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10/16/2014 5:12:13 PM
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Explosive rounds split the damage of the weapon 50% to target, 50% splash in a small area (5-7 feet?) around the target. The target does take damage from the splash. It does not add to the base damage, that's still based solely on Impact. Stagger impact of the Explosive Rounds is higher than that of normal rounds for that gun. (This is the biggest benefit IMO.) If you hit the ground or wall near an enemy, if they're near enough to the explosion, they will take the splash damage. Enemies in PvE often group up tightly enough for the splash to hit multiple ones. Raid and Strike adds being probably the best examples. I like Explosive Rounds on my X-RYL Scout. I have a TDYK, but it does not have Explosive Rounds, so I can't speak to that specific pairing. But overall I think Explosive Rounds is a good option.
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  • Edited by FuzzyWhiteLion: 11/7/2014 4:20:03 PM
    Greatest use that I've seen for explosive rounds is combining it with shoot to loot. A teammate of mine has this combo and he never has to pick up ammo because the explosive round AOE also picks up ammo, so in other words when killing an enemy any ammo that pops out gets picked up with the final kill explosion. It's also useful since you just need to get close when shooting any ammo on the ground.

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  • Thanks for the thorough explanation, that helps. I guess it does have its perks. Now I probably should choose its "Perfect Balance" bonus instead.

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  • Explosive rounds actually deals less damage on criticals, as the explosive damage is not multiplied. On a hand cannon where criticals are so important, I'd say to never use explosive rounds on hand cannons. It needs a fix, but it doesn't seem to be getting much attention.

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  • I remember TDYK being pretty manageable on recoil (plus not having a super high RoF) but it is totally player's preference. I would think Explosive Rounds would really work better with higher-ROF weapons than a Hand Cannon honestly, but that's JMO. :^)

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