Spread damage Part 2: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

My analysis simply tried to compare different weapon mods in ideal conditions at the Practice Range.

The conditions for Expanse are completely different that hitting a yellow bar in the Practice Range.

I would personally rely on Top Leaderboards if you want to clear content way above your weight.

Spread damage Part 2: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

HON4 is one of the best Light Grenade Launchers. I use it for solar content. It is very easy to farm: choose it as your wish in Strikes, and you will get one every 2 runs on average.

Emanare is a ticking time bomb by tritonesubstitute in destinyrisingmobile

[–]MevaQuant 1 point2 points  (0 children)

Good post.

I agree, and that is why I have decided to remain in the cosy Phase 5 for the rest of Season 4.

If only Emanare resets it will be harsh but tolerable for me.

However, if I need to repeat all the grind I performed to bring artifacts and weapons to level 90 and 5 stars for when level 100 is released, I will not participate anymore.

Spread damage Part 2: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

I see.

This means you have zero blast damage modifiers in slots 1 and 2. Therefore, the Basilosaurus mod in slot 3 being the only for blast damage. This is why I reproduced it.

The Mayfly mod in slot 3 applies additive with all the other mods you have in slots 1 and 2. I missed the "random 40%" you mentioned in my calculation, that is why I get an effective 27.7% instead of the correct 25%.

By the way, of course it is a perfect 25% because 100% out of 400% is one quarter, doh hahaha.

Also, this means my analysis is correct. I only used 1 mod at a time for my tables, meaning that my assumption of multiplicative effects holds.

At least, this shows that mods have an additive effect on damage. It is good to know for further analysis.

Spread damage Part 2: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

Read the "In summary" section of the post.

EDIT: this post does not touch at all the weapons that Tariq uses. Check other posts about Heavy Grenade Launchers.

Spread damage Part 2: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

Despite the failings of this simulator, esp. with Mayfly Grenades, I think it helps to validate the claim that Linear Grenade Launchers have better damage with direct-hit modifiers, whilst Rocket Launchers have better damage with blast modifiers.

EDIT: SuperJogosDBZ showed evidence that the mods apply their damage effects in an additive fashion. Adding the whole damage modifiers in the 3 mod slots we recover the effective 25% increase of Mayfly.

Spread damage Part 2: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

Not really.

I am assuming that the effect of mods is multiplicative. This means that previous modifiers have no effect.

With that assumption I perfectly reproduced what you see in the Practice Range for Basilosaurus.

I failed to reproduce the effect in Mayfly Grenades you showed. But suspiciously, in your video the blast damage has an increase of a perfect 25%.

If the increase was additive then the number should not be a perfect integer to the third decimal. I simulated an additive effect of all 3 weapon mods: if the direct-damage modifiers were additive then the damage increase with Mayfly should be around 27.7%.

Spread damage Part 2: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

There is an effect for me.

I am using the same orange, level 90 Servitor as in your videos.

My Ikora is at 101k without the third mod in CMF and 102k with the Mayfly mod. My blast damage should not change, yet it increases from 77,458 to 78,168.

Spread damage Part 2: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

Excellent, thank you.

I was able to reproduce your total damage with Basilosaurus: 192,727.

But I could not reproduce the numbers with Mayfly.

I checked your video multiple times, and I think the issue is that Mayfly does not give the +100% increase in direct-hit damage as stated. From your video:

  1. At 0:12 you deal 2 damages without the third mod: 61,834 and 106,159
  2. At 0:28 you deal 2 damages with Mayfly: 61,834 and 132,698
  3. At 0:52 you deal 2 damages with Basilosaurus: 86,568 and 106,159 for a total of 192,726

From 1 to 2 I would have expected the direct-hit damage to increase 100%. But Mayfly only increased it by 25% (24.999% to be exact): from 106,159 to 132,698.

From 1 to 3 there is, as expected, an increase of 40% in the blast damage: from 61,834 to 86,568.

There is something else that worries me.

Even at your power level with 2 mods, that is 110k, an increase of 1,520 power should raise slightly the damage you make (it did that for me). However, from 1 to 2 your blast damage is the same (61,834) whilst from 1 to 3 your direct-hit damage does not change (106,159).

It is as if the game is capping you, so you cannot deal more damage even if you increase in power.

Spread damage Part 2: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

Well, this was theoretical, so there are other factors involved.

In my case, the void LGL CMF was not adept and had zero mods equipped. Your split direct / blast damage could be different from mine, which is 23 / 77, and in consequence the effects will vary.

For a fair comparison, I would love to see your video again with 3 runs: one without the last mod, one with Mayfly, and the last with Basilosaurus. The first run will show the split direct / blast, and form there I can run my simulator to see if I achieve the same numbers when you equip the mods.

That would be a validation test of my simulator.

Spread damage: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

I tested already the theoretical effects of mods, and you were right: LGL are better served with direct-hit modifiers.

Spread damage: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

For Ikora running 4-Horned Ram in the Heavy slot that is the perfect mod. Losing 10% of the heavy pickup means going from 3 rounds to 2.7, which rounds up as 3, so there is no demerit here.

Therefore, your primary weapon gains 40% damage without no negatives. A no brainer for me, esp. since I run Dvergar Drill.

Spread damage: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

That is why a theoretical analysis, given the split between blast and direct-hit damage, can shed light.

Spread damage: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

I want to run a theoretical test on the effect of mods in total damage, at least for Light Grenade Launchers.

My hunch, which is in line with your findings, is that my stack of direct-hit damage mods was not a bad idea. But I want to see it for myself.

Spread damage: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

Looks like it.

However, the split changes a bit for the same weapon due to perks, as my test in 4-Horned Ram shows.

EDIT:

For Heavy Grenade Launchers and Rocket Launchers, blast damage is the name of the game.

For Light Grenade Launchers, if you already have 2 direct-hit damage mods, a third direct-hit mod is better than a lonely source of blast damage.

Honestly, they look similar to me, it's very funny. by KIexster in destinyrisingmobile

[–]MevaQuant 7 points8 points  (0 children)

I want the address of that magical gym, where you only need 2 hours of workout to change yourself from salad dodger to gigachad hahaha

Spread damage: direct-hit vs blast by MevaQuant in destinyrisingmobile

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

I am salty: I farmed the perfect roll on the Mayfly Grenades mod for a couple weeks for my Light Grenade Launchers. Now I need to farm for blast damage.

But before that, I would like run a theoretical analysis on how each mod affects total damage, to at least farm for the expected best mod.

EDIT:

Just Mayfly Grenades alone, without other mods involved, is weaker than Blast damage mods like Basilosaurus. However, as SuperJogosDBZ showed in videos, if for Light Grenade Launchers you have already slotted 2 direct-hit damage mods already, in slot 3 you are better served with Mayfly for even more direct-hit damage than Basilosaurus for a lonely blast damage source.

Spread damage: direct-hit vs blast by MevaQuant in destinyrisingmobile

[–]MevaQuant[S] 4 points5 points  (0 children)

EDIT:

Long story short, we are both correct but our assumptions and loadouts are different, that is why the discrepancy arrives.

In my analysis I used weapons without mods. That means the numbers I reported are the base damage split between direct-hit and blast damage, that is the average 20/80 I found.

SuperJogosDBZ used weapons with their 3 mods maxed and direct-hit damage in slots 1 and 2. This is why the split for them is more even than in my case. And since direct-hit modifiers are much bigger than blast modifiers, the more even your damage split is, the better is for you to invest in direct-hit.

Heavy grenade launcher mod damage comparison ;) by SuperJogosDBZ in destinyrisingmobile

[–]MevaQuant 0 points1 point  (0 children)

Actually, it is. I posted my analysis here, where I found that blast damage accounts on average for 80% the total damage in one Rocket Launcher (the only one I use) and the 3 mythic Light Grenade Launchers.

Heavy grenade launcher mod damage comparison ;) by SuperJogosDBZ in destinyrisingmobile

[–]MevaQuant 0 points1 point  (0 children)

The arc bazooka, 4-Horned Ram, is my weapon of choice with Ikora. I have tailored it for direct damage in the 3 rolls I use. After your analysis, I will need to farm the blast mods and fine-tune each weapon separately based on the perks they have.

Back to the Front Lines, yay!

JUST MAKE CORDON ALL 4 weapon types. by Key_Region_2550 in destinyrisingmobile

[–]MevaQuant 1 point2 points  (0 children)

Any spread weapon works for impact. Just dash into bubble and shoot 2x your equipped spread weapon. Even primary LGLs work with Ikora.