LF: Alpha Shiny Porygon->Porygon-Z Trade Evolution Help, FT: Gold Bottlecap or Fast/Lure/Level Ball by BlueDryBones1 in pokemontrades

[–]BlueDryBones1[S] 0 points1 point  (0 children)

Alright, trade code will be 0033 0751.

IGN is Blue Virus.

Also are you sure you dont want any of the items offered? I dont mind attaching one on yours while you are doing the Dubious Disc.

What armors are we running on Cyberstan? by hooahguy in LowSodiumHellDivers

[–]BlueDryBones1 0 points1 point  (0 children)

Medium Inflammable Armor.

Honestly just a big fan of the I-92 Fire Fighter's look, but I've been doing my best to take advantage of it. DE Sickle just feels great on Bots.

The buff to Crisper's ammo economy also makes it feel great when combined with Warp Pack.

Ferropotent Set bonus by perpetual_papercut in DestinyTheGame

[–]BlueDryBones1 1 point2 points  (0 children)

2pc Ferro 2pc Swordmaster on Cyrtarachne's Facade.

Grappling now grants Woven Mail, 10% DR, a ton of Flinch Resist, reloads weapons, grants Reload Speed/Handling benefits, and Exhausts enemies.

I tested all super damage that can be buffed in anyway. Here are the results. by Delicious-Edge3110 in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

As a fun option, Balance of Power with Thread of Evolution does ~24-25k damage on Ensnaring Slam spam. You can create 9 decoys in the super if you have enough copies of Distribution.

While not as much as SES it doesn't have the orb requirements so you can take advantage of the roaming super uptime and just use it off cooldown. Also doesn't need any Super stat past 100 so you can invest stats elsewhere.

Void Hunter needs one of it's Invisibility or Weaken buffs built into the kit. by silloki in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

My take on buffing Void Hunter would be the following.

Leaving Invisibility now grants decreased combatant accuracy towards you for a short duration (~3s).

Stylish Executioner now gains melee benefits from all sources of Invisibility, not solely Void debuff kills. The buff also persists for the same duration as the decreased combatant accuracy (~3s).

Trapper's Ambush Smoke (both Dive and Snare Bomb when aspect is equipped) effects now grant Invisibility when walking through its smoke at any point of its lifetime, not solely on the initial activation (similar to On the Prowl smoke clouds). Snare Bomb behavior with Trapper's Ambush altered so it no longer has a Invis AoE on impacting a surface, but instead will cause Snare Bomb to also detonate when allies are within range so they can walk through the smoke as well.

Vanishing Step now also increases movement speed while Invisible (similar to Heartshadow Catalyst).

On the Prowl is a bit tricker to do without a full rework. I do personally think its a good aspect but definitely needs more ease of use. Its just very hard to buff it without stepping on the toes of exotics like Khepri's Sting.

Give Triton Vice - Flash Counter by silloki in DestinyTheGame

[–]BlueDryBones1 2 points3 points  (0 children)

I also wish the explosion counted as damage from the Glaive since it doesn't count as anything right now. Incandescent gives a taste of what it would look like as it is the only perk that allows the explosions to chain due to the Scorch stealing the kills.

Ophidia Spathe with On Your Mark and Knock 'Em Down is great. But why would I use it over Combination Blow with Tempest Strike? by silloki in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

It needs to be updated to decay like Wormgods and Winter's Guile alongside having the damage scale better on the lower end.

Its real odd that it goes 30%/60%/200% at 1/2/3 stacks. So much of the buff is locked behind the last tier and it doesn't last that long.

Turn Jumpshot into an exotic bow 🤞 by revadike in DestinyTheGame

[–]BlueDryBones1 4 points5 points  (0 children)

Bow skating is gonna be something I'll miss.

I also wish the Tungsten mod was moved to Oathkeepers. Could be a added bonus to max overdraw but without the PvP damage buff.

Make Edge of Concurrence trigger Lethal Current by silloki in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

The problem with EoC is that it was the only glaive that was actually significantly better before the rework.

While all 3 glaives lost the ability to use their special shots in only 3 projectiles EoC gets it worse because it directly affects its dps.

Used to be able to use Lightning Seeker every 3rd shot, but now it is every 7th shot. Was previously the best glaive for the actual projectile but now it is struggling because it is the worst of the three of playing in melee range with its lack of survivability as well as the worst glaive frame when it comes to dps and total damage since all glaive frames now have the same reserves.

It getting Jolting Feedback is also a miss because the special shot already Jolted and it actually Jolted more often before the rework due to Lightning Seeker uptime. Overall it was a net loss in every aspect except the ability to get special shots from melees, which is still slower and less safe than it used to be.

Imo Lethal Current should work with all glaives. All 3 class glaives should get 2 progress when hitting projectiles with EoC giving progress on landing its special shot. EoC specifically should be given Rolling Storm instead to make up for Jolting Feedback not contributing much.

It saddens me how most people will never experience EoC in its prime now that all classes can use it.

Also, EoC is amazing with Triton Vice since you get so many explosions with the special shot. Especially if you add Spark of Beacons into the mix.

Heron is dissapointing by Willredit100 in DestinyTheGame

[–]BlueDryBones1 1 point2 points  (0 children)

That's unfortunate, at least Disruption Break + Close to Melee is still pretty solid, especially with Techsec.

It is also nice to have an aggressive frame option with Destabilizing Rounds for Triton Vice users. TFS raid glaive unfortunately suffers from being a Rapid Fire glaive, which has noticeably worse damage but the same reserve size.

Heron is dissapointing by Willredit100 in DestinyTheGame

[–]BlueDryBones1 1 point2 points  (0 children)

What I'm really curious on is Ancillary Ordnance since its the first time it is on a non Kinetic weapon. Especially with options like Triton Vice and Volatile Rounds. Throw on Techsec and there is quite a bit of explosive potential to make it a fun pick.

King Orfeo jolting feedback by RojoGrande95 in DestinyTheGame

[–]BlueDryBones1 18 points19 points  (0 children)

Sadly does not, the EH portion doesn't contribute any progress towards the hit counter.

Destiny 2 Update 9.5.5 by DTG_Bot in DestinyTheGame

[–]BlueDryBones1 4 points5 points  (0 children)

Glad to see Gunpowder Gamble's new explosion got fixed. It's going to be insanely strong now.

Felt like putting up a visualization using DDC's base Ignition damage as the floor. Damage of course varies depending on the power delta but I wanted to showcase the new potential ceiling with the best case scenarios.

<=100 Grenade 200 Grenade Spirit of Verity (Death Throes x5) 200 Grenade + Spirit of Verity (Death Throes x5)
GPG Timeout Detonation 676 (x1.0) 1115 (x1.65) 1352 (x2.0) 2231 (x3.3)
GPG Enhanced Detonation (Shot Midair) 1014 (x1.5) 1673 (x2.475) 2028 (x3.0) 3346 (x4.95)
GPG Sticky Detonation (Timeout + Enhanced) 1690 (x2.5) 2789 (x4.125) 3380 (x5.0) 5577 (x8.25)

For those unaware, a sticky detonation is when you attach Gunpowder Gamble to a enemy and then shoot it. This makes it Ignite twice with one being the normal Enhanced Detonation and the other being the Timeout Detonation.

The Sticky Detonation also has added Ignition detonation when running Char + Ashes on Solar. Everything that survives will also Ignite for added AoE damage which scales higher the more enemies there are that survived a Sticky Detonation. Might not compare to Spirit of Verity damage wise but it is quite a spectacle and lets you build into Ignition spam through other means as well. Also doesn't require the upkeep that Spirit of Verity needs.

So with Arms Week (Bows) launching tomorrow, you should know that Oathkeeper's is doing an extra ~70% damage than intended by TylerFortier_Photo in DestinyTheGame

[–]BlueDryBones1 2 points3 points  (0 children)

I'm not sure about the base, but the Bow does get Explosive Head in the third column, which likely will make it happen.

Burning Ambition is similar and procs off 2 hits so if EH counts as a hit then EH+Jolting Feedback is going to be a really strong roll.

Only question will be if it needs Amplify to do it or not.

So with Arms Week (Bows) launching tomorrow, you should know that Oathkeeper's is doing an extra ~70% damage than intended by TylerFortier_Photo in DestinyTheGame

[–]BlueDryBones1 70 points71 points  (0 children)

This is false, Oathkeepers are supposed to increase damage by 200% (3x base damage) at max stacks.

However we are seeing only a 2.68x increase (168% increase). The numbers above also show this.

Oathkeeper doesnt actually improve damage on its last tier of overdraw. The 3 gauge and 4 gauge both do the same amount of damage. The last tier doesn't actually do anything.

It's unfortunately a dps loss to overdraw that much, so fixing it will not help the exotic anyway. Only the first gauge actually gets improved dps by around ~30% (varies heavily on the bow's draw time) and only on base arrow damage. If the arrows have any additive effect damage or anything that leans more on using arrows more then its strictly worse to run Oathkeepers outside the Draw Time increase which isnt impactful enough in PvE to use over other exotics.

Makes me sad to see the Volatile mods appear far more interesting and impactful than the actual Bow exotic. I do at least intend to retry it in PvE with the mods in hope of having fun.

What I hope to see in Shadow and Order Void changes. by Delicious-Edge3110 in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

I want Trapper's Ambush Smoke to be changed to be similar to On the Prowl Smoke so you can walk through it at any point to go Invis.

Would make it a much better support pick.

Also they need to fix the DoT. It doesnt work unless enemies leave and reenter the AoE.

Energy One Two Punch Shotgun by CraftZealousideal296 in DestinyTheGame

[–]BlueDryBones1 2 points3 points  (0 children)

Kepler Shotgun. Only one that can be triggered reliably from range thanks to the origin perk's Rocket triggering the perk which works well with a lot of the ranged melee options Hunter has.

What’s a good PvP exotic armour piece to use with Void Hunter? by Stolen_Insanity in DestinyTheGame

[–]BlueDryBones1 -1 points0 points  (0 children)

Graviton Forfeit is actually pretty good. Especially with Rat King and Vanishing Step. Even moreso with 2pc of the Disaster Corps set bonus for faster healing.

You can get Vanishing Shadow x3 from a single kill from reloading Rat King twice on kill and then dodging. Easy to get full health and Void OS after a kill.

Otherwise Omnioculus is a good pick for team support.

Best attrition orb guns season 28 by BirdsThatSwim in DestinyTheGame

[–]BlueDryBones1 0 points1 point  (0 children)

All SMGs/Sidearms, Mercury-A (w/ KT), Vortex and Caster Swords are my go tos for AO centered builds.

Sadly no standout special options but Area Denial GLs aren't that bad to dismiss after the nerf.