*Rockets cause Impact Damage
-If you directly Impact an enemy with a rocket, you will receive two numbers. The first number will be larger and usually appears lower than the other number. This is the damage caused by Impact. The other number is the damage caused by splash. Both of these numbers are scaled by Velocity except the Splash Damage receives reduced damage if the shot doesn't hit the target and is scaled by Blast Radius and Distance as well. Also to note, Grenades and Horseshoes automatically removes the Impact Damage due to it never being able to reach its target. So if you want a maximum damage rocket, you want to have a max velocity Rocket without Grenades and Horseshoes. Also, Cluster Bombs will increase the total damage further and Tracking helps with making sure your shots connect more.
* Large Enemies like Skiffs, Vehicles, and Tanks have multiple hit boxes.
-Because they have multiple hit boxes, you can use splash damage to hit them for multiple damage ticks. Shooting a Rocket will give you Impact Damage as well as multiple Splash Damage counts. This also works with Sleeper Simulant, Armor Piercing Rounds, Swords, and Grenades. Using Razor's Edge can instantly clear Spider Tanks if lined up properly underneath to hit all 6 legs at once causing the legs to explode all at once which causes additional damage to the tank and will be enough to kill it twice. You can also deal bonus damage by shooting the turrets off of the side similar to the legs. This is how the Striker can clear a Spider Tank with One Shoulder Charge while using Peregrine Greaves during a Strike with Airborne, Brawler, and Arc Burn.
*Aim Assist does not magnetize bullets
-All Aim Assist does is cause your reticle to move slower while aiming at a target, and also drag your reticle along with them while they move at a fraction of their speed. Most people believe it pulls bullets towards targets, but this is not the case. There is a stat called Accuracy hidden in Weapon Range. All Guns have a Cone starting with the vertex connected to the muzzle. As you get further away, the cone gets larger. This cone is a plane where your bullet may travel dependent on Movement Speed, Torque, and Vertical Velocity. If you move, the Cone gets larger and will bend to the side in the opposite direction. If you are in the air, the cone gets much larger. This cone can be reduced by using Angle of Light. Even while ADS, this cone exists but is smaller. If your gun has higher Range, then the gun will have a smaller cone. Hand Cannons are Close Range Weapons this have a large cone compared to Scout Rifles or Snipers. The misconception people have is that their bullet goes exactly where the gun is aiming. This is false. If you fire, the bullet will shoot at an angle wishing the cone. Based on RnG, this could go to the left, up, down, and right. If you are aiming at the very edge of the hit box, only half of the hit box is being covered meaning that only half of the bullets will hit due to probability. Some will curve inward and hit, while some will go outward. Even when aiming slightly off of the edge, there is a slight chance the bullet will hit. This is all RNG. You can achieve the same result with Snipers, but since they have much higher Range, the cone is much smaller. You will have to shoot across distances such as across Last Light to see the same results as a Hand Cannon at Long Range. Even though Accuracy is directly tied to Range, High Range does not guarantee high Accuracy. Range is a combination between Zoom, Accuracy, and Damage Drop. So if you have High Zoom and Low Damage Drop, you will have very low Accuracy. Some perks like Hammer Forged and Send it Increase Accuracy Dramatically but leave Zoom and Damage Drop almost untouched. Perks like Rifles Barrel only increase Damage Drop. Perks like Range Finder only increase Zoom. So if you want a Hand Cannon that can hit at long ranges, look for Send It or Hammer Forged instead of Rifled Barrel. You will see stronger Damage Drop, but you will be able to hit your shots easier. The same goes for Accurized Ballistics compared to Field Choke.
*Linear Compensator works like Counterbalance.
-This barrel mod will increase the jump between each bullet fired, but it makes the jump more vertical than horizontal. Take this in minded when choosing Fusion Rifles or Auto Rifles. Pairing this with Braced Frame can be very stable.
*Stability consists of multiple parts.
-Stability does more than how much your gun jumps. It consists of Weapon Jump, Jump Direction, Screen Shake, Screen Shake Direction, Jump Direction Consistancy, and Recoil Manipulation. Weapon Jump is how far your weapon jumps from the center of your screen. Recoil Manipulation is how long it takes you to pull your gun back to center. Jump Direction is how tilted your gun becomes when firing (this causes accuracy to be off in between shots). Jump Consistency is how consistent a guy is to keep jumping in the same direction. Screen Shake is how much your screen jumps between shots.
-Perks like Counterbalance and Linear Compensator make your Jump Direction Vertical, your Jump Distance larger, and Jump Consistency much higher.
-Perks Like Perfect Balance decrease Screen Shake, increase Recoil Control, and reduce Recoil Jump. Like it's name implies, it retrieves the perfect balance between Jump and Control.
-Perks like Smart Drift Control increase Jump, but increase Consistency and Recoil Control.
-Rodeo reduced Screen Shake and increases Recoil Control
*Eye of the Storm and Persistence do not increase Stability.
-Both of these increase Accuracy. These perks do not change recoil at all, what you will see is that the bullets will become tighter and tighter as he cone gets smaller. Try Touch of Malice and this becomes very clear. Use Doctrine for Persistence. This does not include Thunderlord as the as the perk increases Stability and not Accuracy.
*Energy Rounds are not Hit Scan, make targets flinch more, and cause enemies to not react normally.
-These Rounds are used by Fusion Rifles and Some Sidearms. You will know a weapon uses Energy Rounds if when you kill and enemy, their body floats and dissipates. These rounds cause targets to flinch harder, have to travel distances so they don't use hitscan, and also cause enemies to react weirdly. An example is Hobgoblins, they will not activate their shields if shot by Energy Rounds. Try his out with Vestian Dynasty, Fusion Rifles, Supers, and Dreg's Promise.
English
#Destiny
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8 RepliesEdited by mac: 1/9/2017 11:29:58 AMWhy spread so much bullshit? A lot of your points are not true. https://youtu.be/1WIVLXxfPFM Proof that there is bullet magnetism on primaries.
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2 RepliesIt's a shame these things are nowhere to be found in-game.
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you can stand up by pressing down on the d-pad while already sitting
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33 RepliesAccordion to scientific studies, 90% of the people do not realize I replaced the beginning of the sentence with an instrument.
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For a PSA this was surprisingly long
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To further your conversation on Linear Compensator, both Smart Drift Control and Aggressive Ballistics do the same. Issue with AB is that it nukes your range, aim assist, and stability for a damage boost, and the issue with SDM is that it nukes your range and gives no damage buff for a big boost in stability. Linear Compensator is that middle ground. It gives a boost to your range and damage, and only slightly hurts your stability and aim assist. [spoiler]Aggressive Ballistics on Necrochasm is life tho[/spoiler]
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Liked.
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12 RepliesBut aim assist does have bullet magnetism on primary weapons. You want your proof? Equip a vex mythoclast (Highest aim assist primary), find a phalanx, and try to shoot at his exposed arm from a moderate distance away. Notice how the bolts bend towards the centre mass of the phalanx, making you miss his arm. This can also be seem pretty easily with high aim assist hand cannons bullets literally bending towards an enemies head.
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5 RepliesWell I wrote this song for the christian youth I wanna teach kids, the christian truth If you wanna reach those kids on the street Then you gotta do a rap, do a hip-hop beat. I gave my surmon a urban kick My rhymes are fly, my beats are sick My crew is big and it keeps getting bigger That's cuz Jesus Christ is my [spoiler]friend[/spoiler]
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18 RepliesIf you have played the game for more than a week, you know bullet magnetism is a thing. Or, you're thinking you're a great shot, and you're in denial. Only in Destiny.
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5 RepliesZoom increases range more than a range stat buff. Custom optics (which most people think is useless) increase range more than any range buff. Range is a composite stat. It includes things like aim assist and accuracy along with damage fall off. So if you play combined arms you want max zoom over range. The best combo would be the RLR5 with custom optics.
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3 Repliesscaling? Dark Souls??? ayyyyy I wanna die
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One thing I noticed is Saladins Vigil is better with rifled barrel than braced frame. Just aim for the crotch. Use linear compensator. The gun has enough stability and a fair spread. The range stat makes bolts hit quicker and aim assistance drop off farther out thus requiring less aim leading the enemy from long ranges.
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Thanks. I did not realize how most of this works.
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16 RepliesAnother small, but still useful one that I don't understand how people still don't know (I'm talking, multiple friends with 2000+ hours in the game still don't know this, or at least forget) Tripmines that are your teammates will flash white light, tripmines that are an enemies (or your own) will flash red light. The light I'm talking about is not the little red light on the tip of the mine, but the big conical light that pulses out from the mine.
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Good read, thanks OP
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9 RepliesTheres a gametype called CONTROL that people mistake for clash and Ive noticed that at the beginning, if im the only one at that rushed B, I know my team will lose the game. Has never failed yet.
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Some of this I didn't know. Thanks for the info.
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Some nifty info here.
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5 RepliesSo what perks create the best stability for an auto rifle then?
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Wait. People didn't know this already?!
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9 Repliesanother thing that I noticed, and this mainly applies to halo 5 in my experience, if an enemy has an aggro range, stay away from it, I can't tell you how many times I've been shooting at a warden with a scorpion only for some idiot drive up behind me in another scorpion, push me forward, activate the wardens aggro and get us both killed. just, back, off, tanks aren't meant to be up close and personal, they fire from a distance
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I played the game for over a year before realizing I could use motes of light to level weapons, armor, etc quicker. I literally thought people were trolling when they would mention it...I only used them for faction rank...
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1 ReplyI have a zero day dilemma with rodeo, counter balance and perfect balance, is swapping rodeo for grenadier a better option? I'm not sure that rodeo is doing what you described in your post, as the difference seems negligible.
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10 RepliesWhat is the Razor's Edge? I couldn't find it in planet destiny, or when I googlated the name. I want to do an independent test on a spider tank. Also, you blew my mind by going against the meta (rifled barrel, or bust), by suggesting hammer forge or send it are a better option for accuracy. It makes me wonder how many weapons I've thrown away that may have been better. I'm a big believer in accuracy over dps drop off, since a missed low dps drop off shot is worth zero dps. Thank you for offering some explanation for what the hell Rodeo does. Even Datto's video says it appears to do nothing. BTW, what are your sources for this analysis? Is it your own experimentation?