But it would have certainly been a lot more difficult without the help of u/IphStich and online sources: https://docs.google.com/spreadsheets/d/1L7FV9l4hXo2tHD3XlFUp854XvJIwTKFIPvASLduPPS4/htmlview?pli=1&sle=true#gid=0 (For a lot of weapon intel and the PvP damage factors), https://docs.google.com/spreadsheets/d/1IO-vVz9LasXwh_KhBh6V_0KWbBS5cQAXJSRN8_8nFmQ/htmlview?usp=sharing&sle=true (For a lot of weapon intel, making it easier to derive Weapon Modifiers), http://planetdestiny.com/ (For weapon intel and a good database to base my discussion on), The quick damage calculation spreadsheet (download it if you want to use it), Scan this QR code to download the app now. It's fairly complicated. In this section, DPS refers to the average This accounts for the body shot multiplier (1x damage), explosive rounds on body shot (50% bonus damage), crit shot multiplier against regular Mob enemies (2.5x AR, 3x PR/SR/HC), crit shot multiplier against the uncommon Major enemies (1.25x AR/HC, 1.5x PR, 1.35x SR), whether you're crit shooting a Cabal/Goblin/Hobgoblin who have lower crit multipliers (idk the numbers), or whether you're crit shooting a player in PvP (1.25x AR, 1.5x PR/SR/HC). All Destiny 2 Solar Fragments Ember of Singeing: Class ability recharges faster when you scorch targets. The primary strategy with this technique if you are using one weapon for DPS is when you reload a weapon to reload cancel with an ability or super such as shooting Izanagis Burden, reload cancel by throwing a grenade, and repeat as seen in the clip in which a reload cancel is performed both with a weapon swap and grenade throw. See my comment in the question about the Trajan-C Sniper rifle, it has very low impact, but still deals a ton of damage. View, compare your weapon recommended rolls and stats! In my opinion at least, it's good to know precisely how damage works in Destiny so that it's easier for us all to choose exactly the weapons that we want to use. In almost all cases, the way Damage resistance combines is the same. This only pertains to PVE, as modifiers in PVP are generally different. Also, these tables use the excellent data from the Damage Chart Madness spreadsheet. If exotic, how to get the catalyst and what it does. Required fields are marked *. So, an Ascended 365 Fatebringer would have an Attack modifier of: (300 - 80) x 1.07log1.05025(365/300) = 288.38. Required fields are marked *. (download it if you want to use it). These are the stats of sword blocking withTemptations Hookwith different Guard perks. Sure, damage increasing ballistics will increase Impact and vice versa, but the amount that the Impact stat is changed by has no actual effect on the gun's damage output. Your total amount of Weapon Type Damage for your gun. These cookies do not store any personal information. Essentially, as you approach the Power level of the activity; received damage drops substantially. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Click here for what this would look like if written better. The rocket launcher can be shot to reload cancel the Divinity, or sporadically a few times during the damage phase which will interrupt the debuff briefly. This value was then used to determine what the Base damage resistance was for some of these supers. This can be easily achieved by grabbing the orbs from a teammates super at the start of a damage phase. There are no specific recommendations for an exotic as no exotic directly buffs this super, so an exotic armor piece should be selected that addresses other aspects of play. The Resistances are each applied to the incoming damage, reducing it sequentially. MIDA Multi-Tool), Scout Rifle 3; 37 RoF; 48 Impact - 30.5 AM (eg. First, we will go over what equipment is most recommended for high damage output. Join 9,000+ Guardians in our weekly newsletter. This weapon pairs well with any exotic mentioned above, especially Divinity which we will cover in the techniques section below. The main factor is the encounter and the boss itself. A spreadsheet document so that you can do your own damage calculations in a matter of seconds. In raids and dungeons DPS (Damage Per Second) is a facet that loadouts are based around. In general at this point it's better to just testfire the weapon. Most of the calculations are from the Massive Breakdown spreadsheet by Mercules904, include my own formulas and calculations adapted to work with my sheet. 300, 331, and 365 Attack weapons will do the same amount of damage to any enemy of Lv20 and below. 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. Due to some interactions it is recommended only one person in your group utilizes this weapon as the impact and tick damage may not be counted if multiple of this weapon are being used. This drop-off does not seem to have a cap. What does "up to" mean in "is first up to launch"? In summary, I'm sharing the following things: The equation for damage. No quit save on freelancer mode? This is best performed with a reload cancel once your clip of Divinity ammo runs out, but can be used mostly any time. Does armor gain experience by taking damage? The first curve applies to your overall light level and stops increasing at the recommended power level. Example: a 100 attack hand cannon deals a lot more damage than a 100 attack auto rifle. 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. Improving the copy in the close modal and post notices - 2023 edition, New blog post from our CEO Prashanth: Community is the future of AI, Screenshot of the Week #89 [Submissions Closed, Vote Now!]. 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. With the recent buff and Solar 3.0 overhaul, this weapon is now a good and very easy option for damage. Please read the sidebar rules and be sure to search for your question before posting. The Base Headshot Multiplier of your gun. WebSpreadsheets. If you are using the values from your ingame Character Stats screen, calculate your Base Damage roll using the Base Roll Calculator and leave the Firearms scaling at 0 and the Headshot base multiplier at 1. Interpreting non-statistically significant results: Do we have "no evidence" or "insufficient evidence" to reject the null? This Titan will use the same damage strategy with the Witherhoard and super combination. Buffs are effects that you can use on yourself to increase your damage output, whereas debuffs can be placed on enemies to make them weaker and thus receive higher damage. If a weapon's Attack rating is more than 300, then its Attack modifier equation is somewhat more complicated. Webdamage you do times the amount of bullets diveded by the time it takes to empty your mag One little, two little, three little hive. Your total amount of Critical Hit Chance. I don't have access to a few things so there are some blanks. The sheet will calculate all the damage metrics found in the sheet for the chosen combination which you can then either compare to the entire database or to other "crafted" weapons of your own. That will also include overshields. Esoterikk has posted a videooutlining most of the current mods and changes for Beyond Light. Red Death), Pulse Rifle 4; 59 RoF; 30 Impact - 0.6690 WM (eg. DPS is important because the faster the boss is killed, the less likely extra mechanics will be performed and fewer mistakes can be made resulting in a wipe. Did the Golden Gate Bridge 'flatten' under the weight of 300,000 people in 1987? Nova Bomb Cataclysm, Vortex Grenade with Echo of Undermining and combination of weapons based on preference. WebIntroduction. 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. In reality there seems to be some additional rounding, or integer math being done in damage calculations, leading to smaller damage sources actually being rounded up. Up to 75% resistance on top of normal super, but only for The Summoner (Adept)), Pulse Rifle 1; 77 RoF; 4 Impact - 39 AM (eg. Can be the Gjallarhorn user. The Last and most important factors to consider are what you have and what you are comfortable using. League of Legends and Riot Games are trademarks or registered trademarks of Riot Games, Inc. Damage buffs do in fact stack. For those who didn't: It's a Spreadsheet that contains all heavy and special weapons and is able to calculate total damage and various DPS metrics for you to compare both numerically as well as visually. Please drop me a message if you have any suggestions/improvements! The rate of fire/impact stats of weapons can be used to compare similair weapons of the same type. The sheet will then calculate the weapon- and element-specific multipliers and apply them to the Database of weapons. This means that if you're comparing Attack directly you might as well be comparing levels. Thanks for the heads up! For a Legendary or Exotic weapon, the Rarity modifier is 80, but for a Rare it's 60, Uncommon is 40, and Common is 20. The DPS of this super is fantastic and with the Celestial Nighthawk, an almost mandatory exotic helmet to use with this super, is a great way for a quick burst of damage and means of reload canceling which will be covered in techniques. Minor, Major, and Boss Resist mods provide a stacking 10% resistance. This is great for a warlock who is using Well of Radiance to get your teammates charged with light to utilize some of the mods below. Can you update this to the Witch Queen changes. How do the damage mission modifiers work? - CastleContent. Connect and share knowledge within a single location that is structured and easy to search. However, this decreases in effectiveness faster than other mods. A full breakdown of every weapon's stats, effective range, and fully calculated PvP damage values in a filterable list. you may or may not have stumbled across our humble Destiny 2 Damage Generator Spreadsheet in the past. Cleaner SEARCH tab and overall tidy of the whole sheet, Removed the DPS tab and added it into the Full Stat List tab, Hid the Full Archetype TTK List and Reference tabs as they are just calculations, feel free to unhide them, Effective range calculations now match the formula by. Destiny 2 and Valorant are my two favorite games to play as I love tinkering with builds in Destiny and lineups/ strategy in Valorant. Timur's Lash). Your email address will not be published. So, for a 300 Attack Fatebringer, the Attack modifier is: 300 - 80 = 220. Typically encounters have a damage phase which is a window of time in Aegis of the Kell II), Pulse Rifle 3; 66 RoF; 14 Impact - 0.5740 WM (eg. Skull of Dire Ahamkara. C) "What you're shooting at", the Shot modifier. 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. Most weapons of the same level and rarity have pretty identical attack stats (at least in shops anyway), but the actual damage they deal is drastically different. The NL Shadow 701X also has 2 more impact than other Scout Rifles of its archetype, but it does not deal any more damage. Rivens Curse -3% This mod increases damage from all sources in the Dreaming city. When using Divinity you can swap to a rocket, quickly shoot it, and let the rocket reload itself using the perk. The Vow of Disciple raid linear fusion rifle Cataclysmic is the main weapon that can have this roll. Cookie Notice 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. The base bullet damage displayed on your character sheet. Your email address will not be published. Fatebringer), Hand Cannon 3; 15 RoF; 94 Impact - 2.5225 WM (eg. For PvE, just try out weapons. There is no Divinity because there are only 3 people, and the 30% debuff isnt worth the loss of damage and can be made up by use of tether and a Vortex Grenade. Well of Radiance, Izanagis Burden, any weapon in the energy slot, Linear Fusion rifle with Triple Tap and Firing Line, Lunafaction Boots. 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. I added this as an option for the spreadsheet, so I recommend checking that out if you're fine with making your own conclusions. Stack Exchange network consists of 181 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. Required fields are marked *. Most hard-hitting damage sources count as Area of Effect (AOE) damage and are reduced by this mod. Hello Guardians, today we want to share a little project with you that we've been working on the last couple of weeks. With this, grenades are a good means of dealing supplemental damage, reload canceling, and increasing total damage for you and teammates if there is no Divinity or Tether active. For those who didn't: It's a Spreadsheet that contains all heavy Increases Sword stats to max, resistance is still dependent on the sword frame. Similar to the search tab, with less information. Massive Breakdown spreadsheet by Mercules904, PvE Weapon Damage Generator/Database - A new Spreadsheet, Weapon Damage & Breakpoint Calculator - Patch 1.0.8.1, Gambit has no direction and that is why it has failed, Need help with all Achievements optimization, Heavy weapons and how to make the best use of them in survival, I Hope That Necrom Does What Elsweyr Did: A Synopsis of Masterful Storytelling. These were performed at 1083 light (1060 base , +23 Artifact) with Tier 0 resilience armor. NL Shadow 701X), Scout Rifle 2; 42 RoF; 38 Impact - 1.2140 WM (eg. Atheon's Epilogue), Auto Rifle 2; 88 RoF; 8 Impact - 39.5 AM (eg. Clearing weaker enemies faster than you could with a primary ammo weapon. This mod makes teammates become charged with light when you cast your super. It would seem that there are two curves that are combined to effect weapon damage. We also use third-party cookies that help us analyze and understand how you use this website. The takeaway from this is that you should infuse your weapons as high as possible up to the power level cap of the activity minus your artifact level. Massive Breakdown's Destiny 2 Weapon Stats Spreadsheet. WebThe 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 But the second is often not considered. I thought impact affected the amount of damage you did to enemies of low level, where it caps the total damage you can do to them. As a good example, Red Death has an impact significantly higher than other Pulse Rifles of its archetype, but it does the exact same amount of damage if you disregard ballistics modifiers. The tab is fully filterable to compare multiple weapons, e.g. Important note:For the purposes of Damage Resistance only, elite enemies with a Triangle Icon, includingChampions,are actually considered Boss enemies. Scan this QR code to download the app now. Yeah, don't worry about it. document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); With over 1,7 Million monthly visitors and a combined 10,000+ hours playing Destiny 2, Blueberries.gg is here to help. Damage strategy is to shoot Izanagis Burden, reload cancel with a swap to Linear Fusion Rifle, shoot all shots, and reload cancel back to Izanagis Burden. For most content, primaries do the add clear job perfectly well, so this is most useful in high-difficulty PvE. For Example, Minor resist often measures 9.75% on Thrall melee, but closer to 10% on Hobgoblin snipers. 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. If you are in a Well of Radiance and have a weapon with Firing line, both damage percentage bonuses will apply and increase damage. WebDamage Calculator. Typically encounters have a damage phase which is a window of time in which a boss can be damaged after performing a set of mechanics. Impact stat is how much damage you deal per shot. I thought (emphasis on thought) that impact was damage by each round, and then you have rate of fire, and that the damage value on the weapon was a "dps" type of calculation, which meant that a low-damage-per-bullt with a high-rate-of-fire could do the same dps as a weapon with the two values reversed. Environmental Damage is handled a little differently, and you only have about a 50% resistance to damage in those same supers. Cheers, thunderlord and heir apparent thumbnails are switched. Most of the credit for the mathematical finding of the equation goes to well, me, I suppose. Short for Damage per Second, DPS dictates how much damage you can deal to Bosses or Majors. e.g. Now that we got equipment out of the way lets get into how to use this equipment as efficiently as possible to maximize DPS. If you have any suggestions on how I can improve this, please let me know! Most Supers have about a 80% resistance. Effectively, a combination of Burst DPS and Sustain DPS. 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. This is while they are active in the case of roaming supers, and while being cast in the case of supers like Nova Bomb and Blade Barrage. Even the official guides, like the one from Prima Guides (which appears to be the Brady guide) doesn't say exactly how all these numbers interact. The exotic perk rework of this famed weapon was fantastic as in the olden days of Destiny 1, 6 Gjallarhorns were the best means of DPS, no questions asked. For example, all adaptive Sniper Rifles deal the same damage per bullet at the same rate of fire and therefore do the same DPS. There is only 1 Divinity and 1 or zero Gjallarhorn users. Your total amount of Out of Cover Damage. The damage equation differs between weapons of Attack less than 300 and more than 300. If this is the case the other players will be incentivized to use rocket launchers. 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. 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. So choose what is best for you out of these options discussed here. Note that in Destiny, there are the four primary weapon classes (AR, PR, SR, HC) and each of these weapon classes have three or four weapon archetypes represented by a unique RoF and Impact (AR 1-3, PR 1-4, SR 1-4, HC 1-3). But if you are able to use it as efficiently as possible, it is the best option for damage. Therefore, the damage per bullet equation does not take the Impact stat value into consideration and RPM does not take the RoF stat value into consideration. In Destiny 2, buffs and debuff are temporary effects that can be either placed on your character or on your enemy. In this section, DPS refers to the average damage per second a weapon can inflict. LoL??? If they use Tether to cover windows in which the Divinity debuff drops, they pair well with using an Izanagis Burden and rocket launcher with Auto-Loading Holster due to the number of abilities used. For example, if your warlock uses Well of Radiance and is using Radiant Light, they will give your first shot with your weapon a damage bonus. Almost all tests were run with at least 2 sources of damage, and over multiple damage cycles. This is best paired with Vortex Grenade due the duration in which it lasts. WTF??? Here are the instructions how to enable JavaScript in your web browser. Seems to be broken for me? Bear in mind this number is done with luna/rally/fieldprep reload buffs. To break it down in a more clear manner, here is an order of inputs and a flowchart if you are using an Izanagis Burden and Auto-Loading Holster Rocket Launcher: As you can see in these clips below, you can shoot 2 Izanagis Burden shots in just under 5 seconds, but in the second clip , reload canceling was used to shoot a rocket in between the two shots with no delay whatsoever! I don't really want to go into detail for how I did this since it involves a lot of algebra, but a few of my sources of info are attached at the end of this post. 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. The new perk adds Wolfpack rounds to teammates rocket launchers which gives a huge buff to teammates who are using a legendary rocket with Auto-Loading Holster as they get the damage benefits of wolfpack rounds, and the reload benefits of auto-loading holster. These are a weaker version of Auto-Loading holster as they progressively load a holstered weapon over a longer period of time, but are still extremely useful for snipers, linear fusion rifles, and other weapons without auto-loading holster. Times-to-kills are listed with optimal damage (maximum damage at close range) and damage falloff will dramatically affect the listed numbers (SMGs and sidearms in particular). Another mod to become charged with light, this time the condition is picking up an orb of power. This Is a Calculator For Determining The Range of Your Weapon [In Meters] Minimum Range is the distance This is a very useful skill that can be used with any weapon, but is extremely useful with Izanagis Burden, snipers, and Linear Fusion Rifles.
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