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2/11/2017 6:18:43 AM
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Damage #'s on Autos after Patch (I believe optimal TTK stays the same)

They increased base damage on low ROF autos by 1.3% and crit multiplier from 1.25x to 1.3x (Crit multiplier use to be 1.5x in year 1) If my math is correct Low ROF High Impact autos (Answering Chord, Shadow Price, etc.) will still bodyshot for 21 but crit for 28 instead of 26. *****So they will still kill with 7 headshots and 1 bodyshot.**** OPTIMAL TTK IS UNCHANGED The two lower impact autos will body shot and crit for exactly the same. Not sure what exotics with aggressive ballistics will change but I'm not sure they will stay same or increase crit damage by 1. Aggressive ballistics adds 3% damage. So to conclude I don't think autos will be much better at all or even kill any faster but lower ROF High Impact autos will crit for 2 more damage but it actually will have the same optimal TTK. I could be wrong, but I think my math is correct. Any math wiz wanna confirm damage on autos after patch?
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  • Edited by AirBuddy: 2/12/2017 10:32:55 PM
    People forget that autos don't have the best range, and due to recoil you're usually fighting recoil so you'll miss more shots. Optimal time to kill might be faster, but that doesn't mean actual 1v1s will reflect that

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    • I got God roll suros pulses and the vendor hawksaw. I'm ready for the pulse meta to return.

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    • I'm glad I kept that vendor god roll Hawksaw. Lol

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      • And anybody who hopes different for High Impact Pulses is a dreamer. End result: the only effective non Handcannon type (HroF Pulses) got nerfed into the ground, Handcannons got buffed. Anybody wanna guess what primary you have to use after the patch? (Hint: it either starts with Pal or Eya)

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        • Will clever dragon have the same ttk?

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          • Edited by keinwensch: 2/12/2017 1:46:20 PM
            Lowest impact autos go from 15 to 16 for a crit I think. On 200 health guardians the amount would be reduced to 11 crits and 2 bodies instead of 12 crits and 2 bodies. Amazing right? The amount of crits for the medium impact autos shouldn't change but I think you can get away with two more bodies instead of crits (on a 200 health guardian that would be 8 crits and 2 bodies instead of 10 crits).

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            • Hand cannons will climb further up the chain

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              • Edited by Dead_Islets: 2/12/2017 12:49:21 AM
                Remember the [i]math[/i] on this patch? https://www.bungie.net/en-us/Forums/Post/178988107?sort=0&page=0 The point is, it doesn't matter what they [i]say[/i] they're going to do. Their math (their word) has often been shady. They'll do what they do, then edit the patch notes without batting an eye or acknowledging that they did something other than what they claimed they were going to do.

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              • I've been saying this since the stream.. Everyone seen a focused fire auto doing 35 to the head and just jumped on the hype train.. focused fire autos already do 34 lol.. Autos are not going to feel any different. We go thru this everytime they claim to buff them.. their TTK isn't changing.

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              • Im sure theres something else going to be different but they cant make it year one because auto rifles would 3 shot back then which was bs so making it mid damage like it should be

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                • We need to see the actual percentages first. Any damage increase will help since even slightly higher numbers help fight damage falloff but it's hard to say. My prediction: 77/28 autos: (shadow price, answering chord) they'll be better but I don't think they'll become "meta" 88/8 autos (Hard light, Monte Carlo) won't be much better. Same with 100/2(Doctrine, atheons epilogue). After this patch I expect hand cannons to rule. Especially since the only lethal Pulse archetype (clever dragon, the 77/4 model) is getting a dps reduction. Honestly this patch will most likely highly reduce the number of effective weapons leaving only hand cannons.

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                  • Edited by jnikoley: 2/11/2017 8:49:01 PM
                    The buff could be over 7%. The numbers you see on screen round it up regardless of the decimal value, so an on-screen value of 26 could be a real value of 25.01. Using that, a 7% damage buff would take The damage up to 26.76. Multiply by 1.3, and you get 34.79. Using the old multiplier of 1.25, it was possible to determine the 26 we see on screen is not greater than an actual value of 25.6 (32/1.25=25.6). Based on this, the minimum buff we are getting cant be lower than 2.2%, so, I'm afraid your figure of 1.3% is simply not correct. It could be anywhere between 2.2-7.6%, depending on if the true value is 25.01 or 25.6, and of course, it could be something in between.

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                    • they buffed base damage too. genesis right now does 26 body. in the stream it did 27.

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                      • Youre right

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                        • There isn't just one number involved in the final damage number calculation. Your math is likely wrong just for the fact you don't know the full equation.

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                          • Edited by dnrobs: 2/11/2017 3:37:53 PM
                            Seems familiar. Come to think of it adding damage will never work,8 shots is to slow and 7 is too fast. Shadow price kills in 0.93,going to 7 bullets is 0.82,too fast. The only way to buff them is rate of fire.

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                            • I think you put more thought into this post than bungie put into their patch

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                              • On stream the genesis chain was doing 35 crit and 27 body. I realize it has focus fire, and I'm not sure what it does now.

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                                • The suros will crit for 36 or 37, and the Genesis chain will crit for 35.

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                                • > They increased base damage on low ROF autos by 1.3% and crit multiplier from 1.25x to 1.3x Which in Bungie's parlance, could be anything between 1,30000% and 0.0000013%. So please recalculate.

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                                  • i'm going to wager 6 crits and a body against +8 armor and 6 crits straight, below.

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                                  • The numbers will still read the same, but those decimals that you don't see still count for damage. So yes, optimal ttk will be identical, but dps will be higher, so if you are team firing with a friend, those decimals will cause them to die faster.

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                                  • Uh actually I have done a few number tests. If they give the headshot multiplier to medium rof autos, and round the total damage up, they will do 22 damage a headshot. Which will kill 200 health and below gaurdians faster. If they are giving it to high rof autos then doctrine will once again do 16-17 a headshot giving it back its .80 ttk. Giving low rof autos 28 damage, which is what it's going to be. Will be able to kill a gaurdian with 196 health in 7 bullets. The increase is perfect to where damage fall off isn't so greatly affecting the ttk anymore, but its enough to kill faster against lower health gaurdians at optimal range. They are all the numbers I provided and wanted for autos because they don't create a breaking point, but they become more effective in and out of their range, which was their problem in the first place. Also these numbers I calculated because I know what body shot damage is for each auto. Low rof is 21 to body in perfect range, and that's pure damage, multiply that by 1.35 for headshot and its 28.35 damage. For medium rof its 16 to body x 1.35 Which equals 21.6. For high rof autos its 12 to body x 1.35 which will be 16, which is doctrines original damage I think.

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                                    • The math isn't so simple because the damage numbers displayed on screen are rounded up to the next whole number, regardless of decimal value, so "1" could be anywhere between 0.01-1.0. This means the damage buff percent can very significantly. Based on my figures, Autos could be receiving a buff anywhere between 2.2-7.6%. Only bungie knows the exact percent. Wait for the patch notes.

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                                      • You are correct, not even glass half full will make a dent with the added buff. It only adds 1 damage value at 10% of your mag.

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                                      • Lrof autos didn't get a range buff so I doubt I'll even bother trying them.

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