Crota Raid's "AbyssDefiant" versus the "Suros Regime".
Jan 24, 2015 16:58:51 GMT -5
qupie and GodMars like this
Post by iw5000 on Jan 24, 2015 16:58:51 GMT -5
The Setup
I got two Abyss Defiants this past week from my three Crota hard raids. At first this gun looked a bit blah, but upon closer inspection, it had a few really key perks to it, that made me turn my head. So i looked more into this. So why this matchup? The new AR gun, "Abyss Defiant", the new kid on the block, versus the long time standby icon "Suros Regime"? Well, it seemed like a good matchup to see whose better, because of one key element. They both have the same perk 'Focused Fire'. This is the perk that slows down the rate of fire, when you ADS. It's what helps make the Suros Regime so deadly, especially in Crucible. It packs a punch and is low recoil AR. This 'Focused Fire' perk gives a slower RoF, but then compensates for that by giving an proportional increase in damage. We all know slower RoF AR's are better in Destiny. So does this new feature, ....does it make the Abyss Defiant the new Suros Regime? Lets find out.
Let's begin with the basic stats on both guns. As before, i am going to ignore those stupid charts online, as they are stupid. And please don't nitpick on my tests. My high end stopwatch isn't always exact. I do this testing in about 20 minutes.
Suros Regime
Type - 331 damage - Fully leveled.
Mods: (pick one of three) - 'High Caliber Rounds'....... 'Hammer Forged' - buffs to Range & Accuracy........ 'Lightweight' - +2 agility
Perks - Focused Fire...... Surose Regime (Bottom half of clip does bonus damage)
ADS - 0.4 sec
Reload - 2.2 seconds
Clip - 33 bullets
RoF - 450 Rounds per Minutes. * (focused fire perk - drops the RoF down to 300 Rounds per Minute)
Abyss Defiant
Type - 331 damage - Fully leveled.
Mods: (pick one of three) - Single Sling - Switch weapons faster & move while ADS.......'Perfect Balance' - Extremely low recoil.....'Lightweight' - +2 agility
Perks - Focused Fire OR Hip Fire..... Linch Bane - Disorientate & Bonus damage to Wizards....... Bonus Damage to Hive Majors.
ADS - 0.4 sec
Reload - 1.9 seconds
Clip - 31 bullets
RoF - 550 Rounds per Minutes. * (focused fire perk - drops the RoF down to 375 Rounds per Minute)
Comparison - Recoil.
Looking at the base guns, with no mods, both guns will kick up and to the right. All things equal, doing a very quick eyeball test shooting at a wall from 30m away.... the Suros Regime has less kick. It will kick up about 40% less when just letting the guns shoot away. But this might not be a big deal, because both guns have Mods which drastically reduced any recoil, making them both highly accurate guns that are headshot producing machines. For example. If one is using the Abyss, you will use it's 2nd Mod "Perfect Balance'. This makes the gun pretty much recoil free. So, for all intents and purposes, recoil is very low on both guns.
Comparison - Damage
Ok, this is the big one. Which one packs a bigger punch? I tested these both out in three places. The Exclusion Zone (On Mars) at level 22, yellow bar cabal. The Three Musketeers spot in the Cosmodrone (Lv 18 Knight - yellow bar). And of course, on the Minotaur on the first part of the VoG. Here's the summary of the findings:
Base Damage. Exclusion Zone - The Suros did 189/236 on the Yellow Bar Cabal beasts. The Abyss did 140/174. Both guns using the 'Focused Fire' perk (why not, as that's how the guns are intended to be used). So based on that raw stat, the Suros Regime is 35% faster. But you next to equalize those results, as the Abyss is shooting more bullets per second. 375rpm vs 300 rpm, 25% more. So compare the damage per second of the two rifles. Suros = 945d. Abyss = 875d. Suros is 8.00% stronger.
Now add on the Perks -
The Suros has that bonus perk that gives extra damage for the bottom half it's mag. Bullets 16 to 31. If you let the gun shoot and the clip empty, those last 16 bullets do more damage. How much? Tricky to calculate this, but here's my attempt. As you reach that half of the clip, your damage gets progressively higher. For example. Body shots on Cabal are 189. But the 17th bullet might do 191. The 18th bullet do 193. And so on. All told, by the time you get to the 33rd bullet, it might be 208d. Percentage increase? Base damage is 33 bullets x 189 = 6,237d. The perk increases that output to around 6,387d. 2.4% increase. It also appears doing headshots, gives a bigger bonus. I saw Crit shots go from 236 base up to as high as 300 per hit. So that damage buff might be as high as 4.0%. Is this useful? Not much against low level stuff, as one always reloads after killing something. You don't see this bottom half of the clip much. But against strong enemies? Can be useful.
The Abyss. It ALSO has some damage perks too, those for the Hive Majors and Wizards. I wasn't sure how testable this would be, but here's what preliminary tests found. Let's use the Three Musketeer knight on the earth, Lv 18. The Suros did 144/180 base damage to him. The Abyss did 107/133. Suros is 8% stronger as we have shown already. But now, because it's Hive, let's add the Abyss's perks. The Hive Major perk adds a whopping +311 damage on top of every hit. You will see a +107 pop up with each hit. But then suddenly a second hit marker showing +311. WTF? This is crazy insane powerful. Basically giving you 3x the damage. This perk just utterly obliterates Hive Majors. End result? You do +418 per hit, rather than +107. If this Knight has 8,000 health, you are now killing it in 19 bullets (3.06 seconds), rather than killing it with 74 bullets (13-14 seconds). THAT is a material difference.
The Abyss perk for the Wizards. Hard to test this. I tested it on the Moon Nightfall Wizard. The Suros did 189/236 on the Wizard. The Abyss did 140/174. But...the Wizard perk did some strange things. One, it dropped a red +408 on the wizard when taking down it's shield. And with the shield down, the perk put an extra 408d on the Wizard, in addition to the main damage. So it would appear that the perk did similar damage buffs like the Hive major thing. Hard to measure the disorientation effect though. Does it make the Wizard fly around less? I think so.
VoG - Suros did 189 damage on the Minotaur. The Abyss did 140. Adjusted for rate of fire difference, the Suros is 7% to 8% stronger. But again, the Suros has the damage buff. You empty a clip into the Minotaur, towards the end, you'll see the +189 suddenly become +195, +201, +205, etc....Basically, your clip getting 1.5 extra bullet damage at the end. Here's the deal with both guns though. Both required two clips to take it down.
Conclusion?
Both are great guns. The Suros is still king of the hill in terms of packing power/damage, especially when you add in it's damage perk on the bottom half. I still think the Suros might be better for PvP. It does 29-36 damage, whereas the Abyss does 21-26. 8% stronger, but less recoil with that strength, which in PvP, means EVERYTHING. Slower shooting is better.
But with PvE? Tough call because the Abyss is a Legendary. It won't hog up a slot. You can use your Gjallorhorn or Ice Breaker now. Furthermore, if doing anything that involves Hive enemies, there's no decision here. Put that Suros away. The Abyss destroys the Suros here in every aspect. The Abyss is much stronger and will also save you a noticeable amount of time in regards to TTK's w-hen taking down tough knights and wizards. These are annoying enemies during Weeklies and Nightfalls. So benefits are tangible here. A noticeable difference.
So where does that leave us? Both are good, but I have to give the Abyss the nod, if you are looking for a go to gun. You had to pick just one. This gun is pretty much operates as a duel element Arc/Solar gun, that does damage on Steroids to the Hive enemies.
I got two Abyss Defiants this past week from my three Crota hard raids. At first this gun looked a bit blah, but upon closer inspection, it had a few really key perks to it, that made me turn my head. So i looked more into this. So why this matchup? The new AR gun, "Abyss Defiant", the new kid on the block, versus the long time standby icon "Suros Regime"? Well, it seemed like a good matchup to see whose better, because of one key element. They both have the same perk 'Focused Fire'. This is the perk that slows down the rate of fire, when you ADS. It's what helps make the Suros Regime so deadly, especially in Crucible. It packs a punch and is low recoil AR. This 'Focused Fire' perk gives a slower RoF, but then compensates for that by giving an proportional increase in damage. We all know slower RoF AR's are better in Destiny. So does this new feature, ....does it make the Abyss Defiant the new Suros Regime? Lets find out.
Let's begin with the basic stats on both guns. As before, i am going to ignore those stupid charts online, as they are stupid. And please don't nitpick on my tests. My high end stopwatch isn't always exact. I do this testing in about 20 minutes.
Suros Regime
Type - 331 damage - Fully leveled.
Mods: (pick one of three) - 'High Caliber Rounds'....... 'Hammer Forged' - buffs to Range & Accuracy........ 'Lightweight' - +2 agility
Perks - Focused Fire...... Surose Regime (Bottom half of clip does bonus damage)
ADS - 0.4 sec
Reload - 2.2 seconds
Clip - 33 bullets
RoF - 450 Rounds per Minutes. * (focused fire perk - drops the RoF down to 300 Rounds per Minute)
Abyss Defiant
Type - 331 damage - Fully leveled.
Mods: (pick one of three) - Single Sling - Switch weapons faster & move while ADS.......'Perfect Balance' - Extremely low recoil.....'Lightweight' - +2 agility
Perks - Focused Fire OR Hip Fire..... Linch Bane - Disorientate & Bonus damage to Wizards....... Bonus Damage to Hive Majors.
ADS - 0.4 sec
Reload - 1.9 seconds
Clip - 31 bullets
RoF - 550 Rounds per Minutes. * (focused fire perk - drops the RoF down to 375 Rounds per Minute)
Comparison - Recoil.
Looking at the base guns, with no mods, both guns will kick up and to the right. All things equal, doing a very quick eyeball test shooting at a wall from 30m away.... the Suros Regime has less kick. It will kick up about 40% less when just letting the guns shoot away. But this might not be a big deal, because both guns have Mods which drastically reduced any recoil, making them both highly accurate guns that are headshot producing machines. For example. If one is using the Abyss, you will use it's 2nd Mod "Perfect Balance'. This makes the gun pretty much recoil free. So, for all intents and purposes, recoil is very low on both guns.
Comparison - Damage
Ok, this is the big one. Which one packs a bigger punch? I tested these both out in three places. The Exclusion Zone (On Mars) at level 22, yellow bar cabal. The Three Musketeers spot in the Cosmodrone (Lv 18 Knight - yellow bar). And of course, on the Minotaur on the first part of the VoG. Here's the summary of the findings:
Base Damage. Exclusion Zone - The Suros did 189/236 on the Yellow Bar Cabal beasts. The Abyss did 140/174. Both guns using the 'Focused Fire' perk (why not, as that's how the guns are intended to be used). So based on that raw stat, the Suros Regime is 35% faster. But you next to equalize those results, as the Abyss is shooting more bullets per second. 375rpm vs 300 rpm, 25% more. So compare the damage per second of the two rifles. Suros = 945d. Abyss = 875d. Suros is 8.00% stronger.
Now add on the Perks -
The Suros has that bonus perk that gives extra damage for the bottom half it's mag. Bullets 16 to 31. If you let the gun shoot and the clip empty, those last 16 bullets do more damage. How much? Tricky to calculate this, but here's my attempt. As you reach that half of the clip, your damage gets progressively higher. For example. Body shots on Cabal are 189. But the 17th bullet might do 191. The 18th bullet do 193. And so on. All told, by the time you get to the 33rd bullet, it might be 208d. Percentage increase? Base damage is 33 bullets x 189 = 6,237d. The perk increases that output to around 6,387d. 2.4% increase. It also appears doing headshots, gives a bigger bonus. I saw Crit shots go from 236 base up to as high as 300 per hit. So that damage buff might be as high as 4.0%. Is this useful? Not much against low level stuff, as one always reloads after killing something. You don't see this bottom half of the clip much. But against strong enemies? Can be useful.
The Abyss. It ALSO has some damage perks too, those for the Hive Majors and Wizards. I wasn't sure how testable this would be, but here's what preliminary tests found. Let's use the Three Musketeer knight on the earth, Lv 18. The Suros did 144/180 base damage to him. The Abyss did 107/133. Suros is 8% stronger as we have shown already. But now, because it's Hive, let's add the Abyss's perks. The Hive Major perk adds a whopping +311 damage on top of every hit. You will see a +107 pop up with each hit. But then suddenly a second hit marker showing +311. WTF? This is crazy insane powerful. Basically giving you 3x the damage. This perk just utterly obliterates Hive Majors. End result? You do +418 per hit, rather than +107. If this Knight has 8,000 health, you are now killing it in 19 bullets (3.06 seconds), rather than killing it with 74 bullets (13-14 seconds). THAT is a material difference.
The Abyss perk for the Wizards. Hard to test this. I tested it on the Moon Nightfall Wizard. The Suros did 189/236 on the Wizard. The Abyss did 140/174. But...the Wizard perk did some strange things. One, it dropped a red +408 on the wizard when taking down it's shield. And with the shield down, the perk put an extra 408d on the Wizard, in addition to the main damage. So it would appear that the perk did similar damage buffs like the Hive major thing. Hard to measure the disorientation effect though. Does it make the Wizard fly around less? I think so.
VoG - Suros did 189 damage on the Minotaur. The Abyss did 140. Adjusted for rate of fire difference, the Suros is 7% to 8% stronger. But again, the Suros has the damage buff. You empty a clip into the Minotaur, towards the end, you'll see the +189 suddenly become +195, +201, +205, etc....Basically, your clip getting 1.5 extra bullet damage at the end. Here's the deal with both guns though. Both required two clips to take it down.
Conclusion?
Both are great guns. The Suros is still king of the hill in terms of packing power/damage, especially when you add in it's damage perk on the bottom half. I still think the Suros might be better for PvP. It does 29-36 damage, whereas the Abyss does 21-26. 8% stronger, but less recoil with that strength, which in PvP, means EVERYTHING. Slower shooting is better.
But with PvE? Tough call because the Abyss is a Legendary. It won't hog up a slot. You can use your Gjallorhorn or Ice Breaker now. Furthermore, if doing anything that involves Hive enemies, there's no decision here. Put that Suros away. The Abyss destroys the Suros here in every aspect. The Abyss is much stronger and will also save you a noticeable amount of time in regards to TTK's w-hen taking down tough knights and wizards. These are annoying enemies during Weeklies and Nightfalls. So benefits are tangible here. A noticeable difference.
So where does that leave us? Both are good, but I have to give the Abyss the nod, if you are looking for a go to gun. You had to pick just one. This gun is pretty much operates as a duel element Arc/Solar gun, that does damage on Steroids to the Hive enemies.