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由Athorax編輯: 12/7/2019 5:28:20 PM
18

Must See! Xenophage Extensive Damage And Field Testing Part 2(Final Conclusion)

Dear community! First of all THANK YOU ALL for helping this topic and the previous post to grow by commenting it/giving feedback/asking questions/providing ideas and bumping it all the way to the top of the forums .By doing this you actually helped me get to the bottom of why damage is so different depending on the different ranks Xenophage damages and provide more accurate statement as to weather this 50% buff will be enough. Special thanks @FestiveZeratul43 and @Towa17 for pointing out that at one point Machine gun damage was nerfed to bosses and majors. I discovered precisely what they were saying.After Update 2.2.0(start of Season Of The Drifter) all Machine Guns had their ''Damage reduced against boss and miniboss combatants by 21%'' as stated by Bungie. Have a look: [url]https://www.bungie.net/en/Explore/Detail/Update/47677[/url] Furthermore since the beginning of Shadowkeep there's been Update 2.6.0.1 which states ''PvE damage against minor enemies increased by 25%''Take a look on this one as well: [url]https://www.bungie.net/en/Explore/Detail/Update/48198[/url] If minor damage has been buffed by 25% and boss/miniboss damage has been reduced by 21% that ideally means that me having 3x different values for each rank of enemy is actually quite understandable since before the 25% buff both major and minor had the same damage and only the boss rank was doing less damage.In any case I tested it out both with Xeno and with Edgewise just to confirm that it affect all Machine Guns as Bungie states. Video1: [url]https://www.youtube.com/watch?v=Atg0Rn29ebk[/url] Values: 1.Xenophage [url]https://ibb.co/N9DyXMj[/url] a)Minor 17679 b)Major 14143 (20% decrease from minors)[url]https://ibb.co/DVjXPdR[/url] c)Boss 10608 (25% decrease from majors) [url]https://ibb.co/N1xfzPH[/url] Video2: [url]https://www.youtube.com/watch?v=iU9p-dpIAQk[/url] Values: 2.Edgewise [url]https://ibb.co/xSTCP8Y[/url] a)Minor 1273 b)Major 1019 (20% decrease from minors) [url]https://ibb.co/3CSThcr[/url] c)Boss 764 (25% decrease from majors) [url]https://ibb.co/drTDzDr[/url] (I did not bother to crit with Edgewise since this isn't a dps test but a mere test of the percentage differences and what bungie has provided as values in their updates) So as you can see it turns out that what Bungie has stated in the patch notes and what happens in reality is pretty close. According to Bungie's statement: “Xenophage unintentionally shipped a little weak, so it’s getting a bump up in raw damage. Machine Guns have a higher ammunition capacity than other Heavy weapons, trading raw DPS for ease of use. Xenophage slides further towards other Heavy weapons such as Grenade Launchers in that aspect but didn’t get enough power back. This will correct that.“ Xenophage should be close do doing the damage of a GL.Even though the mystery arround the different rank enemies has been solved I still don't see Xenophage being close to competing with A Spike GL by dps EVEN with the 50% damage increase. Here's how I came to that conclusion: Let's say that we're on the Moon.The patch has come and we already have the 50% increase of damage on Xenophage. That would mean Xenophage does per bullet: a)Boss 10608+5304(+50%)=15912 damage b)Major 14143+7071.(+50%)=21,214.5 damage Let's compare the damage to a boss from a Spike Grenade Launcher [url]https://ibb.co/J3c9w36[/url]. Video: [url]https://www.youtube.com/watch?v=5Bk9Y8KXVss[/url] Values: 1.Outrageous Fortune [url]https://ibb.co/J3c9w36[/url] a)Boss 14497+8013 = 22,510 damage And now to compare the two damage values: 22,510 vs 15912 = 29.3% less damage for Xenophage [url]https://ibb.co/bBRCgXK[/url] Let's get more detailed.Let's start only by looking at the DPS without adding up the Reload Speed as a factor into the equation: Formula for discovering how many shots are fired for a second from any weapon: Rounds Per Minute divided by 60 (seconds -aka minute) And now to discoverthe damage per second: Total shots per second added all toghether 1.Xenophage RPM:120 = 2 shots per sec DPS: = 15912x2 = 31,824 2.Outrageous Fortune RPM:150 = 2.5 shots per sec DPS = 22,510x2 = 45,002 Comparing the dps against each other: 31,824 vs 45,002 = 29.3% less dps for Xeno again[url]https://ibb.co/bFJ4cbm[/url] So far they're identical results.If we are to increase the time for the weapons test to be 2 second most of you would think that Xenophage will do less damage over 2 seconds compared to Outrageous Fortune since the GL will land 5 hits instead of 4 However: In a 2 sec scenario Outragues Fortune does 5 hits instead of 4.Truthfully though when tested one could argue that over the time of 2 seconds Xenophage can also land 5 hits with the 5th hit being produced after second 2.0 up to second 2.1!The firing principle according of Xenophage'S RPM shoud go like this: (Please keep in mind that in these calculations I've totally removed the human factor aka slowing down/mistakes Bullet1 from sec 0.0 Bullet2 from sec 0.5 Bullet3 from sec 1.0 Bullet4 from sec 1.5 Bullet5 from sec 2.0 Videos for both tests: [url]https://www.youtube.com/watch?v=6rQYtWOqdZI[/url] - Xenophage [url]https://www.youtube.com/watch?v=_S0FrHVvOcM[/url] - Outrageous Fortune If you watch closely the timers for those 2 seconds you can see that Xeno's last shot clearly takes more than 2.0 sec.. maybe arround 2.3 (that's me being human>) So ideally the RPM doesn't make the dps gap wider.However Reload Speeds do! Sadly I'm unable to show you this but if you use a stopwatch on your phone to record the reload speed of Xenophage you will discover that it takes 5 secs for it to fully reload( or 4 seconds if you cut the animation right after you see the round loaded into your screen) Without any reload armor or class perks: 13 bullets in a Xenophage's Magazine take 6.5 seconds of firing to empty the magazine after which a 4 second reload 5 bullets in a Outrageou's Fortune take 2.0 seconds to empty the magazine and 2.5 sec to reload it So practically Xenophage will loose 4 seconds of reload speed for emptying all of the reserves since you reload once Whilst Outrageous Fortune will loose 5 sec for emptying all of the reserves However if we have an AutoLoading Holster we loose none which in turn makes Xenophage cost you twice more dps.Once for having to stop and reload and second time for not doing any damage during that period.Whilst with a loading holster you can swap to another weapon and dps for 3 seconds before switching back. [b]To conclude:[/b] With a only 50% damage increase Xenophage isn't exactly close to a GL's damage but it is somewhere in between.Adding a 75% increase in damage would result to Xenophage being only arround 15% weaker than a normal GL which would really and truly put it a spot where it would be considered a competitive weapon against the top 10 best weapons pve wise. Well this is it. Having seen all the data so far, if Bungie really wants to make the weapon be enjoyed and used by a good amount of people and actually make it viable they should increase it's RAW damage with 75% instead of 50%. Thanks for being with me on this crazy ride.It was fun. Kind Regards to All, Atomlad

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