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Destiny 2

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Edited by Kienamaru: 8/29/2018 6:08:43 AM
22

Weapon Damage Numbers (PvP)

I'll be doing the exotic numbers when I have time. Auto 720- 18/12 600- 21/13 450- 26/18 360- 34/22 Scout 260- 45/26 200- 51/30 180- 55/35 150- 66/38 Hand Cannon 180- 57/39 150- 68/43 140- 70/47 110- 91/50 Sidearm 490 Burst- 33/20 450- 35/24 360- 45/31 300- 51/35 260- 57/39 SMG 600- 23/16 750- 22/13 (I'll double check this. I thought it was 20/13) 900- 17/11 Pulse 540- 22/13 450- 25/16 390- 31/20 340- 33/20

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    maegatron
    maegatron

    :3 - 4/15/2026 5:07:27 AM

    Well the 750’s do more damage at close range for their archetype so that’s why rut might be 22/13 instead of 20/13

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    • Thanks man!

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    • Try out the Nightshade. My goodness it’s a beast. It three taps AND when you have kill clip activated, it was the potential to two tap (33 for a crit). It’s unreal.

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      • 0
        So it seems like I was having trouble using Nameless and Better Devils for a reason. I might have to switch to different weapons. Autumn Wind was doing pretty good for me.

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          Bless your soul

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        • Thank u!

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        • What is a Guardians health?

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          • Nightshade is really good. With kill clip it can 2 burst.

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          • The 390 pulse rifles are godlike just so everyone knows. Especially the Inaugural and Last Perdition, absolutely godlike.

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            • Thanks man!

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            • Nifelhiem frost low key OP for scout rifles. Goes from a 4 tap to a 3 tap with kill clip and drop mag

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              • I'm pretty sure 750rpm does 20 with crits yesterday when i tried them

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                • Edited by InTheZone: 8/29/2018 4:19:26 PM
                  Have to wait next week to try the terrible feeling slow rof autos since I don't have any on hand. I'm so glad my 260 scouts are actually decent. And my 340 pulses...redrix...are a beast. Disappointing that 140s are vastly inferior to 150s now even though 140s were not nerfed. I tried sunshot and it was terrible for PvP due to explosive nerf, but it might be a bug for that and skyburners.

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                  • Comment for later

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                    • Anyone curious, try out the imminent storm SMG, it's great. And huckleberry too. The extra damage at close range perk makes them better choices than most of smgs.

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                    • 2 burst Claymore on most guardians. That’s going to be strong...

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                      • Arc bolt grenades are kinda of weak now compared to everything else

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                      • The bonus damage at close range perk increases 750 rof subs from 13 body 20 head to 15 body 22 head that's why

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                      • Edited by MindfulPizza: 8/29/2018 11:08:13 AM
                        do it matter if the shot not registor on the player. there peer to peer code is outdated like sparks beer. now .and how they slow the aim, down if slam turn . to have person disappear. now. pve everything works fine . just they do not got raids design set up to grow it up , over time so everyone plays lower ones as new ones come out. with the matchmaking . there still in the baby steps i guess on pve even. the one mode they could actually esport. pve esports are insane to watch , most games in china and south korea , i do not understand the games but amazing watch , they be teams of 16 taking out a boss in like 12 minutes , when most take 5 hrs to kill , and they got the timer going , each round , o wait might be gambit . lol . i hope works and we got dedicated servers on it . otherwise going fail fast.

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                        • None of that info matters unless we know ttk.

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                          • [quote]I'll be doing the exotic numbers when I have time. Auto 750- 18/12 600- 21/13 450- 26/18 360- 34/22 Scout 260- 45/26 200- 51/30 180- 55/35 150- 66/38 Hand Cannon 180- 57/39 150- 68/43 140- 70/47 110- 91/50 Sidearm 490 Burst- 33/20 450- 35/24 360- 45/31 300- 51/35 260- 57/39 SMG 600- 23/16 750- 20/13 900- 17/11 Pulse 540- 22/13 450- 25/16 390- 31/20 340- 33/20[/quote] 750 smgs do 22

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                            • Thank you I was hoping someone would do this👌

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