Destiny 2 This Week at Bungie - 3/08/2018


This Week at Bungie - 3/08/2018

Posted: 08 Mar 2018 03:18 PM PST

The mountains.Destiny 2 screenshot i took

Posted: 09 Mar 2018 06:52 AM PST

All that hard work for nothing.

Posted: 08 Mar 2018 02:24 PM PST

Finally did it! No lost sector cheese either.

Posted: 09 Mar 2018 04:55 AM PST

No one likes invis hunters anyway.

Posted: 09 Mar 2018 05:32 AM PST

My entire team left so i just chilled out with the opposing team for a while

Posted: 08 Mar 2018 01:25 PM PST

Come on, Baby <3

Posted: 09 Mar 2018 06:25 AM PST

Compilation of all sandbox questions Josh H (and Kevin) answered on Twitter.

Posted: 09 Mar 2018 05:30 AM PST

Is it possible to get the Time Worn Spire in this IB?

Posted: 09 Mar 2018 05:18 AM PST

This may be a noobish question, but as many of you probably already know, the Time Worn Spire is one of the best pulse rifles in the game. Does anyone know if it's earnable via this currently running Iron Banner, or has the ship sailed for that weapon already?

I know that you can get a pulse rifle, auto rifle, and grenade launcher from Saladin with enough tokens right now. But is that it for the new iron banner weapons, or can the engrams you purchase from Saladin have some extra goodies in them?

Thanks for any advice guardians!!

submitted by /u/RespawnReaper
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Breakdown of Potential TTK in "Go Fast"

Posted: 09 Mar 2018 09:46 AM PST

This post is to give everyone an idea of what our realistic expectations for weapon bonuses should be when 1.1.4 arrives. This being said, there is no TL;DR.

Scout Rifles

Increased base damage for High-Impact Scouts

High-Impact Scouts currently have a base damage of 37 and a critical modifier of ~1.4x that gives us 52 to the head. If Bungie were to balance around 9 Resilience, the minimum value to shift the bodyshot threshold would be 40, reducing bodyshot TTK to 1.6 seconds and shots to kill to 5 body. This change also shifts the critical value to 56, thereby adjusting shots to kill to 2 crits 2 body with a net zero change in optimal TTK. Let's have a look at some other values:

38 body = 53-54 crit (3C1B @ 9 res for 1.2s or 5B @ 2 res for 1.6s body TTK)

39 body = 55 crit (3C1B @ 9 res for 1.2s or 5B @ 4 res for 1.6s body TTK)

If we see a base damage increase to 40, the High-Impact archetype would become substantially better than any other scout. It would have the fastest body TTK, a class-competitive optimal TTK, and have the most forgiveness of the class for all resilience levels.

To keep the archetype competitive with the rest of the class, 39 body damage seems to be the sweet spot for overall viability and balance of the class as a whole.

Pulse Rifles

  • Increased base damage for adaptive, high-impact, and rapid-fire Pulses

High-Impact

  • Increased rate of fire for high-impact pulses

Current base damage for High-Impact pulses is 16. With its current 1.6x precision multiplier, we get a crit of 26, giving us an 8 crit optimal TTK of 1.20s and a body TTK of 2.27s (vs. 9 res). Looking at other damage values:

17 body = 27-28 crit (7C1B for 1.20s and 12 body for 1.83s @ 9 res)

18 body = 29 crit (7C for ~1.00s? and 12 body for 1.83s @ 9 res).

19 body = 30-31 crit (6C1B for ~1.00s? and 11 body for ~1.66s? @ 9 res).

NOTE: Any value above 19 body will be capable of a 2-tap on a 3 resilience Guardian. I'm not sure that they would go so far as a 2 tap would end up beating out your close range weapons in TTK. With rate of fire increases added onto the above values, TTK would be even further reduced, thereby making 17 the most likely value we will see.

Adaptive

  • Decreased precision multiplier for adaptive pulses

  • This keeps precision damage close to where it is now, putting most of the buff into body shots, though it is still an increase in precision damage overall.

  • Increased rate of fire for adaptive pulses

Current base damage for Adaptive pulses is 15. With its current 1.5x precision multiplier, we get a crit of 23, giving us a 9 crit optimal TTK of 1.13s and a body TTK of 2.07s (vs. 9 res).

Increasing base damage to 16, while decreasing the precision multiplier to 1.4x, will maintain a critical damage value of 23 (22.4 actual). This change, combined with the rate of fire increase, will result in a 9 crit optimal of <1.13s (@ 9 res) and a 13 body TTK of <2.00s.

Increasing base damage to 17, while decreasing the precision multiplier to 1.4x, will grant a critical damage value of 24 (23.8 actual). This change, combined with the rate of fire increase, will result in a 7C2B optimal of <1.13s (@ 9 res) and a 12 body TTK of <1.80s.

Lightweight

  • Increased precision multiplier for lightweight pulses

The current modifier for the Lightweight archetype is ~1.4x. The current TTK for Lightweight pulses is 1.20s optimal and 1.73s body.

Increasing the precision multiplier to 1.5x results in an increase in optimal TTK against 0-1 Resilience Guardians (~1.00s), while increasing forgiveness across the board.

Increasing the precision multiplier to 1.6x results in an increase in optimal TTK against all Resilience levels (~1.00s), while decreasing forgiveness across the board, requiring more crits to hit the optimal.

Hand Cannons

  • Increased precision multiplier for precision hand cannons

The current modifier for the Precision archetype is ~1.45x. The current TTK for Precision Hand Cannons is 1.33s optimal and 2.00s body.

Increasing the Precision modifier to ~1.5x (48 critical damage) would increase the optimal TTK to ~1.00s for 0-3 Resilience Guardians, while increasing forgiveness against 4+ Resilience Guardians (3C2B).

Increasing the Precision modifier to ~1.55x (50 critical damage - 49.6 actual) would increase the optimal TTK to ~1.00s for 0-7 Resilience Guardians, while increasing forgiveness against 8+ Resilience Guardians (3C2B).

Increasing the Precision modifier to ~1.575x (51 critical damage - 50.4 actual) would increase the optimal TTK to ~1.00s for all Resilience levels, while requiring 4 crits at every level to hit the optimal TTK.

submitted by /u/brw316
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Precurser vex chrome shader is sexy.

Posted: 09 Mar 2018 05:30 AM PST

Player numbers are down but...

Posted: 08 Mar 2018 01:51 PM PST

Have you noticed the people left are a lot nicer? Maybe it's just a Destiny on PC thing but lately I've noticed that while running Strikes that players are going way out of their way to revive downed players, Nightfalls seem to go smoother, and even my teammates in the Crucible seem to be more willing to work together. Maybe it's just me.

submitted by /u/Edwincnelson
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Dear randoms, I'm so sorry, but I'm just awkward.

Posted: 08 Mar 2018 07:43 PM PST

I do appreciate you hopping into my fireteam, I really do!

But I'm just so shy that even a quiet collaborative, in a vast pretend world, where it's just treasure hunting and defying physics, and there's nothing at stake, exploring planet themed playgrounds, i start getting the impression that we should do something awesome! But then I can't think of anything.... But I don't want to boot you from the fireteam even if I have other stuff to do, because that is rude?

I dunno.

But, if I abruptly left, I didn't mean to be rude, and absolutely feel free to jump in whenever. It's way more fun! Just know, when I bounce, I still had a great time but I am bad at things.... All things.

Still, seriously, Thank you.

submitted by /u/sickburnersalve
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Phobos + Vex Gate Timelapse

Posted: 09 Mar 2018 10:17 AM PST

Xur’s inventory 10/3

Posted: 09 Mar 2018 10:05 AM PST

This sums it up perfectly.

Posted: 09 Mar 2018 10:00 AM PST

if you want this game to survive dont be this guy

Posted: 09 Mar 2018 09:51 AM PST

What do u think about the changes of March 27?

Posted: 09 Mar 2018 09:33 AM PST

I want to go back :-(

Posted: 08 Mar 2018 12:17 PM PST

Cool destiny 2 screenshot/wallpaper you can use.Hope you like what i took

Posted: 08 Mar 2018 11:50 AM PST

When does trials of the nine start?

Posted: 09 Mar 2018 04:07 AM PST

Power ammo.

Posted: 08 Mar 2018 10:59 PM PST

Personally, I don't like the new power ammo system. Although I like the "double primary" one, you should not get to choose from a grenade launcher, rocket, which are easy 1 hits, and a sniper, shotgun, linear fusion or fusion, which take "skill to use". In pvp, I don't see why you would take a fusion rifle or a shotgun when you can take a rocket launcher. Blast radius, more damage... now I know all these weapons can be good in the right hands, or good situationally, but with the power ammo reduced timers, you'll get killed by a rocket launcher half of the time. Just wanted to get my state of mind out there. Thanks.

submitted by /u/TheElefantBomb
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