If I recall correctly, explosive rounds don't suffer from damage falloff due to the range stat, they suffer from their own form of falloff, which is less severe (The main damage will suffer dependent on the range stat, the split damage from the explosive will not), so using a hand-cannon with fair range and explosive rounds can actually suffer less damage falloff than a hand-cannon with Rifled Barrel, due to the falloff on the second half of damage being applied differently.
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The only negatives about explosive rounds is that if explosive round kills on a headshot requires perk like outlaw, it doesn't prove outlaw. However if half the damage kills with a headshot without the help of explosive rounds split damage, outlaw will still proc. LiTC doesn't get a bonus damage buff on the explosive portion. Everything else is a plus tho
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LiTC works properly with explosive rounds. I was using an Ill Will with Explosive Rounds and LiTC on Floating Gardens and a landed headshot did 86 + 36 Damage, which is 122, the equivalent of not using explosive rounds.
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Edited by SamSu916: 2/21/2017 6:55:47 AMYou may wanna check your numbers again. That does way more damage than a LiTC without explosive rounds. That is a huge indication that what you saw wasn't in the most normal occasion. Either you saw it wrong or there was some variable that you didn't know about during that memory.
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Edited by Codykins: 2/21/2017 7:18:33 AM86 + 36 = 122. I've been using Ill Will for a long time; 122 is the damage from a Luck in the Chamber / Final Round Shot, always has been, Ill Will is the highest impact archetype. 95 is normal, 122 if either perk goes off, and 180 is if LiTC and Final Round goes off at the same time. Year 1 Roll: SURESHOT Luck in the Chamber Rifled Barrel / Explosive Rounds / High Caliber Rounds Final Round I've done my math, long ago.