Build Synergies
Using skills and gear that synergize with your build will produce better results than brute forcing damage through stats. The nature of this formula makes that felt the most on our guns. Often times knowing the behavior of a specific weapon can allow you take advantage of something more so than simply having a large value to apply to it. This is often due to extra hits or damage instances rather than a single number becoming larger. The diminishing value of stat buffs in this formula means that extra instances that behave, for all intents and purposes, as a fresh mult are extremely potent.
Fire Rate, Radius, and Magazine Regen are the easiest examples to point to, despite none of them directly increasing damage in anyway, they all have drastic effects on output.
Bossing VS Mobbing Guns / DPS VS 1 Shots
Since most guns will all receive the same kinds of buffs in your formula paying attention to the characteristics of your weapon is how you determine if its better used for Mobbing or Bossing.
A Wombo Combo is an excellent Mobbing Weapon but outside of Harlowe's Neutron Capture builds it falls behind many other Bossing Weapons. That's because its output simply doesn't synergize well with boss health bars. Its damage is delivered over a longer period of time, repkit amp is almost useless, misses can hurt, and it makes it harder to deal your damage within the timed window of debuffs and buffs you apply.
Whereas 1 shot weapon such as a Spread Launcher can get the full benefit of your entire build shoved into the health bar all at once. The Spread Launcher is dealing 100% of its damage in that one up front shot, so you're getting the most out of things like pre stacked debuffs and Repkit Amp.
Use this example to help visualize, say you go against a boss that had 200 health
Gun 1 deals 20 damage at a fire rate of 1/sec mag size 1, reload speed of 4 seconds
Gun 2 deals 5 damage at a fire rate of 4/sec mag size 40, reload speed of 2 seconds
- You have an Amp shield equipped that for the sake of comparison again AND IN FAVOR of the DPS weapon we'll assume you're getting 100% amp on each shot. Maybe you have a Teen Witch on, taking your impact damage from 20 to 40 and 5 to 10
- Your build brings to the table a total of 100% soup damage buffs to the gun, this takes your impact damage from 40 to 80 and 10 to 20
- Now you've used a Repkit Amp of 200% - this Amp cannot be refreshed without stopping shooting. This means it will only apply to the first shot. This takes your impact damage from 80 to 160 and 20 to 40 on the first shot only
- Assume you've landed a crit and that impact damage on Gun 1's first shot is 240 and the impact on Gun 2's first shot is 60
Gun 1 Time To Kill:
- Shot 1: 240 Damage - boss dead, no other stats matter since damage was all you needed.
240 DPS
Gun 2 Time to Kill:
- Shot 1: 60 Damage
- Shot 2: 30 Damage
- Shot 3: 30 Damage
- Shot 4: 30 Damage @ 1 second
- Shot 5: 30 Damage
- Shot 6: 30 Damage - Boss dead, total of 210 damage @ 1.5 seconds
140 DPS
This example is not declaring what the best bossing gun is - its highlighting how the characteristics in a build can play out in a different way based on how the gun is applying it's damage. The large mult that is provided by by Repkit Amp means Bossing META leans heavily towards high damage shots.
THAT DOES NOT MEAN DPS IS NOT AN OPTION FOR BOSSING
If your load out does NOT have Amp in it and instead has invested in, ROF & Reload Speed on top of your Gun Damage this situation changes drastically
We've removed Repkit Amp and replaced it with +30% ROF and +30% Reload Speed
Gun 1 Time To Kill:
- Shot 1: 120 Damage
- Reload: 3.07 seconds
- Shot 2: 120 Damage - Boss dead, total of 240 damage @ 3.3 seconds ~
72 DPS
Gun 2 Time to Kill:
- Shot 1: 30 Damage
- Shot 2: 30 Damage
- Shot 3: 30 Damage
- Shot 4: 30 Damage
- Shot 5: 30 Damage @ 1 second
- Shot 6: 30 Damage
- Shot 7: 30 Damage - Boss dead, total of 210 damage @ 1.4 seconds ~
150 DPS
So is it a bossing gun or not?
The build has turned the ROF weapon into a Bossing weapon at the expense of ammo consumption. There are no builds that simply avoid any sort of trade off. While the High ROF weapon has a lower peak kill than the 1 shot, if your build is focused on High ROF weapons it shows that it is more than capable of bossing.
The other aspect to remember is that bossing isn't the only activity in this game. You can shove all the upfront damage you want in your build but it means nothing if the 2nd mob you run into puts you in the dirt. If the boss has 200 health it's a safe bet that the mobs are substantially weaker, IE can be killed quickly by the lower damage weapon as well. If Gun 2 can kill a trash mob in 2 shots but has a base mag size of 40 that means that weapons come equipped to kill 20 enemies at base ROF of 4/sec in 10 seconds.
Gun 1 would take roughly 80 seconds to kill the same number of enemies since each shot must be reloaded.
Utility Weapons
While most cases typically involve using a gun for direct damage there are some instances where a weapon is more inclines to enabling the rest of the build. Sometimes the biggest damage or the easiest kill will come from sacrificing the opening few seconds to prepping your other weapons with utility.
Triggering / Proccing Effects
- Sometimes a weapon may be helpful because of the type of damage it does or how its delivered.
- Some Examples:
- A Cryo / Fire
Mantra can be used to activate both
Executioner and
Freezer Burn on Amon with 1 bullet - A high pellet count or lingering weapons can be used stack
Riddle You This on any character - A Maliwan weapon can be used to transfer DOTs with Transfuser on any character
- A Hot Slugger can be used to easily set off Firepot stickies due to its fast reload
Slippy or
Mantra are used on builds to trigger anything that needs melee damage dealt
Debuffs
- Debuffs are treated the same as All Damage Dealt in the formula and apply to everything in it. Any formula that is a Double Dip present (Bleed, Tail of the Comet, Neutron Capture) will appreciate the debuff soup provided since it will get used at each step of the way.
- Ripper Snipers with Target Marker
- Jakobs Pistols with Vial Launcher
Whiskey Foxtrot with shrapnel cannon
Gun Splash
- Gun Splash Damage on enhancements is funny. Its "On Shot Soup". Yes, that's a contradiction, I know.
- Gun Splash passives on your enhancement specifically check to see if the gun in hand is splash. If it is the passive will apply its soup to almost all damage you deal, including most skill damage and DOTs.
- The number of things that Gun Splash doesn't work on seems to be arbitrary, a mistake, or some other bug. Each instance must be confirmed.
- Because of this holding a Splash Damage dealing weapon while running an Action Skill or DOT build can act as a Stat Stick and provide what is more or less "All Damage Dealt"
- Gun Splash and Specific Gun Splash on the same enhancement can bug out and stop working. At the best it works with jank input from you, typically you'll have 1 dead passive, and sometimes neither works. It's advised to NOT run 2 different gun splash passives on 1 enhancement
Maliwan DOT Enhancements
- 3 out of 4 enhancements have uses that wouldn't be apparent at first
- These uses all have excellent applications in Non - Gun Builds, so much so that you can assume that an Amon Action Skill or Melee build will have one equipped.
- Transfuser
- Transfers your Gun's DOT if the enemy dies with a matching element DOT on them
- Meaning holding the highest damage matching DOT Stellium you can manage will increase clear speed
- Synthesizer
- The DOT buff applies to all DOTs while a Maliwan gun is in your hands
- Mixologist
- Applies to ALL gun damage you deal, including Firepots, Peacebreaker cannons, and other gun sources