originally posted in:Dads of Destiny
Good videos, I watched all 3. Nice work covering accuracy in particular. Not many people know how the aiming mechanics work in this game. They assume their bullets will land dead center of their reticle every time (like CoD), but in Destiny there is a "accuracy bloom" system that can cause them to miss perfectly lines up shots or even hit shots they should have missed (sometimes the accuracy bloom works in our favor).
Range stat = win stat in year 2.
Side note on light level and gun attack value:
Your conclusion on light level is true, but sometimes increasing your gun attack value does NOT increase your damage amount at all.
I was in a lvl 41 heroic mission (recommended light 260 I believe) doing some field testing of perks. My light level was over 300, so that had no impact here. I was testing a 287 Treads Upon Stars, then when I was done, I switched back to my 314 Hung Jury and was surprised that my damage numbers were completely identical (same archetype gun).
Going from 287 to 314 didn't matter.
This needs more testing, because there is obviously some kind of damage cap going on, where lower recommended light level content will cap your gun's damage beyond a certain light level.
Maybe I should test the 287 and 314 in a recommended 280 light level nightfall.
Tldr; at some point, not only does your light level become irrelevant if you exceed the recommended light level, but your gun's attack value will become irrelevant too when you exceed the hidden damage cap for that particular content.
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Edited by High Charity: 3/28/2016 4:43:52 PMBeen saying since release: damage cap. Once you match enemy levels, you will always take and deal the same amount of damage. This is why "32+ only" groups for VoG were silly. Melee and grenades would dish slightly more damage when you're over, but its almost unnoticeable.
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Edited by kklathan8613: 3/28/2016 11:25:19 AMThere is a cap. Go to Cosmodrome or any low level activity and shoot something in the body. The damage numbers should be gray. When damage is displayed in gray that means you have hit a hardcap for the max damage with that weapon archetype. The cap on Abilties seems to be about 100 light over the Recommended Light for that encounter. That is why you can't one shot a level 2 Vandal in the Divide. The cap on weapon damage seems to be in the region of 60-80 light over the Rec Light. I didn't include it since I was trying for an introduction with hard math backing it up rather then a full on breakdown. The activity type also matters. For example nightfall has different damage modifiers for primary weapon damage then a strike then patrol then a raid.
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I think the cap is lower the 60-80, at least for some activities. I said it was a 260 mission I was doing but now that I think about it I believe it was actually 240 (it was a daily heroic story mission). Let's just assume 240. 287 - 240 is 37. I apparently hit the cap at only 37 difference in light levels, because increasing beyond 287 did absolutely nothing. I'm going to have to test this more. Generally speaking, I think we're all overrating the importance of our light levels in everything outside of hard mode Kings Fall.
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Edited by kklathan8613: 3/28/2016 11:41:57 AMI only tested it vs lower level patrol modes and the early raids. A delta in the 40s shouldn't be enough to hit cap. Not doubting your data, just saying I need to test more. But yeah. Once you hit the rec light for an encounter anything more is just for bragging rights; it's nowhere near as important as in year 1
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I'm going to run some tests today if I have the time. 240 mission, 260 strike, 280 nightfall, and raid. I'm guessing the cap varies by activity. I have a bunch of different scouts of the same archetype at different light levels, so it could get intetesting. I'll post back the results if I have the time to go through with this. Cheers, guardian.
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I look forward to seeing your data ^.^
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Edited by Maxx Powers 1: 3/28/2016 2:34:02 PMField test complete! I used four VoC archetype scouts ranging in attack from 285 to 314. Recommended 280 light and above: You're spot on. 0.7% increase in damage per attack level over 280, all the way to 320 (presumably, my highest is 314). Recommended 260 light: It's capped at 300. It still goes up 0.7% per attack level, but it caps out at 300. So anything over 300 in a heroic strike is a waste (amazing, lol). Recommended 240 light: It's capped below 285, my guess is 280. I couldn't test this because the lowest attack scout I had was 285, which equalled my 314 in damage. I didn't have a 280 or lower to test but my guess is that 280 is the cap (so all you need for daily heroics are unupgraded vendor gear). Tldr: The delta appears to be only 40 for 240 and 260 activities. Having a high attack number on a gun (above 300) only matters for nightfalls and the raid. Time to diversify my load out for heroic strikes! (Yes!!!) DISCLAIMER: Please note that I did not test special or heavy weapons. I assume it's the same, but I can't guarantee it.
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I'd be interested to hear the results of special weapons, particularly snipers (which should be easiest to test). It seems to me that upping my Black Spindle to 316 caused more damage on a crit to the Taken boss in the Divide on the Cosmodrome. FWIW, my overall light is 311 with the Spindle equipped. I'm not sure what the recommended light is for that encounter, though.
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Nice set of data. I'll find a way to incorporate it into a video. Thanks.
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Edited by Odium44: 3/28/2016 2:53:01 PMGet a room you two! ....and thanks for the informative read. Good info.