Enemies in Gambit are level 10 and thus have very little health. Damage is more percentage based so you want to use the highest level enemies you can get bigger numbers. The larger your numbers are the smaller the margin of error becomes.
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I noticed this with suros as it's perk only allows it to deal 1 additional damage, but in gambit it still matters as well. Autos suck balls in gambit and a general buff to damage would help them even if only marginally. Plus...wouldnt the gap just be larger then? The general comparison wouldn't be too much different, maybe 5-10% difference at most.
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The issue is fractional numbers. Damage is only displayed in integers. However enemies can take fractional damage. Say for example (the numbers I'm using are totally made up) that a 600 Auto with a mag of 45 shows it deals 15 damage per bullet. But the enemy is actually taking 15.5 damage. Thus your data would show that it should deal 675 total damage, but in actuality it deals 697.5 total damage. That's a margin of error of over 3%, which is pretty significant.
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True, that is a noticeable difference. I'll most likely go get some real numbers later then, but it's a pain in the ass even to do this just once per enemy. It took me like 30-40 minutes just to do gambits. I still think even though there's a margin of error, it mostly captures what they do and the differences they have in general damage. I would leave it to bungie to better fine tune them...but they gave them a 6% buff last time, yikes.
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Trust me, I know how long it takes to do testing. [url=https://www.bungie.net/en/Forums/Post/244567466?sort=0&page=0]Shameless Plug[/url]
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You do a better job than I do. I can tell by your detail.