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Edited by Erijian: 8/2/2016 4:59:52 AM
5

"Increased Armor while using a Solar/Void/Arc Subclass" - How much is it and other PvP information

Sources: https://www.youtube.com/user/DattoDoesDestiny https://docs.google.com/spreadsheets/d/1L7FV9l4hXo2tHD3XlFUp854XvJIwTKFIPvASLduPPS4/edit?pli=1 https://www.reddit.com/r/DestinyTheGame/comments/3jdlbm/exact_pvp_player_hp_values_for_all_armor_builds/ The sources I provided will show where I gathered this conclusion from; I can assure you the Reddit post is pretty damn accurate even though there's no video proof for it. Most things in that post can be just tested on your own time; though I have to point out that The Ram was nerfed from +5 Armor to +3, so it stops at 205 HP. I suggest you read the post to get an idea of why the HP values surge so much after +10. You could still use The Ram and a chestpiece which increases your armor, which SHOULD bring you to 212 HP if this is correct but more on that below. _________________________________________________________________ [b]How much armor do you get from the "Increased Armor" perk?[/b] To summarize Datto's video, the only time there seemed to be a noticeable difference in survivability with a chestpiece that has that perk is when a Titan had maximum Subclass armor (+10). This allowed him to..Sometimes live a Flux Grenade, which deals 204 damage. It's inconsistent because sometimes he died, and sometimes he didn't, but whether that's some issue with the damage rounding is hard to tell. What's important is that he lived 204 points of damage with practically no HP whatsoever; which means he has to have around 205 HP. Now onto the Reddit post, in the time the post was made The Ram gave +5 armor, which gave you 205 HP when you had base 6 Subclass Armor; this means you would have 11 points of armor. Now, assuming HP values scale the same after hitting the +10 mark (Which is a big assumption) having 11 armor will always give you 205 HP regardless of the class you're playing. Datto had 205 HP in the video with 10 Titan Armor and that chestpiece, so it's safe to assume it gives you an almighty amount of..+1 armor. tl;dr The perk itself is extremely weak in PvP and isn't really noticeable since it's only +1 armor, unless you're a Titan with 10 Subclass armor or are specifically trying to live a Tripmine Grenade but are too lazy to give up some Recovery or Agility for the Armor. _________________________________________________________________ [b]Other HP/Survavbility values [/b] Below is the information from the Reddit table for those who care, modified to acknowledge this perk's existence. Reminder that general damage appears to be inconsistent and there's always the possibility of human error; but I'm going off of the fact that Armor scales at a +6 value past 10. I'm posting it here in case some people don't decide to view it, and for the sake of stating what does and doesn't help you survive things. I let it go all the way up to 18 Armor as I'm assuming Courage of the Pack is a measly +1 as well; which means Warlocks can go up to 17 max. |-Armor-|-Warlock-|-Titan-|-Hunter--| |----1-----|--186 HP--|----NA---|-186 HP-| |----2-----|--187 HP--|----NA---|-187 HP-| |----3-----|--190 HP--|----NA---|-191 HP-| |----4-----|--191 HP--|----NA---|-191 HP-| |----5-----|--192 HP--|192 HP|-192 HP-| |----6-----|--194 HP--|194 HP|-194 HP-| |----7-----|--195 HP--|195 HP|-197 HP-| |----8-----|--198 HP--|198 HP|-198 HP-| |----9-----|--199 HP--|198 HP|-199 HP-| |---10----|--200 HP--|199 HP|-200 HP-| |---11----|--205 HP--|205 HP|-205 HP-| |---12----|--212 HP--|212 HP|-212 HP-| |---13----|--221 HP--|221 HP|-212 HP-| |---14----|--227 HP--|227 HP|-227 HP-| |---15----|--233 HP--|233 HP|-233 HP-| |---16----|--239 HP--|239 HP|----N/A----| |---17----|--245 HP--|---N/A---|----N/A---| |---18----|----N/A-----|----N/A---|----N/A---| Golden Gun deals - 437 damage 14-Impact Pulse Rifle archetype deals - 96 Precision Damage PB 30-Impact Pulse Rifle archetype deals - 114 Precision Damage PB 31-Impact Sniper archetype deals - 417 Precision Damage 37-Impact Sniper Archetype deals - 452 Precision Damage The Chaperone deals - 201 Precision Damage Flux Grenades deal - 204 damage if stuck Magnetic Grenades deal - 203+97(?) if stuck Fusion Grenades deal - 251 damage if stuck Tripmine Grenades deal - 273 damage if stuck Tripmine Grenades deal - 194 damage normally Nova Bomb gives 45% DR; 55% with Skull Radiance gives 50% DR, 55% with Radiant Skin Stormtrance gives 50% DR Golden Gun gives 0% DR (50% during Animation) Arcblade gives 50% DR Shadowshot gives 50% DR Fist of Havoc gives 55% DR; 60% with Unstoppable Ward of Dawn gives 50% DR; 65?% with Armor of Light Hammer of Sol gives 55% DR Hammer of Sol, Fist of Havoc, and Radiant Skin Sunsingers all let you survive a Golden Gun shot if you're running 8+ Subclass armor (437-(437x.45)=197 damage; 198-187=1 HP) They can also survive Headshots from the 31-Impact Sniper Rifle archetype, but Warlocks need at least 3 Subclass armor to do so. (417-(417x.45)=188) Hammer of Sol, Fist of Havoc, and Radiant Skin Sunsingers can survive headshots from the 37-Impact Sniper Rifle archetype if they're built to have 11 Subclass armor; 205 HP. (452-(452x.45)=204; 205-204=1 HP) Sunsingers need to use The Ram (Solar Armor chestpiece isn't necessary), Sunbreakers need to use a Chestpiece with Solar armor, and Strikers need to use a chestpiece with Arc Armor or use Unstoppable which always lets them survive it. You will also survive a headshots from the Chaperone, a stuck Flux Grenade, and the first explosion of a stuck Magnetic Grenade. You will never survive a Fusion Grenade unless you're in your Super or have an overshield of some sort. You will survive two bursts from the 14-Impact Pulse Rifle archetype in neutral game so long as you have 6 Subclass armor. (194 HP; two bursts would deal (96x2)=192 damage) You cannot survive two bursts from the 30-Impact Pulse Rifle archetype unless you're in your Super or have an overshield of some sort as it deals 228 damage over two bursts. You will survive a Tripmine Grenade if you have at least +7 Subclass armor. (195-194=1 HP) You will only survive a stuck Tripmine Grenade if you're in your Super when it hurts you or have a revive shield. EDIT: Old post is old, but someone liked it and brought it back to my attention. [b]For clarity, Golden Gun was buffed; 14+30-Impact Pulses, Flame Shield, Hammer of Sol and Tripmines were nerfed. All info related to those is outdated.[/b]

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  • I think your math may be off. If damage resistance means the amount of damage resisted, then the multiplier on damage received should be .45 for 55% DR subclasses using their super, not .55. But otherwise, a great post.

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