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Destiny

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Edited by OGNoshkanok: 7/6/2016 2:30:50 AM
18

Why does Badger do so much more PvE damage? Answer: It doesn't.

It seems to be in the same archetype as Hand of Judgment, with the same RoF and impact. I compared the two back to back in the Divide. 330 Badger roll: RLS3 ranged lens; Zen Moment; Perfect Balance/Hand Laid Stock/Smallbore; Third Eye. Not amazing, but decent. 334 Hand of Judgment roll: RLR5 ranged lens; Perfect Balance/Reinforced Barrel; Explosive Rounds; Rangefinder/Crowd Control. Badass roll. For the purpose of this test I maxed the Hand's range. I mean completely MAXED. I was trying to ensure no damage falloff, as its impact is identical. So Ranged Lens, Reinforced Barrel, Explosive Rounds, Rangefinder. Badger has only ranged lens and Zen Moment unlocked. Its range is about 15-20% less. Control targets are lvl 5 Dregs and Vandals in the Divide, critical hits [i][u]only[/u][/i]. 334 Hand: 251 at [i]any[/i] range. 330 Badger: 376, +/- 10dmg at range. What. The. Actual. Hell. I love Badger like family since my first god roll Y1 (Outlaw, Hammer Forged, [b]Firefly[/b]), and now, now.... I love it more? Edit: Based on responses, I tested a few more scouts at higher level. Hard numbers below.

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  • Edited by OGNoshkanok: 9/17/2016 1:44:02 AM
    Here are the numbers! Tested on lvl 36 Hive Knights on the Dreadnaught. Values in parentheses represent Explosive Round damage. The first value is critical, the second is non-crit body damage. The Y1 Badger is ascended. 1. HoJ: 3278 (2185+1093) 2. Y2 Badger: 3277 3. Y1 Badger: 1455 4. Hung Jury: 2731 5. NLtO: 2731 6. Treads: 2732 (1821+911) 7. HoJ+CC: 3605 (2512+1093) I tested at close enough range that any scope or range perk was irrelephant. This eliminated the range factor. I found that Scouts within an archetype have virtually identical damage, regardless of Explosive Rounds. ER only becomes a factor if the target has enough HP to absorb the combined damage. HoJ and Badger were within one point. HJ, NLtO, and Treads were within a point. The real kicker is HoJ+CC at the bottom. I switched out Rangefinder for Crowd Control and gained 327 damage. The true test is TOTAL damage per magazine, which adds the factors of ER and Triple Tap, and that's too much maths for now. But for damage per shot, HoJ wins this round. Overall, dare I say it, Scout Rifles seem pretty well................................................balanced. [spoiler]I know I said irrelephant and maths[/spoiler]

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