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originally posted in: The Aim Assist Issue
Edited by Kiro - 13: 12/23/2019 12:21:27 AM
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Bullet magnetism is very different from aim assist. Aim assist makes it so when you aim with a controller it will put your retical on y target & cause your character to to stay more generally orientated towards the direction of that player. Some guns its not noticeable. Others with extremely high base line aim assist makes weapons like beloved annoying to play against. BUT keyboard and mouse have aim assist disabled. Bullet Magnetism is effected by the accuracy stat(also helm mod). Which is a hidden stat on all weapons but bows and has two effects. The first is giving bullets more magnetism the second is increasing the hit box of your target. As an extra side note. The mod "Targeting Adjuster" and the perk "Moving Target"(The aim assist part) do nothing for PC players with a keyboard and mouse. As aim assist is disabled.
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  • Bullet magnetism is Aim Assist. Aim Assist is made of multiple factors. Magnetism is one of them

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  • NO they are not. Bullet magnetism is enabled at all times on all platforms. Aim assist is ONLY active when a controller is detected.

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  • Aim Assist is constructed of Snapping Magnetism Acceleration Friction

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  • They have similar functions. but are separate stats. yes it is made up of all thoes in addition to stickiness or your reticle. But but aim assist is different from the accuracy stat.This may be news because its only something you will will encounter on PC. On a console both of these stats are always enabled.

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  • Stickiness is “Snapping” Magnetism is a function inside Aim Assist. It is not separate

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  • I am going to walk you through this. Bungie has stated aim assist is disabled on keyboard and mouse. Ok good, now that that is out of the way as a fact no one can dispute. HOW would magnetism exist on pc if it was disabled..... Since explaining how the system works does not seem to help. Yes aim assist has magnetism built into it. Its also governed by the accuracy stat. Its also worth pointing out the frames issue. On console since you are locked at 30fps you are limited in the number of actions. The best known community example of this is 1k deals more damage on PC because its dealing damage on all those extra frames. In this same way a person using a controller on PC would be the best example to show you the difference. As they have then aim assist enabled in addition to a high frame rate.

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  • https://www.destinygamewiki.com/wiki/Aim_Assist https://d2.destinygamewiki.com/wiki/Aim_Assistance

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  • Disabling Aim Assist on any FPS only disables “Snapping”

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  • Edited by an Ape with a d2 addiction: 12/23/2019 7:58:54 AM
    I've seen YT test videos like from fallout plays and number cruncher statements that conflict your statement. First establish that bullet magnetism is another misleading term for bigger hitboxes. Bullet curve cannot exist. The guns are hitscan. There are no bullets. Games like battlefield from what I remember have actual projectile bullets. Destiny doesn't. Range increases accuracy, which inreases hitbox size. Aim assist also increases hitbox size, while also affecting crosshair stickyness on controllers. If you have test material that proves otherwise I'd be glad to take a look. So far all I've seen and heard point to what I've stated.

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  • Edited by Kiro - 13: 12/23/2019 8:32:26 PM
    The best way to see bullet magtanism or "Bullet curve cannot exist" is via a max accuracy bow with a enhanced bow targeting mod in your helm. Arrow curves mid air. You also seem to be living in destiny 1. Every thing I mentioned above about magnetism and hit boxes has been a know fact thanks to some helpful people on reddit as well as Hit Scan no longer existing in destiny 2. Edit: one of my friends on discord put it this way. hope it helps more "the second guy is kind of right there are two types of aim assist in destiny bullet magnetism and stickyness on M&K, you only get the magnetism range also effects how "magnetic" the shots are there is a reason why spare rations feels so good - its got 97 aim assist you notice it with opening shot a lot but aim assist does it too"

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  • Edited by an Ape with a d2 addiction: 12/23/2019 9:38:45 PM
    Bows are projectile weapons in destiny. The arrows actually are an existing projectile with travel time unlike most other (hitscan) guns in the game. Your example does not counter my post. Hitscan guns do not create projectiles. The game decides instantly whether the shot hits/misses based on your crosshair's position in relevance to the target hitbox and other possible artificial RNG elements like bloom/spread. There is no bullet projectile created between you clicking and the shot registering. All sources I can find state that normal shooting primaries outside bows and fighting lion are hitscan in Destiny 2. There are no bullets that could bend via "bullet magnetism". Your definition of bullet magnetism is actually simply a bigger head hitbox than the actual rendered head texture. This was my point. I'm not arguing the end result (you can shoot besides target and still hit), only the false misleading terminology that's been adopted by this game's community. When the hitscan gun hits the hitbox that's bigger than the head texture, it creates an illusion of the imaginary bullet bending. Your discord friend's explanation falls in line with bigger hitboxes = "bullet magnetism". Aim assist increases hitbox sizes, which folks have labeled bullet magnetism. If you'd state guns in destiny aren't hitscan, can you provide sources on that? I'd be glad to look it up.

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  • "Bullet magnetism - The amount that a bullet will alter its path out the end of the barrel to hit a target, even if the reticle or aim is slightly off target. The maximum deflection a bullet can take is given by the circular part of the reticle (not the crosshairs) that can be seen when ADS on Last Rites. The circle increases in diameter as the Aim Assist stat gets larger, due either to sights (SureShot), barrels (Smooth Ballistics), or perks that increase AA (Hidden Hand). Weapons with higher base AA will have larger circles than those with smaller base AA. As you fire the circle shrinks in size, so your maximum aim assist deflection degrades with sustained fire. Increasing the stability stat slows down this process and speeds up the reset to maximum deflection. Think of it like the opposite of bloom. This has a maximum distance where it is effective. Meaning at a certain distance, your bullets will no longer have their paths altered, and will instead be directed solely by the accuracy principles. Functionally, magnetism works the same way as a larger hitbox, in that it provides an area around a target that counts as a hit, even if technically the shot should miss. However, instead of the bullet passing through the empty space and registering as a hit, the bullet paths out of the barrel to the target, and can still be blocked by cover. Examples of this behavior can be seen when bullets impact a phalanx's shield, even though the player is clearly aiming at the exposed hand. Deflection can also be seen with any weapon that has a bullet trail, like Touch of Malice or Thorn." Second, I was wrong and right on hit scan. Some weapons have it enabled others do not. Sorry about that.

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  • Edited by an Ape with a d2 addiction: 12/23/2019 9:45:44 PM
    Thanks for that clarification. If true this is new info to me and I've been partially wrong. It still is a bigger hitbox. The bullets he speaks of do not exist in hitscan weapons. The explantion is misleading in that regard. It does however work differently from a simply bigger hitbox in that if the actual texture is behind cover the bigger hitbox is ignored. This is how I understand that explanation. Can you provide the original source?

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  • Edited by Kiro - 13: 12/23/2019 10:00:35 PM
    https://www.reddit.com/r/DestinyTheGame/comments/67plk6/massive_breakdown_of_range_accuracy_aim_assist/ dated but still true. also personally tested. a solid present put into practice proof of this is when i use a mida in crucible and i can aim above their head and still hit the mark. Edit: one can assume that either the weapon has hit scan and then it just updates. or the magtism comes into play and will do as explained above. as to your question about hit scans. I think the big hickup here is magnetism not being clearly defined. -Missile Magnetism, which is governed by the accuracy and range stat and effects how much the bullet will be "drawn" to its target. -Player Magnetism, which is governed by the aim assist stat. and in all ways functions like missile magnetism but is not missile magnetism. their are also other thing that come into play like hit boxes ect. but thats another can of worms.

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