I’ve been really digging in the new Perk Surplus lately, and I’ve ended up undergoing an exhaustive amount of tests on 7 different weapons. Here are my conclusions; I’ll start with TL; DR and make some recommendations, and then I’ll continue with the methodology and other details.
Spreadsheet:
http://server.digimetriq.com/wp-content/uploads/2021/01/In-depth-look-at-the-new-perk-Surplus-Reload-Stability.png
Abstract / TL;DR
- 3 batteries (i.e. grenade, melee, and class charged – the super does not count) are highly noticeable. You may not do it very often, but in general it’s better than the loading and skill mode for this weapon, even before you take the stability boost into account. Normally it behaves like +50 for charging.
- Both batteries are usually as good or slightly worse than the combined charging and dexterity modes. A stacking jump from 2 to 3 is about the same as a stacking jump from 1 to 2. Usually it behaves like +25 for charging.
- A battery gives a small advantage, but it saves 1/10 of a second on cooling time and a few frames on working time. Similar to the regular versions of the mods that were 3 years old before they were updated to the previous improved versions. It usually behaves like a +9 to charge.
- The stability may depend on the weapon, but I have not tested the amount of net shaking that is affected – only the actual distribution of the bullets. For example, Avalanche and Glacioclasme do not seem to take much advantage of a fan for stability, but it can reduce the shaking of the grid, and not only… Nothing to do.
- I haven’t seen the benefits of dual capabilities like the sixth Coyote, Starfire Protocol, Fading Blades, etc.
- To see which weapons can be used in surplus, click Random Rolls on the Perk page on light.gg.
When does it matter?
- The best activities for this are those in which you use your skills intelligently and not too often. In general, low and medium PVP and PVE fit in this mould, but it depends on the appearance.
- Even if you don’t usually get more than one stack of winnings, it’s a neutral bonus that’s completely free – you don’t have to be close to enemies (unlike Threat Detector), you don’t have to hit anything (unlike Zen Momentum), you don’t even have to shoot (unlike Dynamic Fluctuation Reduction), to give you a few examples of bonuses that require very little investment to take effect. There’s almost always a surplus for you. Because he loves you.
- It is in synergy with the Demolitionist and Wellspring programmes, two advantages that are quite common today. Wellspring + Surplus is an excellent combination.
- Grenades are probably the skill most people use, but if you don’t have melee skills, you probably won’t use them in high quality CD content. Some throwing tools, like. B. Ballasted throwing knives are sometimes food.
- Since shells and melee last much longer than light stasis powers, and these powers are more powerful, redundancy is probably not a good choice for stasis. Which makes you think,
Which subclasses and exotics are particularly suitable?
- Many light-based subclasses are built around charging capacity, so most non-stasis subclasses are quite attractive. I’m probably giving up the big exotic couples because….
- For barbarians it works well with exotic specimens such as Verity’s Brow, Solar Clock, Eye of Another World, Crown of Storms, Sin of Neretz, Deer, Sanguine Alchemy and Starry Sky Protocol. Specific subclasses include : The sky and the well of the dawn, the wanderer of the void, the bow of the spider’s web and the soldiers of the storm devouring the web and the chaos.
- The length of the lesson depends on your playing style. Intuition tells me that wizards don’t keep their loopholes loaded for long in the high level EVP, but in the lower level content it’s not worth downloading them that often. Deer and alchemy can have a lot of potential here, so you get more elevators, so you just get them more often.
- For hunters it works well with exotic species such as Frosty, Ophidia Spate, Young Aamkara Spine, Lucky Raspberry, Shinobu Vow and Sixth Coyote. Specific subclasses are assailants and snipers, night fighters and probably all shooters.
- As far as class options are concerned, Marksman’s Dodge is almost certainly used to recharge, so it’s probably a bad match. Gaming Dodge depends on how you play, but is more promising. The sixth Coyote certainly contributes to that.
- For Titans, it works well with exotics such as the Heart of Infinite Light (perhaps), the Non-Lifting Skull, the Heart of Allove, the Horn of Khepri, the Mask of Silence, the Awakening of the Ashes and the Cradle of the Phoenix. Specific subclasses are the sunbreaker, the shoulder-loaded guard and the shoulder-loaded attacker – possibly also the sunbreaker with hammer beam, the shoulder-loaded guard and the skull lightning.
- For the skills in the classroom… I mean, if you don’t play PVP or use Heart or Inmost Light, you probably won’t lower your barricade. This way you’ll have a heap of surplus for free!
Tests and methodology
All images were recorded at a constant speed of 60 frames/second on a PC and the images were measured in Avidemux. The reload and swap speeds were measured using a mouse macro that clicked and reloaded or swapped immediately, then I held down the left mouse button to buffer the input so that the game would pull the first frame it resolved. Reload and page change times were measured at the last and first animation point of the fire. The manual exchanges were tested with two MMSs of 84 manuals and in one case with an AR of 84 manuals, where I measured the same changeover time as the MMS.
For the fusion gun I used a macro that reloads in 830 ms when the left mouse button is held down. In the game, players can easily reduce their backlog by changing too quickly, but you… I don’t want to do that, so I used this macro. It had accelerated coils, so the loading time was 820. Recharge and firing times are long and require a full charge of the rifle, as the exact beginning of the charge is not very clear in Omolon’s animation.
The stability tests are described in the data sheet. I stood on a line with the flat wall in the Hidden Void in the foreground, keeping a constant effective distance and not moving the mouse at all. The coil is rotatable and non-linear, so the distance is insignificant except for the scale of the image. The SMG was a bit bitter on the 2 stacks, but I think it’s just lucky because the 2x didn’t show this effect on the other weapons. And no, I didn’t test the stability of the Crowd Pleaser. Tear.
I used the formula and the data described in the post /u/VanHolden304, which was very useful to me, to estimate the charging statistics. It was a bit sloppy on base cooldowns, so some of them say est. buff +1, but the correlations are as good as the cooldowns go up. I stumbled upon an asymptote regarding 3-battery Bonechiller charging that confused me – it could mean that 3 batteries apply scalar charging, such as charging mods and many bonuses, but I’m not inclined to test that right now.
Thanks for the lecture. I hope everyone likes this bonus as much as I do.
Source: Original link
The post A detailed look at the new Surplus Perk – charging, stability and treatment for the game Destiny 2.
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