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.
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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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