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Post by y260 on Dec 24, 2015 16:00:45 GMT -5
So if I understand correctly, shotguns have a base damage consistent over range. Then a bonus damage is added depending on range.
Because of this base damage, shotguns now have a flat maximum shots to kill. For instance, the argus will take at most two shots to kill. So can I assume that base damage for the Argus is "50"? Or am I thinking in too narrow terms?
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Post by imrlybord7 on Dec 24, 2015 16:27:49 GMT -5
Bonus damage is added depending on how many pellets hit. So the "first" pellet deals base damage and then bonus damage x "extra" pellets is added. And those damage values decrease over range.
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Shotguns
Dec 24, 2015 16:52:42 GMT -5
via mobile
Post by dunsparceflinch on Dec 24, 2015 16:52:42 GMT -5
If the Base damage doesn't change over range, then I'm fairly certain that the Argus's base damage is 20 and the per pellet bonus is 20-10.
But I'm fairly certain that base damage does change over range, because the easiest way for them to have removed the possibility of a 3HK was to change the base damage so that the KRM always does at least 50 damage per shot.
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Dec 24, 2015 16:52:51 GMT -5
As long as 1 pellet hits, the base damage is applied. Then it's bonus damage (low damage) x pellets
The krm and argus have at least 50 base damage (or less if it's counting the minimum 1 pellet that needs to hit)
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Shotguns
Dec 24, 2015 19:49:50 GMT -5
via mobile
Post by y260 on Dec 24, 2015 19:49:50 GMT -5
So base damage is same as long as one pellet hits. And bonus damage is calculated by multiplying pellets hit by bonus damage values. Got it. Thanks.
I'm still a bit curious as to what those base damages would be.
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Post by Marvel4 on Dec 24, 2015 20:13:17 GMT -5
Damage per pellet works like it always did and can be as low as 1. Added damage doesn't change if you hit multiple pellets. Ranges are separate.
Overall Damage = Damage * Pellets + Added Damage
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Post by imrlybord7 on Dec 25, 2015 18:06:47 GMT -5
Damage per pellet works like it always did and can be as low as 1. Added damage doesn't change if you hit multiple pellets. Ranges are separate. Overall Damage = Damage * Pellets + Added Damage So how is Added Damage calculated? Is it the value that I had referred to as Base Damage or was I totally wrong?
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Shotguns
Dec 25, 2015 18:18:07 GMT -5
via mobile
Post by dunsparceflinch on Dec 25, 2015 18:18:07 GMT -5
Damage per pellet works like it always did and can be as low as 1. Added damage doesn't change if you hit multiple pellets. Ranges are separate. Overall Damage = Damage * Pellets + Added Damage So how is Added Damage calculated? Is it the value that I had referred to as Base Damage or was I totally wrong? It's right there in the post you quoted. You do a base damage just for hitting them, plus a bonus damage for each pellet you hit them with in that shot. As an example, if at a certain range the base damage is 30 and the per pellet damage is 8, and you hit them with 5 pellets of that shot, then it's 30 + (8*5) = 70.
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Post by LeGitBeeSting on Dec 25, 2015 20:09:16 GMT -5
Buff shotguns.
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Post by imrlybord7 on Dec 25, 2015 21:28:11 GMT -5
So how is Added Damage calculated? Is it the value that I had referred to as Base Damage or was I totally wrong? It's right there in the post you quoted. You do a base damage just for hitting them, plus a bonus damage for each pellet you hit them with in that shot. As an example, if at a certain range the base damage is 30 and the per pellet damage is 8, and you hit them with 5 pellets of that shot, then it's 30 + (8*5) = 70. Okay, so if you hit 1 pellet you do 38, not 30. I was confused by "Added damage doesn't change if you hit multiple pellets."
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Shotguns
Dec 26, 2015 16:52:19 GMT -5
via mobile
Post by RageHulkSmash on Dec 26, 2015 16:52:19 GMT -5
Drift0r just posted his KRM video. I'm kind of bummed he didn't list the 98 damage range, but at least we are getting damage numbers now.
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Post by imrlybord7 on Dec 26, 2015 18:29:42 GMT -5
Yeah that is an odd thing to leave out, but since we know the 84 damage range is 9 meters and you only have to miss one pellet to 2SK it shouldn't be too hard to test for.
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Lexapro
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Post by Lexapro on Dec 26, 2015 19:01:14 GMT -5
It kind of sounds like it isn't worth running laser sight on the KRM. Within 98 damage range, the laser sight doesn't improve lethality and might even make it harder to hit enemies at point blank range since you have less spread. Once it drops to 84 damage, you'll only one shot kill if ALL pellets hit. I don't think laser sight significantly improves the chance of this happening. If you really need a one shot kill at that range, I think you'd be better off ADSing with quickdraw.
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Dec 26, 2015 21:20:36 GMT -5
I agree Lexapro, laser is pointless
Treyarch should buff the medium flat damage to at least 86 (small boost I know but that's 1 less stupid pellet)
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Shotguns
Dec 26, 2015 23:52:09 GMT -5
via mobile
Post by -3055- on Dec 26, 2015 23:52:09 GMT -5
Laser on any of the shotguns are complete garbage.
Funny how all of the traditional attachments (laser, long barrel) are must-avoids for shotguns now
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Shotguns
Dec 27, 2015 0:53:28 GMT -5
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Post by illram on Dec 27, 2015 0:53:28 GMT -5
Is long barrel useless on Argus and KRM? Haven't been following the spreadsheet updates recently.
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Shotguns
Dec 27, 2015 1:12:51 GMT -5
via mobile
Post by dunsparceflinch on Dec 27, 2015 1:12:51 GMT -5
I agree Lexapro, laser is pointless Treyarch should buff the medium flat damage to at least 86 (small boost I know but that's 1 less stupid pellet) Or they could just double the pellets per shot.
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Post by -3055- on Dec 27, 2015 2:31:05 GMT -5
Is long barrel useless on Argus and KRM? Haven't been following the spreadsheet updates recently. Long barrel increases min damage range by 13% and decreases max damage range by 13%. So it's even worse on argus and krm than on haymaker/brecci cuz followup shots with the krm/arg is way more punishing than haymaker/brecci. The best shotgun to consider it on is the haymaker since the haymakers 3sk range is so piss poor. But even then i don't recommend it at all.
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Shotguns
Dec 27, 2015 3:01:19 GMT -5
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Post by RageHulkSmash on Dec 27, 2015 3:01:19 GMT -5
I didn't know about the max damage range change with the long barrel. The spreadsheet says minimum added damage * 0.8...? Does that mean it can take 1 more shot to kill at max range?
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Post by kylet357 on Dec 27, 2015 3:05:51 GMT -5
I didn't know about the max damage range change with the long barrel. The spreadsheet says minimum added damage * 0.8...? Does that mean it can take 1 more shot to kill at max range? Which spreadsheet is this?
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Post by lackingdamage on Dec 27, 2015 11:59:29 GMT -5
Good to see the numbers. Little annoying we don't have the range damage numbers Found KRM lethality to be reduced when using a laser. Had more luck using quickdraw over laser. Long barrel negative impact is massive....come on Treyarch give me x4 the overall range for that price. Quick draw is best thing to use on the KRM. Don't have many KRM kills but noticed that quickly.
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Post by RageHulkSmash on Dec 27, 2015 12:54:05 GMT -5
I didn't know about the max damage range change with the long barrel. The spreadsheet says minimum added damage * 0.8...? Does that mean it can take 1 more shot to kill at max range? Which spreadsheet is this? RedDevs
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Post by Blurred Wolf on Dec 27, 2015 13:17:23 GMT -5
I mirror Lex's sentiments. I felt this way after my limited playtime, good to see the numbers back it up.
And yeah idk what 3055 is referring to about 13% reduction to max damage range. I just read the 0.8 scalar thing on the RedDev sheet (which would make the KRM do 40 flat damage at range turning it into a 3HK and therefore worthless attachment anyway).
I'm gonna go with Quickdraw and maybe Fast/Extended Mags being the best attachments. Rapid Fire may still be worth considering.
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Post by kylet357 on Dec 27, 2015 15:22:47 GMT -5
Which spreadsheet is this? RedDevs Could I get a link? EDIT: nvm got it
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Shotguns
Dec 27, 2015 15:47:05 GMT -5
via mobile
Post by dunsparceflinch on Dec 27, 2015 15:47:05 GMT -5
So driftor said that the 1HK range was 9m, but that can't be right when Marvel said that the potential 1HK range isn't 350 units and probably never will be 350 units (which implies that the range has not been buffed to anywhere near 350 units).
For the 1HK range to round to 9m, it would have to be at least 335 units, which is close enough to 350 units that it wouldn't be unreasonable to think that the KRM's 1HK range MIGHT eventually get buffed to 350 units.
I'm guessing that the KRM's potential 1HK range is 300 units, which would round to 8m or more precisely 7.6m. So the potential 1HK range of the KRM is equal to the LIKELY hipfire 1HK range of the Tac-19 without advanced rifling, which says a lot about the uselessness of the KRM.
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Post by Marvel4 on Dec 27, 2015 16:03:21 GMT -5
What I meant by 1HK range was the maximum damage range, because that's the range where it always kills in 1 hit. The other ranges are 1-2HK and 2HK.
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Shotguns
Dec 27, 2015 16:59:29 GMT -5
via mobile
Post by dunsparceflinch on Dec 27, 2015 16:59:29 GMT -5
I see. So the max damage range was increased to around 250 and I'm assuming that earlier on the 1-2HK range was increased to 350.
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Post by malnurtured on Dec 28, 2015 16:01:53 GMT -5
If laser sight is "garbage" on the shotties, long barrel sucks, and rapid fire only increases fire rate by about 6%, not to mention the useless ADS attachments if you're hipfiring - what are the best attachments to use? Just fast mags/ext mags? Everything else seems to have a downside unless I'm forgetting something.
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Post by lustindarkness on Dec 28, 2015 16:04:15 GMT -5
Just fast mags/ext mags IMHO.
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Will
True Bro
K/D below 1.0
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Post by Will on Dec 28, 2015 16:04:36 GMT -5
If laser sight is "garbage" on the shotties, long barrel sucks, and rapid fire only increases fire rate by about 6%, not to mention the useless ADS attachments if you're hipfiring - what are the best attachments to use? Just fast mags/ext mags? Everything else seems to have a downside unless I'm forgetting something. Quickdraw and Stock. Hipfire close range targets, ADS for midrange targets. Fast/Extended mags on the semi or auto shotties.
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