This archetype received a 6% damage reduction in the June Update:
Damage values are rounded to nearest integer. Rounding will only be relevant if a damage values are within ~1 of a lethal value.
"Maximum" values assume no damage drop-off.
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TL;Numbers Scare Me:
In most scenarios, this nerf means you'll need 1 extra bullet to kill a person, which translates to adding 0.067 seconds to the ttk.
This is a relatively significant update in the sense that it will be relevant to almost any scenario (the last few Auto Rifle updates have only mattered in incredibly niche circumstances), however, there are not many foreseeable scenarios where this will change the outcome of a gunfight. This archetype still kills faster than any other auto rifle (assuming equal accuracy), and there are only a handful of other primary weapons that can match or beat it in terms of theoretical TTK (TLW, High RoF Hand Cannons, Low RoF Scout Rifles).
To illustrate my point, here's a clip from Trials last weekend. Note how many bullets outright miss the target (and how it doesn't matter).
http://xboxclips.com/Boltfan/52a93e06-4330-4bb1-bd47-e4c508f0fc72
One bullet isn't that significant:
The reduction of Counterbalance's effectiveness from 90% to 80% is more likely to change to the performance and prevalence of this archetype, though my intuition says that will not be a very significant change either.
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[quote]
[u]Damage Pre-Update[/u]
Critical Hit: 16
Normal Hit: 13
RoF: 900 RPM (0.067 seconds between shots)
(Minimum Hitpoints are ~186, Maximum Hitpoints are ~204)
Minimum STK: 12 Criticals (192 Damage)/13 Criticals(208 Damage)
Maximum STK: 15 Normals (195 Damage)/16 Normals(208 Damage)
Minimum TTK: 0.733 seconds/0.800 seconds
Maximum TTK: 0.933 seconds/1.000 seconds
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[quote]
[u]Damage Post-Update[/u]
Critical Hit: 15
Normal Hit: 12
RoF: 900 RPM (0.067 seconds between shots)
(Minimum Hitpoints are ~186, Maximum Hitpoints are ~204)
Minimum STK: 13 Criticals (195 Damage)/14 Criticals(210 Damage)
Maximum STK: 16 Normals (192 Damage)/17 Normals(204 Damage)*!
*rounding significant for Unstoppable Strikers with Arc Subclass Armor Bonus, as well as Ram-Equipped Warlocks with Subclass Armor Bonus. Direct testing required for certainty.
Minimum TTK: 0.800 seconds/0.867 seconds
Maximum TTK: 1.00 seconds/1.067 seconds
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Yeah my Doctorine still melted last night, although I did have great fun trying out Suros Regime for the first time. :D
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1 ReplyMy initial impressions are that, as suggested here, the TTK hasn't changed significantly enough to really be noticeable. However, I definitely see a notable change in the recoil pattern of Soulstealer's Claw with Counterbalance, and almost no change (if any) with Doctrine of Passing. I have a theory as to why this may be, but its validity will depend on whether or not the Arminius-D seems to be greatly affected (I don't have one).
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It still melt! The nerf have no affect on it!
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I guess at longer ranges the damage drop off will take effect and prevent the laser beams being used as snipers?
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Nice i love numbers. This only proves that the best way to nerf this type of gun is to reduce mag size and decrease reload speed.
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1 ReplyYeah I'm not a fan of the counterbalance reduction, but with both braced frame and counterbalance, it shouldn't be too bad.