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Edited by JadeRabbitEmperor: 11/18/2019 5:20:29 AM
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High Impact Reserves, The perk you didn't know was secretly good! And i have the numbers to prove it!

So I recently picked up a Breytech Werewolf AR with Dynamic-Sway Reduction and High-Impact Reserves. I sighed and went to scrape it but I stopped short realizing the two perks had some synergy as they both proked once the Magazine gets to 50%. So I started testing it out to see if it was any good for PvE. As I played I kinda fell in love with the ugly little thing you seemingly can't use a shader on like you can a paper bag on your ugly friends face. The ugly just burns through ... Anyway, I started to take note of the Dps values and got curious, what exactly are the Dps values for this perk? I looked on YouTube, Reddit, Destiny Wiki, and nothing. Abolsulty no one talks about this perk. So I had to do the leg work myself. So I picked out as many different guns with this perk as I could find in my vault. A Scout, Fusion, Sniper, Pulse, and the Auto Rifle Werewolf. With that, I figured I had a large enough testing sample for my experiments and began. Now a few notes before we go any further. #1, I'm no math expert so I had my wife write the numbers that came up on-screen and double-check my work with an on-line calculator. #2, I only took 1 shot at a time, taking a screenshot of each damage value as it came up to confirm each value was correct. #3, I was only able to test for PvE as I don't have a Mic so I can't test for PvP values sadly but we can be 100% sure those values will be different. #4, I only used Body-shot values as I wanted the Baseline Dps of the Gun without any Crit modifiers. And so I began with the gun that started it all, the Werewolf. [b]Breytech Werewolf (Auto Rifle) 40 round mag[/b] [u]Shots #1-19: 473 = Baseline Dps[/u] Shots #20-21: 530 +12.05% Shots #22-26: 531 +12.26% Shot #27: 541 +14.37% Shot #28: 542 +14.58% Shot #29: 543 +14.79% Shot #30: 544 +15.01% Shot #31: 555 +17.33% Shot #32: 556 +17.54% Shot #33: 568 +20.08% Shot #34: 570 +20.50% Shot #35: 582 +23.04% Shots #36-40: 595 +25.79% Nothing overly intersting to say about this. The gun did exactly as i expacted. [b]The Long Goodbye ( Sniper ) 4 round mag[/b] [u]Shot #1 4274 = Baseline Dps[/u] Shot #2 4801 +12.33% Shot #3 5375 +25.76% Shot #4 5375 +25.76% So here's where things started to get interesting. Rather than the perk activating at the 3rd shot, it activated on the second shot and this made me wonder if the mag size had something to do with when the perk would activate. So I run this test again. This time with a Back-Up Mag Mod, +1 round. Shot #1-2: 4274 Shot #3: 4907 +14.81% Shot #4: 5375 +25.76% Shot #5: 5375 +25.76% Sure enough, it took an extra shot before the perk activated BUT now it did more damage on the first shot with the perk activated when the second two shots did the same dps. So now I wanted to see how the perk functioned with a slightly larger mag. [b]Does Not Compute ( Scout ) 12 round mag[/b] [u]Shots #1-5: 1182 = Baseline Dps[/u] Shot #6: 1326 +12.18% Shot #7: 1327 +12.26% Shot #8: 1355 +14.63% Shot #9: 1389 +17.51% Shot #10: 1457 +23.26% Shot #11: 1486 +25.71% Shot #12: 1586 +34.17% Now I know that +34.17% on the final shot stands out. I called it a fluke for well over 30 minutes and ran the test around 5 more times to make 100% sure nothing else was activating that could change the values. In the last two tests, the perk capped at 25.7X% more damage. And I honestly have no clue why or how this is happening. Again, I can only assume it has something to do with the mag size. Also, noting that again the perk activated 1 shot sooner than expected. By all accounts, it should have activated on the 7th shot and not the 6th. So now I got seriously curious and went into burst weapon testing. [b]Eyestein-D ( Pulse Rifle) 30 round mag, 3 projectiles per shot[/b] [u]Burst #1-4 499 x3 hits per burst = Baseline Dps[/u] Burst #5: x2 Bullets 499 x1 Bullet 559 +12.02% Burst #6: x2 Bullets 559 +12.02% x1 Bullet 560 +12.22% Burst #7: x2 Bullets 560 +12.22% x1 Bullet 571 +14.42% Burst #8: x1 Bullet 571 +14.42% x1 Bullet 573 +14.82% x1 Bullet 587 +17.63% Burst #9: x1 Bullet 587 +17.63% x1 Bullet 599 +20.04% x1 Bullet 627 +25.65% Burst #10: x3 Bullets 627+25.65% So this was another unexpected result. Each bullet, as it left the chamber had a different damage value capping again at +25%. Id came too far now not to test to the last gun in my vault with the perk but I knew this was going to be the hardest and most insane one out of the bunch. [b]The Wizended Rebuke ( Fusion Rifle) 5 round mag, 7 projectiles per shot[/b] [u]Burst #1-2 2773 x7 hits per burst = Baseline Dps[/u] Burst #3 x4 Bullets 2773 x1 Bullet 3109 +12.11% x1 Bullet 3110 +12.15% x1 Bullet 3111 +12.18% Burst #4 x1 Bullet 3111 +12.18% x1 Bullet 3112 +12.22% x1 Bullet 3115 +12.33% x1 Bullet 3174 +14.46% x1 Bullet 3179 +14.64% x1 Bullet 3189 +15.00% x1 Bullet 3260 +17.56% Burst #5 x1 Bullet 3260 +17.56% x1 Bullet 3329 +20.05% x1 Bullet 3345 +20.62% x1 Bullet 3419 +23.29% x1 Bullet 3486 +25.71% x1 Bullet 3486 +25.71% x1 Bullet 3486 +25.71% So this test proved somethings to me. #1, the mag sized plays a role in when the perk will activate. If the mag is 5 of higher it takes at least 2 shots before it will activate meaning in theory, if a Fusion has this perk and a 4 shot mag the perk should activate on the 2nd shot rather then the 3rd as the perk description implies. Ill be tested this gun again with a Back-up Mag Mod tomorrow. #2, There is a sweet spot for Mag size. As we saw with the BreyTech Werewolf if the mag is too large it takes to long to activate and losses overall value, but also if the mag is small enough it can activate 1 shot sooner as we see with The Long Goodbye. And in theory, if the mag size is just right such as in the case of Does Not Complete, it can activate early, while still having enough shots in the mag to go above that +25.7X% soft cap we see with all the other guns. #3 Burst weapons, namely Shotguns and Fusion rifles will benefit from this perk the most as they'll deal the most constant dps in both PvE and PvP.

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    hello Do you have the unmbers with backup mag?

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  • I got a black scorpion with HIR/opening shot. Its the only thing i can get kills with in comp, right now, and it slaps. But yea, anyways High Impact Reserves=Glass Half Full, and GHF was a god tier perk. Seems like HIR follows that path.

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  • I got that and sideways on a heroes burden. I now have my replacement recluse.

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    • Interesting... can you roll this perk on a shotgun?

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      • Imo the perk might need checked on fusions in PvP. Nothing wrong with rolling it if your ammo gets low or you reload into a mag with less than half ammo, but iirc you can (re)spawn in with the perk immediately active due to its low ammo. I'm pretty sure Rebuke and Erentil are the only two fusions that can roll it, but it's still something that should be addressed since it's a free damage boost. If I'm wrong about this though then please correct me. I admittedly haven't payed much attention to this.

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        • Edited by Mareep: 11/20/2019 7:26:44 AM
          Bro shush It's a secret

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          • excellent post, you've made me curious

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          • High Impact Reserves & Triple Tap 😏

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            • Is only "good" now because of all the other nerfs. They'll -blam!- this up for you later

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              • Works best on snipers , fusions and linear fusions against bosses. The suros isn’t bad as it smashes through the mag but can’t be considered a viable option in the grand scale of DPS. Snipers however and other stuff really shine. In crucible it works well on fusion rifles as you start with it activated and the bolts impact is more consistent .

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                • Ive been telling people about this since shadow keep, especially on special weapons but know one would listen.

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                  • Edited by RussellMania: 11/19/2019 11:59:44 AM
                    The reason no one talks about this perk is because while it does work as intended, it's simply not necessary for clearing trash ads (particularly when there's several perks that add extra damage for the entire magazine) and isn't a substantial enough buff to justify using a primary over a special weapon on anything stronger than trash ads. In PvP, it will never decrease TTK, just increase forgiveness i.e. the ratio of headshots to bodyshots needed for a kill, and requires running around with half a mag.

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                    • Just got one with high impact reserves and under pressure... I'm going to try it out in the crucible since you start out with just 2 ammo. Seems kinda perfect...

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                      • I'm such a habitual reloader I'll never manage to fully take advantage of this perk.

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                        • High impact fusion rifles lurve this perk 😍

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                          • I got this on my Black Scorpion and it really felt like it was helping although I didn't pay attention to the damage numbers that much. All I knew was that I was winning gunfights and getting kills/medals towards Randy's.

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                            • One of the reasons why no one was talking about this perk had to do with the automatic reloading features most players were using to DPS bosses. A weapon that relies on the magazine getting lower would never benefit from this perk....until now. There may be a role for High Impact Reserves now that all automatic reloading has been removed (minus the Hunter Dodge).

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                              • High Impact reserves, secretly making Erentil 1 bang most supers now. The secret is out. Start hatin'

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                                • I have one with kill clip and high impact reserves :D

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                                  • Gambit chrome shader is the only one I’ve found so far to hide how hideous it is and even then it looks worse on in game than in the menu. If I wanted to look at something that ugly I’d have a picture of Luke Smith on my wall.

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                                    • I have never heard anyone say HIR isn't a [u]good[/u] perk. It's just not the [u]best[/u] perk for PvE and in some cases it actually is a high tier perk in PvP.

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                                      • Nerf is coming..thanks for telling everyone here

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                                      • The perk sucks

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                                        • [quote]So I recently picked up a Breytech Werewolf AR with Dynamic-Sway Reduction and High-Impact Reserves. I sighed and went to scrape it but I stopped short realizing the two perks had some synergy as they both proked once the Magazine gets to 50%. So I started testing it out to see if it was any good for PvE. As I played I kinda fell in love with the ugly little thing you seemingly can't use a shader on like you can a paper bag on your ugly friends face. The ugly just burns through ... Anyway, I started to take note of the Dps values and got curious, what exactly are the Dps values for this perk? I looked on YouTube, Reddit, Destiny Wiki, and nothing. Abolsulty no one talks about this perk. So I had to do the leg work myself. So I picked out as many different guns with this perk as I could find in my vault. A Scout, Fusion, Sniper, Pulse, and the Auto Rifle Werewolf. With that, I figured I had a large enough testing sample for my experiments and began. Now a few notes before we go any further. #1, I'm no math expert so I had my wife write the numbers that came up on-screen and double-check my work with an on-line calculator. #2, I only took 1 shot at a time, taking a screenshot of each damage value as it came up to confirm each value was correct. #3, I was only able to test for PvE as I don't have a Mic so I can't test for PvP values sadly but we can be 100% sure those values will be different. #4, I only used Body-shot values as I wanted the Baseline Dps of the Gun without any Crit modifiers. And so I began with the gun that started it all, the Werewolf. [b]Breytech Werewolf (Auto Rifle) 40 round mag[/b] [u]Shots #1-19: 473 = Baseline Dps[/u] Shots #20-21: 530 +12.05% Shots #22-26: 531 +12.26% Shot #27: 541 +14.37% Shot #28: 542 +14.58% Shot #29: 543 +14.79% Shot #30: 544 +15.01% Shot #31: 555 +17.33% Shot #32: 556 +17.54% Shot #33: 568 +20.08% Shot #34: 570 +20.50% Shot #35: 582 +23.04% Shots #36-40: 595 +25.79% Nothing overly intersting to say about this. The gun did exactly as i expacted. [b]The Long Goodbye ( Sniper ) 4 round mag[/b] [u]Shot #1 4274 = Baseline Dps[/u] Shot #2 4801 +12.33% Shot #3 5375 +25.76% Shot #4 5375 +25.76% So here's where things started to get interesting. Rather than the perk activating at the 3rd shot, it activated on the second shot and this made me wonder if the mag size had something to do with when the perk would activate. So I run this test again. This time with a Back-Up Mag Mod, +1 round. Shot #1-2: 4274 Shot #3: 4907 +14.81% Shot #4: 5375 +25.76% Shot #5: 5375 +25.76% Sure enough, it took an extra shot before the perk activated BUT now it did more damage on the first shot with the perk activated when the second two shots did the same dps. So now I wanted to see how the perk functioned with a slightly larger mag. [b]Does Not Compute ( Scout ) 12 round mag[/b] [u]Shots #1-5: 1182 = Baseline Dps[/u] Shot #6: 1326 +12.18% Shot #7: 1327 +12.26% Shot #8: 1355 +14.63% Shot #9: 1389 +17.51% Shot #10: 1457 +23.26% Shot #11: 1486 +25.71% Shot #12: 1586 +34.17% Now I know that +34.17% on the final shot stands out. I called it a fluke for well over 30 minutes and ran the test around 5 more times to make 100% sure nothing else was activating that could change the values. In the last two tests, the perk capped at 25.7X% more damage. And I honestly have no clue why or how this is happening. Again, I can only assume it has something to do with the mag size. Also, noting that again the perk activated 1 shot sooner than expected. By all accounts, it should have activated on the 7th shot and not the 6th. So now I got seriously curious and went into burst weapon testing. [b]Eyestein-D ( Pulse Rifle) 30 round mag, 3 projectiles per shot[/b] [u]Burst #1-4 499 x3 hits per burst = Baseline Dps[/u] Burst #5: x2 Bullets 499 x1 Bullet 559 +12.02% Burst #6: x2 Bullets 559 +12.02% x1 Bullet 560 +12.22% Burst #7: x2 Bullets 560 +12.22% x1 Bullet 571 +14.42% Burst #8: x1 Bullet 571 +14.42% x1 Bullet 573 +14.82% x1 Bullet 587 +17.63% Burst #9: x1 Bullet 587 +17.63% x1 Bullet 599 +20.04% x1 Bullet 627 +25.65% Burst #10: x3 Bullets 627+25.65% So this was another unexpected result. Each bullet, as it left the chamber had a different damage value capping again at +25%. Id came too far now not to test to the last gun in my vault with the perk but I knew this was going to be the hardest and most insane one out of the bunch. [b]The Wizended Rebuke ( Fusion Rifle) 5 round mag, 7 projectiles per shot[/b] [u]Burst #1-2 2773 x7 hits per burst = Baseline Dps[/u] Burst #3 x4 Bullets 2773 x1 Bullet 3109 +12.11% x1 Bullet 3110 +12.15% x1 Bullet 3111 +12.18% Burst #4 x1 Bullet 3111 +12.18% x1 Bullet 3112 +12.22% x1 Bullet 3115 +12.33% x1 Bullet 3174 +14.46% x1 Bullet 3179 +14.64% x1 Bullet 3189 +15.00% x1 Bullet 3260 +17.56% Burst #5 x1 Bullet 3260 +17.56% x1 Bullet 3329 +20.05% x1 Bullet 3345 +20.62% x1 Bullet 3419 +23.29% x1 Bullet 3486 +25.71% x1 Bullet 3486 +25.71% x1 Bullet 3486 +25.71% So this test proved somethings to me. #1, the mag sized plays a role in when the perk will activate. If the mag is 5 of higher it takes at least 2 shots before it will activate meaning in theory, if a Fusion has this perk and a 4 shot mag the perk should activate on the 2nd shot rather then the 3rd as the perk description implies. Ill be tested this gun again with a Back-up Mag Mod tomorrow. #2, There is a sweet spot for Mag size. As we saw with the BreyTech Werewolf if the mag is too large it takes to long to activate and losses overall value, but also if the mag is small enough it can activate 1 shot sooner as we see with The Long Goodbye. And in theory, if the mag size is just right such as in the case of Does Not Complete, it can activate early, while still having enough shots in the mag to go above that +25.7X% soft cap we see with all the other guns. #3 Burst weapons, namely Shotguns and Fusion rifles will benefit from this perk the most as they'll deal the most constant dps in both PvE and PvP.[/quote] I have it on snipers and my crooked fang. I was using the crooked fang to range strip the Minotaurs shields in the 980 nightfalls. The perk is pretty good and have genesis to reload and major spec. After the initial shot reloads the gun it’s basically game over for most majors.

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                                          • Nice! Can you test an SMG?

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                                            • Pretty nice with fourths times the charm, can proc twice

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