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Editado por DuBChiri2: 2/21/2020 1:59:40 AM
67

Buffing primaries in crucible (Auto buff calculations included after TWAB)

The topic is becoming more and more popular as time goes on because special is being spammed more and more, but today instead of making a post about special I want to make one about primaries (link to that post about specials: https://www.bungie.net/en/Forums/Post/255238660) I'm going to start by saying that I don't fully believe that a primary buff will decrease the problem special ammo creates but some minor tweaks to improve the weapons that are somewhat lacking will be where I start. Also, I know those 140 rpm handcannon posts are popping up and although I don't quite agree with the reasoning as to why, I figured I would set aside my opinion to provide a more open minded suggestion. [b][u]General Change:[/u][/b] Make all weapon damage numbers true/get rid of the damage rounding. The rounding is misleading and unnecessary. [b][u]Resilience level/Health[/u][/b] (for your information): 0=186 1=187 2=188 3=189 4=190 5=191 6=192 7=194 8=196 9=198 10=201 [b][u]Handcannons:[/u][/b] [spoiler] 140s: 1. Increase precision damage from 70 (71 rounded) to 72. Optimal ttk changes from 3 crit at 0.87 to 2 crit and 1 body at 0.87 against 5 resilience and below guardians. 2. Increase BASE range by 1.5 meters. Helps differentiate them from 150s a bit beyond just a somewhat situational forgiveness improvement. 110s: 1. Increase rpm from 110 to 120. New optimal ttk value becomes 1.00 instead of 1.07. New bodyshot ttk value becomes 1.50 instead of 1.60. [60/120×(3-1)=1.00 Minute/rpm×(#rounds to kill-1)=time] 2. Increase bodyshot damage from 50 to 54. Optimal ttk changes from 2 crit and 1 body to 1 crit and 2 body against 9 resilience and below guardians. 3. Increase BASE range by 2 meters. Their effective range needs to be better but their overall damage is so high that damage fall off has a lesser effect on them so I want to keep the increase a bit lower. [/spoiler] [b][u]Scouts:[/u][/b] [spoiler] 150s: 1. Increase bodyshot damage from 38 to 43. Bodyshot ttk drops from 6 body at 2.00 to 5 body at 1.60 to kill all resilience guardians. 180s: 1. Increase precision damage from 55 to 61. 2. Increase bodyshot damage from 35 to 41. Now kills in 2 crit and 2 body down from 3 crit and 1 body against all guardians. Bodyshot ttk drops from 6 body at 1.67 to 5 body at 1.33 against all guardians. 200s: 1. Increase bodyshot damage from 31 to 35. Bodyshot ttk drops from 7 body at 1.80 to 6 body at 1.50 against all guardians. 260s: 1. Increase bodyshot damage from 28 to 30. Now kills all guardians in 1.40 to the body (before it only killed 8 resilience and below guardians. Now also kills all guardians in 3 crit and 2 body (before it only killed 9 resilience and below guardians). No ttk change, this is all consistency. [/spoiler] [b][u]Autos:[/u][/b] [spoiler] 450s: 1. Increase bodyshot damage from 18 to 20. Bodyshot ttk changes from 11 body at 1.33 to 10 body at 1.20 against 9 resilience and below guardians. Optimal ttk changes from 6 crit and 2 body to 5 crit and 3 body against 4 resilience and below guardians. 600s: 1. Increase precision damage from 22 to 23 (it already shows 23 because its rounding but it's actually not). Now kills all guardians in 9 crits at 0.80 (improved from 9 crits at 0.80 against 9 resilience and below guardians). 2. Increase bodyshot damage from 14 to 15. Bodyshot ttk changes from 14 body at 1.30 to 13 body at 1.20 against 7 resilience and below guardians. Optimal ttk changes from 9 crit to 8 crit and 1 body against 9 resilience and below guardians. [/spoiler] [b][u]SMGs:[/u][/b] [Spoiler] 750s: 1. Increase precision damage from 22 to 23. No increase to optimal ttk value. Optimal ttk improvement from 8 crit and 1 body against 5 resilience and below guardians to 8 crit and 1 body against 9 resilience and below guardians. [/spoiler] [b][u]Pulses:[/u][/b] [spoiler] 450s: 1. Increase precision damage from 25 to 26. No optimal ttk value increase. 2. Increase bodyshot damage from 16 to 17. Optimal ttk improvement from 7 crit and 1 body against 5 resilience and below guardians to 6 crit and 2 body against 4 resilience and below guardians. Bodyshot ttk changes from 12 body at 1.33 against 6 resilience and below guardians to 11 body at ___ against 1 resilience and below guardians. [There is a bit of a problem when doing pulse rifle calculations. Using the formula I have in the handcannon section will not give me the correct numbers. This is likely due to the burst mechanic pulses have and so calculations done in the manner I was doing them would only give incorrect numbers. The idea I provided should be fine for 450s as 1 resilience is so easy to get over anyways and it more than likely wouldn't become an important factor.] [/spoiler] This took WAY longer than I thought it was going to take so I'm going to stop here as this exhausts my brain because I'm doing so many calculations. If there is an error please let me know because I was flip flopping numbers near the end and may have forgotten to adjust them. I'll try to get at smgs some time later. Also a quick note: Some of these I specifically held back in buffing to allow resilience to play a bigger part in how effective certain weapons are against higher resilience guardians. Example: I'm ok with 140s killing in 2 crit and 1 body but I want players to be able to build against it if they spec for enough resilience. Edit: Ok, I added 750 smgs and 450 pulses to the list. I can't fully guarantee the other archetypes of those weapons would be ok if I provided improvements so I'm going to avoid them. Pulses and the other smgs for the most part are fine anyways in terms of damage and ttk. Also, I know some people are worried about ace 2 tapping with momento mori and so tuning that weapon to not offer as much of a bonus would be the correct move to make. But this post was for the general archetypes and I did not take exotics with bonuses, rpm changes, or wacky effects into mind. So please forgive me if there is a problem there. Edit #2: Oh god I just looked at the TWAB changes and uh...im surprised. So for those of you who want to know, they are buffing autos across the board which was something I personally was afraid of doing. Here is those numbers: [spoiler] High-Impact Frame 22/35.2 Default/Precision (Previously 22/33) Precision Frame 17/27.2 Default/Precision (Previously 17/25.5) Adaptive Frame 15.75/25.2 Default/Precision (Previously 13.75/22) Rapid-Fire Frame 13.4/20.1 Default/Precision (Previously 12.5/18.75) Here's uh the ttk values afterwards: 360s: Bodyshot doesn't change. Optimal ttk will now be 5 crit and 1 body against 9 resilience and below guardians vs 1 resilience. Nice. 450s: Bodyshot doesnt change. New fastest ttk is against 4 resilience and below guardians at 0.80 7 crit. New optimal ttk against only against 1 resilience and below is 5 crit and 3 body . Above 5 resilience, 6 crit and 2 body will be 0.93 like it is currently. 600s: New fastest bodyshot ttk is 1.10 against 3 resilience and below guardians. New fastest ttk is 8 crits (down from 9) at 0.70 against...all guardians... New optimal ttk is 7 crits and 1 body against 7 resilience and below guardians. Ridiculous. 720s: New fastest bodyshot ttk is 0.916 (holy shit) against 1 resilience and below guardians at 12 body. New fastest ttk is 0.75 at 10 crits(uh oh). New optimal fastest optimal ttk is 8 crit and 2 body against 1 resilience and below guardians. Average optimal ttk is 9 crit and 1 body against 7 resilience guardians till 1 8 is 10 crit. Wow. [/spoiler]

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