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Destiny

Discuss all things Destiny.
Edited by wok75: 2/27/2015 10:26:01 PM
3

Weapon perks 1

i've noticed there is people claiming to have the best roll on guns who probably haven't even tested these perks or claiming others are bad just because they don't know exactly how they work so i'm gonna try explain as much perks as i know, any feedback on perks i haven't mention will help me edit this post , not mentioning exotics and a few of these perk descriptions are filled in by looking at shop guns A-O weapon perks 2 https://www.bungie.net/en/Forum/Post/104447677 accelerated coils:fusion rifle only reduce charge time allows you to fire faster which is really useful armor piercing rounds: increases impact (not noticeable on gileon's demise) over penetrate target meaning it shoots through more than one person to hit the person behind (i believe max targets is 2 but more testing is needed to confirm) their mass slows down weapon handling (i'm sorry i don't notice a diffence) personal notes, it is good because it has the chance of doubling your damage output the bad thing about this is that against one target it is ineffective negative doesn't work on shanks, knight walls, devil walkers (spider tank) legs to be confirmed bosses, hydra shield cascade: melee kills increase the reload speed of this weapon for a short time personal note, useless on mid to long range guns increase reload for 5 seconds by 1 second works with a hunters throwing knife cluster bomb:(rockets only) rockets create cluster bombs when they detonate creates 7 or 8 cluster bombs (it is hard to count them) which seems to have a random cluster pattern these clusters seem to deal around 10% damage each personal note, not as effective against bosses as i hoped but still a really good perk to take out a wider area of enemies clown cartridge reloading this weapon has a chance to grant a larger than normal magazine the more ammo it carries in a magazine the more this bonus will give crowd control: kills with this weapon grants bonus damage for a short time tested on felwinters lie increases next bullet damage by 12% crowd control lasts 2 seconds custom optics: increases zoom hardly noticeable on snipers dark breaker: (raid weapons) projectives will overpenetrate through hive knight wall of darkness personal note, good if you have arc burn on negative only work on knight walls double down: on spawn, this weapon occasionally gains additional ammo wasn't even noticeable enhanced battery:fusion rifles only increases magazine size meh explosive rounds: volatile payload explodes on impact, dealing a portion of the weapon's damage in an area removes 30% damage from direct hits and turns it into explosive personal note, explosive rounds do not reduce your precision damage or damage you deal example you deal 404 precision and 202 explosive damage on a hallowed knight but deal 606 precision damage without explosive rounds, people think that it deals less damage because precision hits deal less damage and the direct damage hits the enemy before the bullet causing only the damage which killed the enemy to show so it doesnt show the explosive damage, good for shooting enemies hiding behind walls without taking damage from them or hitting multiple small enemies clustered together what's negative about this perk is that if an enemy dies from explosive damage it will not activate a precision headshot perk such as outlaw or firefly ( and phantom gift but hive disruptor also cancels this out) feeding frenzy: kills with this weapon increase reload speed effect lasts 2 seconds tested on plug one(fusion rifle) reduced reload speed by about 1 second counted it in my head so might not be exact field scout: maximum ammo capacity this increases the amount in the magazine and the amount of ammo in reserve personal note, using field scout an a hand cannon with 12 bullets isn't as effective as using it on a hand cannon with 7 bullets because the max magazine size of a hand cannon is 13 final round: increased damage of final bullet in the magazine tested on invective, increased damage by 30% personal notes, using field scout decreases the effectiveness of this perk, can be used by cancelling the reload of a shotgun after loading the first bullet by pressing melee attack or switching weapons would like help to confirm if this can be stacked with crowd control as i haven't got a gun with both these perks firefly: precision kills with this weapon cause the target to explode from what i tested it dealt 60% of the damage from the precision kill as explosive damage personal note, can be chained with armor piercing rounds to cause two firefly explosions which will increase the area of damage and total damage negative not everything has a precision point, does not work on cursed thralls D= what a shock (read explosive rounds) fitted stock: increases weapon stability personal note, i need to level up my invective to test this perk but you only need this if you hipfire on the invective other shotguns shouldn't need stability because of the low rate of fire flared magwell: reload this weapon faster stacks with first row of perks bonus differs per gun (only perk im gonna check for this) personal note, all reloading perks stack so if you have outlaw and flared magwell or any other combo it will make you reload faster focused fire: increased damage by 30% but decreases rate of fire around 30% aswel personal note my favourite auto rifle perk the decrease in fire rate means it needs less stability to be accurate meaning more headshots full auto: this weapon can be fired in full auto mode allows you to hold the trigger instead of pulling it on scout or pulse rifles or shotguns personal note, it does not increase rate of fire on pulse or scout rifles glass half full the bottom half of each magazine gives additional damage the damage increases the less bullets you have can't test this perk fully because i don't have a gun with it besides suros but can't be sure if it has the same damage increase grenades and horsehoes:rockets only rockets from this weapon will detonate early based on proximity to targets personal note, if you ask me this is better than tracking because it won't lock onto the wrong target like that thrall standing behind that knight and if they jump behind a wall and then the tracking rocket hits the wall dealing 0 damage to the enemy who jumped behind this will make the rocket explode before it passes the enemy grenadier: kills with this weapon reduce the cooldown of your grenade takes around 6-7 kills to full regain your grenade tested on silimars wrath while having no discipline on subclass personal note, would work well on a timars lash because in theory you would be able to throw a grenade every time you need to reload if you got a kill with each bullet hammer forged: improves range and accuracy range increase how far the gun can fire stacks with the first row of upgrades personal note, a useless perk on everything besides a shotgun hand loaded: this weapon is effective at an extended range stacks with first row personal note, only seen it on super good advice and only gives a tiny amount of range bonus headseeker: body shots with this weapon increase precision damage for a short time haven't tested heavy payload: rockets only increase warhead blast radius blast radius increases the area of damage high caliber rounds oversize rounds built to stagger targets and leave them reeling their mass makes a weapon harder to handle(again i don't notice this) increases the impact stat slightly personal note, works better on enemies lower or equal level to you, good against cabal shields or to stop knights charging at you negative is that this perk is useless when the modifier angry is on the daily or weekly's hip fire: this weapon has bonus accuracy while firing from the hip personal note, a noticeable increase to stability on auto rifles while fired from the hip javelin: (rockets only) increases warhead velocity it increases the speed the shell travels at stacks with first row of perks personal note, good for catching people by surprise in pvp or too hit that target that before he can teleport out the way( damn vex always dodging my rockets) lich bane:(raid weapon) projectives have a chance to disorient hive wizards i'm not sure the chance of this to work personal note, good to stop the wizards from shooting at you but kinda bad because it makes them walk backwards more, a similar effect is using a flashbang or suppressor grenade against a wizard life support recovering from near death grants additional ammo and briefly increase reload speed will test when my sniper is leveled up lightweight: when held,this weapon grants +2 character agility this makes you jump higher and run faster personal note,best perk for running the pit in crota's end negative if you haven't used this before expect to over jump a few times luck in the chamber: one random bullet in the magazine causes considerable bonus damage tested on felwinter's lie deals around 40% bonus damage on shotguns reload cancelling doesn't make this like final round personal note, i did not notice this work 100% of the time i don't know if it was because i have crowd control or if the perk is broken will need more testing to confirm ( tried to stack crowd control and luck in the chamber) mulligan: missing a shot has a chance to return ammo directly to the magazine personal note, 5% chance of working if you miss a shot which makes this a worthless perk weapon perks 2 https://www.bungie.net/en/Forum/Post/104447677

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