Update on Iron Banner/ToO Damage curve scaling *IMG* *Math* (Destiny)
Derek Carroll just posted this on twitter:
HoW Damage Curve Update: Damage scales linearly @ 1%/level for 4 levels, then curves to 10% at a delta of 10 levels.
What this means in practice, based off of my eyeballing the charts:
-33s will take a little bit more extra damage from 34s - 1% instead of ~0.5%. Inverse is also true.
-32s will take and deal about the same amount of damage when fighting 34s as before
-31s will take a little bit less extra damage from 34s - 3% instead of ~5%. Inverse is also true.
Update on Iron Banner/ToO Damage curve scaling
that's some good stuff. wish they did that BEFORE. did he say if Iron Banner is using the new curve or it's own?
2 levels difference isn't much
at 2%, most of the time you won't even need an extra bullet, and the more impact a weapon has the lower the effect of the reduction. A red hand will still be doing 87 dmg a shot, and with a goal of about 200 dmg, you are going to need 3 shots, same as if you were the same level.
It would take a 42% reduction to require an extra head shot, and a 30% reduction to require an additional body shot.
So if you are lower level, switch to high impact weapons and you minimize the IB scaling effect.
2 levels difference isn't much
at 2%, most of the time you won't even need an extra bullet, and the more impact a weapon has the lower the effect of the reduction. A red hand will still be doing 87 dmg a shot, and with a goal of about 200 dmg, you are going to need 3 shots, same as if you were the same level.
It would take a 42% reduction to require an extra head shot, and a 30% reduction to require an additional body shot.
So if you are lower level, switch to high impact weapons and you minimize the IB scaling effect.
That only thing that matters is abilities that do the exact amount of damage needed to kill. But that has always been true, so I will stop talking now.
2 levels difference isn't much
That only thing that matters is abilities that do the exact amount of damage needed to kill. But that has always been true, so I will stop talking now.
What's an example of that? The different special melees? Don't most supers kill guardians in one go, even if they are stronger?
Update on Iron Banner/ToO Damage curve scaling
More from Derek Carroll:
FAQs:
- Trials and IB use the same damage curve.
- The "IB2" chart is old, and the HoW chart is what's live right now.
- this is PvP only
2 levels difference isn't much
That only thing that matters is abilities that do the exact amount of damage needed to kill. But that has always been true, so I will stop talking now.
What's an example of that? The different special melees? Don't most supers kill guardians in one go, even if they are stronger?
Shoulder charge does exactly enough damage to kill someone, also I believe trip mine. So when a level 33 hits a level 34, it brings them within an inch of their life.
Update on Iron Banner/ToO Damage curve scaling
So they are both using the HoW chart. Nice to see they are the same.
2 levels difference isn't much
That only thing that matters is abilities that do the exact amount of damage needed to kill. But that has always been true, so I will stop talking now.
What's an example of that? The different special melees? Don't most supers kill guardians in one go, even if they are stronger?
Shoulder charge does exactly enough damage to kill someone, also I believe trip mine. So when a level 33 hits a level 34, it brings them withinan incha pixel of their life.
FTFY
Ah, yes!
For what it's worth, I think a shoulder charge does slightly more than a trip mine. One reason I run PvP with maxed armor is because I can survive a trip mine from an equally leveled player (pixels to spare). I've never survived a shoulder charge though.
Shoulder Charge = 200 damage
- No text -
So a Sunsinger can survive it?
Or does it apply as some sort of "pure" damage that bypasses armor and "damage reduction" abilities like the sunsingers?
Like I said, I've survived many a trip mine, but never a shoulder charge.