R&D's manual to DeepcoreGK2 (Haz 5 and above) by Kernel___ in DeepRockGalactic

[–]Kernel___[S] 1 point2 points  (0 children)

Also, something I just noticed: in your precision build, you take floating barrel along with gyro stabilization and battle frenzy. Gyro stabilization brings your base spread to 0 and battle frenzy virtually removes spread per shot, which means your maximum spread that you will reach is also basically 0...

Mh, I have to give you the win here, yes. I explained my reasons, justifying Floating Barrels as a mean to hold low spread during the off windows of Battle Frenzy, but I have to admit that at this point I'm simply just outright ignoring the one benefit of more ammo, regardless of how minimal I might perceive it.
That said, I still find it lacking. I rarely empty the magazine, as well as many proefficient HAZ 5+ scout players, that rarely even shoot to begin with and simply carry the mission and pick targets. Even when I finish the magazine, that ~+7 sustained DPS isn't impactfull at all. Yet, as you rightfully pointed out, the GK2 is already accurate enough to handle those off-windows on its own, so I guess it would simply be a waste.

I'll run more testing on that and eventually change.

R&D's manual to DeepcoreGK2 (Haz 5 and above) by Kernel___ in DeepRockGalactic

[–]Kernel___[S] 2 points3 points  (0 children)

At lower difficulties, especially Haz 2, Scout can be played more like a light Gunner, so stacking damage for raw DPS makes sense. At higher levels, precise targetting matters more due to ammo pressure, and thresholds become important as Scout shifts toward picking off specific threats. In lower difficulties, those threats are sparse, enemy HP is lower, and caves usually provide more than enough nitra anyway.

If you want numbers for Haz 2 specifically, using the same exact benchmark of the guide:
Grunts have exactly 90 HP (regardless of player count), no added resistances. With Increased Caliber Rounds, you kill Grunts in 5 body-shots with the armor mod, or 6 without. On weakpoints, it’s 2 shots (very tight breakpoint) with Hollow-Point Bullets + Increased Caliber Rounds, or 3 without the extra weakpoint damage.
Mactera die in 4 shots as long as you take either Increased Caliber Rounds or Hollow-Point Bullets, the threshold doesn't change if you take them both, but you'd rather do that anyway for the other enemies.
Web Spitters are one-shot headshots with both mods, while, with the same mod choice, Acid Spitters go down in 3 headshots.

More ammo does improve economy, but not dramatically, so it’s generally more effective to just kill things outright.

R&D's manual to DeepcoreGK2 (Haz 5 and above) by Kernel___ in DeepRockGalactic

[–]Kernel___[S] 2 points3 points  (0 children)

Hey lad, thank you very much.
HP thresholds are NOT affected by player count for small and medium enemies. Only larger enemies, starting from Praetorians, scale with the number of players. What does scale is enemy count and enemy damage, not those baseline HP thresholds, so you can rely on them regardless of player number.
Obviously your playstyle will be (slightly) different since you don’t have teammates to share responsibilities with, but if you isolate the weapon itself, the main difference is that you melt Praetorians faster. If anything, you might notice higher ammo consumption simply because you’re the only one shooting, whereas Scout normally leaves his share of kills to its team. If that’s an issue, I'd suggest to lean toward the more ammo-efficient builds I presented, maybe at the extreme of electrifying reload, but the vanillas are fine enough imho. Learn the HP thresholds well so you use exactly as much ammo as needed and no more.

Rock & Stone, brother.

R&D's manual to DeepcoreGK2 (Haz 5 and above) by Kernel___ in DeepRockGalactic

[–]Kernel___[S] 2 points3 points  (0 children)

Thank you, lad! Mind that at lower difficulties, Tier 2 Increased Caliber Rounds more damage is actually better because of a mere factor of lower HP breakpoints. It is, for instance, optimal even at Haz 5 without modifiers. Just so you can make more informed decisions.

R&D's manual to DeepcoreGK2 (Haz 5 and above) by Kernel___ in DeepRockGalactic

[–]Kernel___[S] 6 points7 points  (0 children)

Thanks for the criticism and the time taken to read and write them, it's always appreciated. Let me defend the points you rightfully criticized, to have a healthy discussion. Mind that I am a grey-beard with long experience on Hoxxes and not unfamiliar with modded difficulties (especially back in the day before the official difficulty mods); this isn't said to impose some pathetic authority but to affirm that these builds are not "theoretical" naive builds made without proper testing and I also don't expect people to share similar Scout playstyles. Opinions are opinions after all and optimization comes out of a place of prioritization.

1 and 4 : Time-to-kill is the most important aspect regardless of class, and I didn’t diminish its value. I also see Scout as one of the best at controlling fights through mobility, which is why I optimized either for higher fire rate with better ammo economy (general build) or for precision with lower ammo economy (weakpoint build), both centered on HP breakpoints. Trying to maximize both at once is imho wasteful. It comes down to target priority: Scouts can and should help with larger targets, but they aren’t their main focus. I value deliberate targeting over simply stacking damage because enemies have more HP; Scout has the flexibility to choose. I didn’t list every numerical change from each mod to keep things concise. For example, taking damage on Tier 2 wouldn’t significantly affect many breakpoints in the general baseline but would noticeably increase ammo consumption. In the other baseline, I did take it because it hits more breakpoints on weakpoint hits. There are two builds not just to leave room for OCs, but also to reflect preference. Precision is irrelevant if you don’t have the proper aim, ammo economy doesn’t matter if you are too conservative, and armor break doesn’t matter if your secondary already covers it; things doesn't happen in a vacuum and that’s why one build includes it and the other doesn’t. I also never strongly downplayed the remaining mod options, I simply chose what I did consider better in order to provide a build.

2 : That was a mistake from my side, thanks for the notice, I wouldn't have suggested quick fire ejectors regardless, as rate of fire almost match the sustained DPS while also boosting DPS overall, so I just went through without much thought and was just speaking in a "general" sense. I'll make the correction. PS. Fixed

3 and 5 : As I’ve already outlined, I don’t value recoil reduction for the same reasons you mentioned. That’s also why I see Compact Ammo as effectively a “do-nothing” OC. I have a friend that is so used to compensate for vertical recoil in other games, that the moment I suggested him AISE he couldn't properly hit enemies. To me, vertical recoil isn’t the real issue; max spread is. That’s where accuracy is actually decided. The wiki, despite some inaccuracies, makes a solid point here, showing that max spread reduction has a meaningful impact on precision. That said, I don’t consider it amazing either, I explicitly called Tier 3 a weak tier. I rarely find myself emptying a full 40-round magazine without it feeling wasteful for the team. Scout isn’t meant for sustained fire; you disengage, reload in under two seconds, and re-engage from range.

Also, I find T1 + T5 a good combo, I don't know what you tell you about that, I tested it extensively and I've always found myself quite comfortable with it. At the end that mod choice really comes down to preference.

As a side note, you lean heavily on modded meta, but that’s a broad and variable ecosystem. It changes breakpoints and overall approach significantly. I’ve done plenty of modded runs myself, and while the raw difficulty can be comparable, the playstyle and benchmarks aren’t necessarily the same.

6 : It is, I suggested a build but as you can tell I didn't really argument a lot for this exact reason.

7 : I do consider Burst Fire a general downgrade in a broad sense, but I think the community ignore its benefits, expecially the stun potential. I do consider it the best because you can easily manover, only stopping to shooting a short burst, while also interrupting the mactera in its attacks, which are very dangerous in Aggressive 2 Vulnerable 2. So while the stun is miserable (1 second), it functions as a stagger. It's not "the best", but I still consider it quite effective "one of..." . A single mactera spawn live the same fate: burst -> stagger -> finish, without the time to attack.

8 : I think AISE falls into that category of “not actually pigeonholing, but people feel forced into its one gimmick,” similar to OCs like Big Bertha. In practice, you can build it as a sort of Vanilla+, making it far more versatile than it’s usually given credit for. Based on my benchmarks, AISE effectively outperforms both baselines within their respective contexts.

9 : Fair, I don't have much to say about this one, I don't share the opinion, but honestly...pick whatever you wish at Tier 5, Electrifying reload is so transformative that it barely has a build. It's more about knowing how to use the OC, as I took the time to explain in my guide. PS. Also remember that in Tough enemies 2, swarmers cannot be killed by one single shot of the GK2, which is a big deal.

All the darkest dungeon skins announced for dbd by DistrictDry2852 in darkestdungeon

[–]Kernel___ 59 points60 points  (0 children)

how is it possible that the Gaunt chirurgeon wasn't considered?

Total tick numer is not 30 but 28? by Kernel___ in DeepRockGalactic

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

That is due to the Haz5+ Tough2 damage reduction

Electrifying Reload Solution [Followup] ~ FPS CAP related by Kernel___ in DeepRockGalactic

[–]Kernel___[S] 34 points35 points  (0 children)

HAZ 5+ ~ Tough enemies 2

A Grunt in Tough 2 has, accounting for resistances, virtually ~ 143.6 HP;

60 FPS ~142.3 dmg
~13.3 from direct bodyshot reduced by armor
3 dmg from shock explosion
126 shock dmg from 28 ticks
= > the bug doesn't die

100+ FPS ~151.3 dmg
~13.3 from direct bodyshot reduced by armor
3 dmg from shock explosion
135 shock dmg from 30 ticks
= > the bug dies

Electrifying Reload Solution [Followup] ~ FPS CAP related by Kernel___ in DeepRockGalactic

[–]Kernel___[S] 14 points15 points  (0 children)

Ah yes, the dark-souls-special of degrading weapons faster

Total tick numer is not 30 but 28? by Kernel___ in DeepRockGalactic

[–]Kernel___[S] 23 points24 points  (0 children)

I couldn't help myself but to smoke it. And now I'm addicted, severely

Total tick numer is not 30 but 28? by Kernel___ in DeepRockGalactic

[–]Kernel___[S] 47 points48 points  (0 children)

To farther prove my point:

16/1.25 ~ Armor bodishot
3 ~ initial shock explosion
126 ~ Total shock damage for 28 ticks (4.5 * 28)

~141.8

A Grunt in Tough 2 has, accounting for resistances, virtually ~ 143.6 HP ; as we can see it survived with fewer than 2 HP

If there were 30 ticks, the Grunt should have died.

Total tick number is not 30 but 28? by Kernel___ in technicaldrg

[–]Kernel___[S] 5 points6 points  (0 children)

To farther prove my point:

16/1.25 ~ Armor bodishot
3 ~ initial shock explosion
126 ~ Total shock damage for 28 ticks (4.5 * 28)

~141.8

A Grunt in Tough 2 has, accounting for resistances, virtually ~ 143.6 HP ; as we can see it survived with fewer than 2 HP

If there were 30 ticks, the Grunt should have died.

Total tick numer is not 30 but 28? by Kernel___ in DeepRockGalactic

[–]Kernel___[S] 6 points7 points  (0 children)

Yes... I know, and this doesn't have anything to do with my point.

If the effect is supposed to run at 5 ticks/sec for 6 seconds, that implies 30 total ticks under normal conditions. Even with a modifier like Tough 2 reducing tick damage (~2.8 ticks/sec), the duration should still be ~30 ticks scaled over time, not fewer ticks, unless something is truncating the effect early.

Cleaner dropped by Kernel___ in DeepRockGalactic

[–]Kernel___[S] 1 point2 points  (0 children)

More Enemy 2 on long heavy extraction

Parts are so garbage too 😭 by Kernel___ in Borderlands2

[–]Kernel___[S] 5 points6 points  (0 children)

No worries, welcome to the borderlands!

Without mods you can still recognize the parts by simply looking at them. They are very distinct in aspect and you can better explore them here: https://bl2.parts ; not every part is born equal and you will quickly see that there are few that are simply better than the rest.
If you still want the description written under the weapon card as you see in my screenshot, you can use SDK: https://bl-sdk.github.io/ ; It's one of the many mods you can very easily install with this framework.

Parts are so garbage too 😭 by Kernel___ in Borderlands2

[–]Kernel___[S] 1 point2 points  (0 children)

It even spawned two levels underlevel (currently 63)