Lunas and NF are spare rations only competition.
Your data is also some what incomplete. JQK has no bounce intensity modifier stat Luna's and NF have +5 with with CB stock mod it hits 90.
In addition Luna's/NF have high base line stability before perks,also the moment you land one hit the stability jumps from Zen Moment.
Lastly when NF and Luna's were changed they kept the 180 recoil pattern while having the damage tool tip move to light weight ratios(68 on critical). The reasoning was that Luna's and NF do not get the 20 mobility light weight frames provide so allowing them to have a more precise recoil pattern was acceptable.
The issue is spare rations is just a better weapon though, as since they caped HC range to be universal it means that their is no difference between one hand cannon or the next other then TTK. So if every weapon has the same range players are obviously going to use the one with the best TTK.
When you factor in the 20 mobility it provides when it the active weapon with KC, multi KC, or Swashbuckler is when it over takes Luna's and NF.
Luna's and NF are not bad by any means they can still dance with Spare Rations and have the same TTK. One just has a few clear advantages.
Edit: Yes that 20 mobility adds to your hard stat when it is the current active weapon and does indeed decrease your class ability cool down by 2 tiers.
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My JQK3 was using Dragonfly Spec and my Not Forgotten was using Backup Mag. My friend's Not Forgotten was also using Backup Mag. As far as mods go, that was really it. Are you speaking from PC experience? Because that's not really my point. I get that it's not as strong on there and that they're pretty much good contenders against each other now. Everything feels different on PC. But when recoil and aim-assist on console are a big factor for these weapons, it really shows there. It's not about the damage falloff. It's about landing your shots. If you're able to do any damage, that's what's important. Luna's Howl and Not Forgotten have it very easy on console in that regard over other hand cannons. I've used a variety of Spare Rations and JQK3s. There is a noticeable skill gap between NF and others on console because of things like the flinch, recoil and accuracy. My suggestion is just a way to keep it viable as a strong elemental hand cannon that you grinded for without trying to hurt it on PC while opening up other options for console. If you are not using some impressive hand cannon against it like another Precision Frame there, then a decent Not Forgotten is going to cause you a lot of trouble. Either that or they could make it an exotic as it is. I see no reason why that couldn't be a thing since it's a pinnacle with a very unique setup.
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Edited by Kiro - 13: 3/9/2020 7:29:07 AMI am speaking From the PC side. My key points were though the 5 bounce intensity is something, it is providing more consistency in the bullet pack. Zen moment is important as well, weapons work where each shot after this first looses accuracy, stability &, increased missile deviation. These 2 are likely the outliers of why it was out performing JQK as it has no stability on hit boost such as rapid hit or zen moment or base line bounce intensity reduction. Also I explained how when the gun was changed(heavily nerfed actually), it retained its precision frame recoil pattern characteristics. Which even further plays into why it has a very minimal recoil pattern. As when you said "Apparently as the game puts it, the Precision Frame intrinsic perk on hand cannons makes them "fire quickly with high accuracy."" I figure id explain in depth why as it seemed like this is more recent news and you did not play when it was initially released and freaking godly. Range should be a factor! Not in landing your hits I agree. But a 100 range HC having the same range as a 55 range HC is far from acceptable.
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I very much know how Precision Frames work. I've been playing since D2's launch. I'm just saying that on console, the Precision Frame benefits on top of NF's general damage output and accuracy is quite a bit much. You know how if you move your aim at a target, it slows down and tries to move with them a little bit? That's part of the aim-assist and itself is affected by weapon range and accuracy as well. This type of thing is much more noticeable on console than on PC. It's a whole different experience with the feel of the weapons. Also from what I read on light.gg, supposedly the less bounce intensity you have, the better. If that statement is true, then JQK3 should be fine in that regard over Not Forgotten. I'm not sure about that stat. I don't feel like we will get anywhere in this conversation though if you're not using console experience as a reference. The metas are a little different and the stats never tell the whole story.
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Edited by Kiro - 13: 3/9/2020 8:12:15 AMThe reasoning I have read around bounce is support by 2 things. As its not really a concrete thing and clearly example contradict the google answer of "its a soft recoil direction indicator". One being recoil direction the high the better, in addition destinys stat system has always used postive values to indicate a reduction or improvement to a stat range. CB stock mod also adds 85. Second would be eriana's vow. kicks like a mother and has zero. I could totally be wrong here though, not one has really put in research on the stat in depth to my knowledge. And sorry if my opinions on the matter muddied the water between you and Gold Nova7 as they are from the PC side and not console.
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I know Pribina-D has a very inconsistent recoil direction everytime you shoot it, sometimes bouncing up or even as far as a somewhat-hard right. When I looked at its bounce intensity on light.gg, it said 20 and that it tends to bounce right. If I were to guess what that value represents, it's the weapon's base recoil deviation and that the value represents the scope of the angle it can randomly bounce to from the normal recoil direction. Just a guess. And no need to be sorry. Me and Gold Nova7 are friends who debate about the game's changes all the time. We're all sharing opinions and no perspective is the same. I think you made some good points about hand cannons and the environment.
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I then interject why does the CB Stock mod add bounce intensity value? It adds 85. But yea Pribina-D then turn the Eriana's example on its head. Now you have made me very unsure how to interpret this stat.
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Edited by Lord Magris: 3/10/2020 3:07:30 AMI'm not sure. If what the internet says is true, every 10 points to recoil makes the gun recoil to the opposite side apparently. I've seen some Outlasts do that where sometimes they recoil to one side and then CB Stock, which adds 15 to recoil, makes them recoil to the other side. The higher the recoil stat goes though, the less dramatic the recoil is. Even if bounce intensity represented an angle value, I don't know how that fits with the recoil and accuracy. Outlast has a bounce intensity of 40. All I know for sure is that CB Stock doesn't necessarily make a gun better. It depends on the gun.