Explosive rounds causes zero lost damage on single targets. The only draw back is it interferes with abilities that work off of precision kills some times
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It actually does more damage. I have a scout with explosive rounds, and I was testing it against the vex in the prison last week. With the rifle set to small bore. I would get about 950 per precision shot, with the rifle set for explosive rounds, it was about 550 for the bullet, and 500 for the explosion. I net nearly 100 more damage per shot with explosive rounds on, [i]but[/i] I couldn't get precision kills because the initial bullet wasn't enough, and then the explosion would finish then off.
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Totally blown my mind by saying that. I was convinced it reduced the damage based on some playing I was doing yesterday. I'll have to read up more but thanks. You saved my new Hand of Judgement from being used for infusion on another weapon...for now...
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The round itself does less damage but the explosion makes up the difference, rounded up by one. In some cases it seems to do slightly more, like with the sniper vex in VoG, I remember having a scout rifle with a changeable perk tree and it would take 2 shots without explosive round and 1 shot with it
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It does reduce your damage. It takes a portion of your total damage and does that damage to the area around the point of impact. I'm not sure what OP means by disable explosive rounds thou.
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Yeah, it says that clearly in the description. I never worried too much about it, though maybe I should. I'm finding crowd control is a much better perk than explosive rounds. That's for me anyway.
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I used to use explosive rounds in year one to have the AoE damage to the mobs but it's a lot less effective now.
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And the explosion makes up the difference from that lost bullet damage. It gives you a net of zero damage lost
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I would have to play with it in patrols and test it to be sure but I do believe that single target damage is reduced in favor of some AoE damage to surrounding enemies.
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This is what I mean. I believe the same as you that single target is reduced in favor of some AoE damage. I don't believe it makes a net of zero, but I have no proof of this right now.
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Let's say you have a hand cannon that does 100 damage a round. With explosive rounds on it'll do 50 damage per round and 50 damage as a small AoE explosion
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Testing in patrol with fatebringer a year ago is how I came to my conclusion
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Interesting. I always used explosive rounds anyway for the AoE damage for the mobs that where so common in year one. Not as important now with the adds being harder to group up.
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My point exactly. I find my scout rifle not nearly as potent after I upgraded and enabled explosive rounds.
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Then switch to one of the other perks in the tree. Right now the perk my not be as effective right now but it still functions as intended.
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Funny you say that since scouts do more damage with them. Try looking at the numbers