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Destiny

Discuss all things Destiny.
Edited by chattingmyth: 7/29/2015 1:32:09 PM
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Info on Melee damage & Super inquiries in Destiny (all should read)

Please take note all the info here is straight from the Destiny strategy guide. Thus I am not making this stuff up everything is "working as intended". UPDATED 7/29/2015 [b]Melee attacks in Destiny[/b] This will include the name of the attacks, damage output, subclass, and range in that order. -Basic Melee: 100 dmg, all classes, 4 meters -Storm First: 110 dmg, Striker, 4m -Disintergrate: 110 dmg, Defender, 4m -Throwing Knife: 100 dmg (130 precision dmg), Gunslinger, Thrown -Blink strike: 100 dmg, Bladedancer, 5.8m -Energy Drain: 110 dmg, Voidwalker, 6m -Scorch: 100 dmg (+25 burn 3.5sec), Sunsinger, 6m *soon to add Smoke, Sunstrike, and Thunderstrike* [b]Analysis of Melee attacks + some subclass abilities[/b] [i]Storm Fist[/i] Overload is possibly the best modifier for this melee as it grants a chance to refresh Storm Fist instantly. Match this with the Shoulder Charge ability and Strikers can "one hit knock out" any non-overshield enemy with a 6m charge. It takes 2secs of sprinting to activate and can be used on the ground or in the air. Shoulder Charge is one of the only two non-Super OHKO melees. Now that we know all this...."working as intended" Good Exotics: An Insurmountable Skullfort applies Transfusion; ACD/0 Feedback Fence adds an area of effect when hit by melee [i]Disintergrate[/i] Nothing to say here...except you deserve the Sunsinger's free shield. This is to say, the TANKING CLASS should get their Force Barrier upon hitting a target the same as Sunsinger's Flame Shield. Regardless, running Unbreakable and Relentless increase the duration of your Force Barrier Good Exotics: No Back Up Plans further stacks with Relentless and Unbreakable; ACD/0 Feedback Fence adds an area of effect when hit by melee [i]Throwing Knife[/i] So we see that this knife as a headshot is the highest damaging hit without ability buffs. When you add the Incendiary Knife buff it gains +25 burn for 5sec which is just a bit longer than the Sunsinger's Scorch. Thus at the loss of an instant refresh (Knife Juggler) a precision hit in PvP could almost OHKO another players (base HP is 200; precision+burn is 155 dmg) [i]Blink Strike[/i] Blink Strike plus the Backstab modifier is the only other non-Super OHKO in the game, however the attack must be done from behind. Bladedancers have been buffed by the introduction of Khepri's Sting, although Gunslingers may also benefit from this exotic. Good Exotic: Khepri's Sting grants invisibility and melee attacks dealt from behind, while invisible, do 6x the damage (note: melee attacks not just Blink Strike) [i]Energy Drain[/i] On paper Warlocks as a class have better melees than the other classes. Energy Drain's ability (reduce grenade cooldown) can be further. Surge increases movement speed for 15secs (Arc Blade super last 16secs); Life Steal is identical to the Bladedancers Hungering Blade: kills by melee regen 10hp 1.5sec. Remember they have the furthest ranging melee after the Throwing Knife. Good Exotics: Claws of Ahamkara grants two Energy Drains [i]Sunsingers[/i] 100 dmg +25dmg for 3sec burn is quite nice. Now add the "hit grants 55hp shield" from Flame Shield and this is possibly the best melee ability because of all the utility. One would think the Defender's "kills grant shield" would be changed with the Sunsinger's Flame Shield. Good Exotics: Claws of Ahamkara grants two Scorches [b]Conclusion[/b] As I said all this info comes from the Destiny Strategy Guide which you can go check yourselves if you do not believe what is above. It would seem all subclasses' melees are balanced to a point and the things some people complain about are "working as intended". (Note: "it would seem") UPDATE: added info on exotics! [b]Info on Supers! [/b] This is a bit extra stuff I decided to look into but this should also stop some QQ. [i]Fist of Havoc & Nova Bomb[/i] Obviously, the unbuffed radii of these attacks are huge being 9m in a 360 radius. The ArcBlade ability Showstopper grants a 7m 360 radius spin in comparison. The man issue is that FoH can also hit targets floating far above the Striker's head which is plainly unfair in comparison. Shockwave modifier travels through walls and Aftermatch leaves behind an AoE. No need to talk Nova Bomb. [i]Ward of Dawn[/i] The impregnable Defender shield is easily destroyed by other supers. Furthermore, a Titan wearing Helm of Inmost Light, not only destroys the bubble, but crashes through and kills everyone inside. This should only be super canceling super. It would also help if the Defender of the bubble could shot outwards his shield. [i]GoldenGun & ArcBlade[/i] The guide clearly states these supers are not meant to "just be tossed out there", but are meant for calculated uses. By this, the guide means activating your super when you know enemies are approaching and surprise attack them. This makes them different from the "panic button" supers like Fist of Havoc and Nova Bomb. Arc Blade should be fixed though so that there is no more aerial tracking (this is coming from a daily Bladedance user) [i]Radiance[/i] Okay so some have denied this, but the plain truth is this: for 15 sec you are granted high damage resistance (not including Radiant Skin buff), faster grenade and melee recharge, and high melee damage (on top of your high utility Scorch). Next to a shielded Defender in his shield with a shotgun you are the hardest class to kill with an active super. Using the Ram exotic also increases your armor making you much harder to kill. Finally, while still lackluster in PvP, Fireborn now has use thanks to the Purifier Robes exotic chestpiece. Discuss.

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  • [quote]Please take note all the info here is straight from the Destiny strategy guide. Thus I am not making this stuff up everything is "working as intended". [b]Melee attacks in Destiny[/b] This will include the name of the attacks, damage output, subclass, and range in that order. -Basic Melee: 100 dmg, all classes, 4 meters -Storm First: 110 dmg, Striker, 4m -Disintergrate: 110 dmg, Defender, 4m -Throwing Knife: 100 dmg (130 precision dmg), Gunslinger, Thrown -Blink strike: 100 dmg, Bladedancer, 5.8m -Energy Drain: 110 dmg, Voidwalker, 6m -Scorch: 100 dmg (+25 burn 3.5sec), Sunsinger, 6m [b]Analysis of Melee attacks + some subclass abilities[/b] [i]Storm Fist[/i] Okay so I am not here to reference the Overload ability that chances a refresh on the melee but Shoulder Charge. While Shoulder Charge does double the melee damage there are some things to note via strategy guide: sprinting for just [u]2sec[/u] activates the charge; the charge can be held midair and changes into a knee slam for the same 2x dmg; 6m lunge range. Now that we know all this...."working as intended" [i]Disintergrate[/i] Nothing to say here...except you deserve the Sunsinger's free shield. [i]Throwing Knife[/i] So we see that this knife as a headshot is the highest damaging hit without ability buffs. When you add the Incendiary Knife buff it gains +25 burn for 5sec which is just a bit longer than the Sunsinger's Scorch. Thus at the loss of an instant refresh (Knife Juggler) a precision hit in PvP could almost OHKO another players (base HP is 200; precision+burn is 155 dmg) [i]Blink Strike[/i] This from experience is not always the most reliable move but with the Backstab ability the power doubles to 200 dmg. Hence, this like Shoulder Charge is an OHKO to all players but those with bulk (high toughness or shields). [i]Energy Drain[/i] On paper Warlocks as a class have better melees than the other classes. Energy Drain's ability (reduce grenade cooldown) can be further enhanced by ArcBlade-like abilities. Surge increases movement speed for 15secs (Arc Blade super last 16secs); Life Steal is identical to the Bladedancers Hungering Blade: kills by melee regen 10hp 1.5sec. Remember they have the furthest ranging melee after the Throwing Knife [i]Sunsingers[/i] 100 dmg +25dmg for 3sec burn is quite nice. Now add the "hit grants 55hp shield" from Flame Shield and this is possibly the best melee ability because of all the utility. One would think the Defender's "kills grant shield" would be changed with the Sunsinger's Flame Shield. [b]Conclusion[/b] As I said all this info comes from the Destiy Strategy Guide which you can go check yourselves if you do not believe what is above. It would seem all subclasses' melees are balanced to a point and the things some people complain about are "working as intended". (Note: "it would seem") [b]Info on Supers! [/b] This is a bit extra stuff I decided to look into but this should also stop some QQ. [i]Fist of Havoc & Nova Bomb[/i] Obviously, the unbuffed radii of these attacks are huge being 9m in a 360 radius. The ArcBlade ability Showstopper grants a 7m 360 radius spin in comparison. [i]Ward of Dawn[/i] According to the guide the shield is [u]supposed[/u] to be broken by other supers. This however doesn't give right to why those inside the shield die as well... [i]GoldenGun & ArcBlade[/i] The guide clearly states these supers are not meant to "just be tossed out there" but are meant for calculated uses. By this the guide means activating your super when you know enemies are approaching and surprise attak them. Got it you people who equate these supers to "pain buttons" like FoH and NB [i]Radiance[/i] Okay so some have denied this but the plain truth is this: for 15 sec you are granted high damage resistance (not including Radiant Skin buff), faster grenade and melee recharge, and high melee damage (on top of your high utility Scorch). Next to a shielded Defender in his shield with a shotgun you are the hardest class to kill with an active super. Discuss.[/quote] I play as a titan was a hunter before and agree that the super should just break out bubble not kill us in it also

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