a perk for the 1st slot. They are all pretty useful and choosing one makes your odds abysmal as there are 7 perks in that slot.

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  • Thanks a lot for the insight, much appreciated.

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  • No problem, any time.

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  • It seems I have more to thank you for than I initially thought. Thanks to your advice I got the best possible combo for pvp :p

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