2/4/2024 9:11:26 AM
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Edited by TheLastNerf: 2/4/2024 9:36:07 AMdisorient isn't tied to a specific element, it's just a general crowd clearing option. I didn't feel that Solar keywords fit the perk very much, plus Drang already has incandescent. Also, the Overcharged Rounds aren't for crowd clear if that's what you're implying. They're meant for burst and/or sustained damage on tougher enemies, but the reward is currently too little for requiring you to use a specific weapon to obtain them, and having to stack them up to such a high number to utilize their full potential. If you go too low a number and appropriately scale the damage bonus (4300-5180% at 6/5 rounds) then there is basically no risk/reward aspect involved, especially with the other outlined changes (more availability), and the weapon becomes an objectively better Hawkmoon / Forerunner hybrid.
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Edited by TheLastNerf: 2/5/2024 12:18:00 AMif you scale the bonus appropriately (99/6 = 16.5, so 262% × 16.5 = 4323%), that's the number you get. Cutting overcharge rounds down to 5 or 6 and not improving the bonus would be a massive nerf, and would also ruin Sturms unique identity. I've suggested that Overcharged Rounds become more available so that Sturm as an exotic isn't dependant on Drang to function, and that the number of Overcharged Rounds is reduced, because having to store 99 of them is way too much setup. To compensate for the damage lost by reducing the number of OR 3.3x, I increase the damage dealt by each round appropriately. So, in the end you have a more flexible exotic primary that is capable of very high burst and sustained damage when set up properly.
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Edited by TheLastNerf: 2/5/2024 8:46:13 AMthose base numbers aren't exactly accurate. You're doing more damage to Cosmodrome enemies because their base power level is so low, plus you might be seeing the overkill damage numbers that exist for some reason, and if they were minor enemies, exotics deal +40% extra damage to them At base (equal power level), Sturm would be doing just under 45k damage per overcharged shot with the proposed buff, and firing all 30 rounds, you would total about 1.35m damage. Comparatively, Paracausal Shot ×7 does 70k+ damage, and Honed Edge + Catalyst is doing around 120k. Anyway, his wouldn't necessarily trump other primary or special options due to the fact that it is still more limited by requiring kills with other weapons as a setup, as opposed to simply consuming ammo or landing headshots. Also, this is total damage, meaning you need to unload all 30 Overcharged shots at 120 RPM, which means it takes 15s minimum to fire them all. I'm aware that you don't need to store all 99 overcharge shots for any reason, but I see no reason for them to stack that high and be so exclusive when you aren't using the weapon for ad clear, and it feels like a waste of a huge buff that it also isn't too effective on bosses or other tough enemies because you have to unload like half of the overcharge rounds to even match a special weapon.
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my buff wouldn't be anywhere near 4000%. The post states it as 865% for 30 shots, which is 262% (current buff) ×3.3 (99/30) plus a bit of rounding. I already mentioned that reducing the number of Overcharged Rounds further would lose the weapon's identity, and would severely cut down on its damage potential unless you scale the bonus appropriately. And I don't understand what your last 3 points are about either
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it isn't blind or random. I very much understand what these changes would affect and how it would shift Sturm's place in the sandbox. Even with this buff, it wouldn't rival high damage primaries like Hawkmoon, as you not only have limited availability, and the damage is completely gone after expending all 30 rounds, it also requires more setup than simply firing the weapon non-stop. It also wouldn't contend with meta exotic specials, as they are already far better than nearly every primary option, and boosting Sturm up a bit wouldn't change anything
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