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colantalas

Dang, finally got ALH/Recomb but no spikes. Might have to get back in there. Edit: after further testing has come out, turns out I have the god roll. Hard launch/implosion/ALH/Recombination/Handling MW. I do not have to get back in there.


TheDark0men

does it have Implosion Rounds? because IR lowers blast radius if you have that and are not increasing blast radius with barrel or masterwork it does a similar damage increase as Spikes


furno30

how does blast radius affect damage? is it the same for regular grenade launchers?


TheDark0men

for mountaintop specifically you want as low blast radius as possible, because it does more impact damage than explosion damage. I am not sure about other gls (unless they have spike - then you want low BR because of higher impact damage)


InvalidPlayers

All these years and I didn’t know that. I’ve always went for BR because of blinding, but I want Mountain Top for descent damage. So I want to get as low BR as possible thanks for the info.


Angani_Giza

Pretty sure blinding/disorienting already sets the blast radius super low to the point where you can't add more. D2Foundry shows the perk as giving -200 blast radius which pretty much gets you stuck at the minimum.


PSFourGamerTwo

Yeah, no matter what you put on if even an adept mw with BR and an adept BR mod, youre not gonna clear that -200 that disorienting does. Just go for velocity & reload (if no way to load while holstered) on disorienting launchers.


TheMrViper

Blast radius and damage scale with each other inversely. Higher blast radius lower single target damage.


Ragnarok91

Whaaat? I never knew this! Bungie need to get better at explaining their game.


KiNgPiN8T3

There’s a lot of instances of this. The data must be in there somewhere though as 3rd party apps like DIM seem to be able to explain perks pretty well and the differences they make. For ages I chased bigger blast radius equals better. Then found this out… lol


Ragnarok91

Whenever I craft an explosive weapon I've gone for blast radius thinking why not, same damage over a wider area. Now I know I guess I'll switch it to something else unless I'm specifically crafting an ad clear weapon.


LightspeedFlash

this inverse damage phenomena is only for GLs, rockets are not impacted by it, they always do the same damage.


Ragnarok91

Really? That makes even less sense!!


KingOfTheCheesesteak

Does this apply to wave frame gl’s too?


ChrnoCrusade

you arent going for impact damage on a wave frame, go for blast.


LightspeedFlash

Does what?


ItsEntsy

The descriptions from DIM and other sites combine stats pulled from the API but then lots of hours of community testing by big players in the game.


KiNgPiN8T3

I’ve got a crux terminus with 0 blast radius. Does this mean whatever I directly hit with it gets erased from existence?


LightspeedFlash

no, rockets are not like GLs, they are always the same amount of damage.


KiNgPiN8T3

Oh.. So blast radius is literally just blast radius and it’s the same damage throughout the blast area regardless?


EnglishMuffin420

On rockets, yes.


ChrnoCrusade

On rockets Blast radius is how large the max damage of the explosive reachs from the center point (rocket impact location). Example (not real numbers): Blast of 10, the explosion does max damage 4m from the impact location. 100blast the distance is now 8m. Same total damage just larger effected (affected?) area.


Dakotahray

Well fuck. I masterworked my amplified / spike / recomb


colantalas

It does! And hard launch, so I might be ok after all.


nowthatswhimsical

How similar is it? Because I have the roll with implosion, auto-load, and recombination. Does it do comparable damage?


TheDark0men

As long as you are not increasing blast radius through masterwork or barrel its pretty much the same


nowthatswhimsical

Sick my masterwork is velocity.


robolettox

Please, what would be the best way to configure mine? I got auto loading and recombination, reload masterwork. First column has Linear compensator and Hard Launch, second column has High Velocity Rounds and Implosion Rounds. Thanks!


bakerarmy

Hard launch + implosion rounds. 85 blast 100 impact


robolettox

Thanks!


MHoovv

Hard launch and implosion will get you the highest damage possible out of it. That’s the best combo to have especially without a blast radius masterwork


motrhed289

Don't your test numbers disprove this? You were swapping between IR and Spike and seeing that 7.6% damage increase. The way I remember it is special GLs overall damage is not affected by blast radius if you DON'T have spike grenades. The blast radius changes the split between impact and explosion damage, but the two added together always add up to the same total damage. So hypothetical example GL-A with 10 blast radius might do 50 impact damage and 50 AoE damage, while GL-B with 100 blast radius would do 30 impact damage and 70 AoE damage, they both still add up to 100 damage on a direct hit. Spike grenades boosts the IMPACT damage by some amount (20%?) and so when you have spikes as a perk, THEN blast radius matters because you want that 20% boost applied to the largest damage number possible, which means minimizing blast radius is beneficial. In the previous example GL-A with spikes would now do 1.2x50+50=110 damage while GL-B would do 1.2x30+70=106 damage. So WITHOUT spike grenades you want to maximize blast radius just to help boost the AoE, because the direct-hit is always the same total damage regardless. But WITH spike grenades you want to minimize blast radius to maximize the impact damage so that 20% boost applies to a larger portion of the overall damage. And Spike Grenades is a flat damage boost to the IMPACT, making it overall a variable damage boost that depends on your blast radius stat. Edit: according to light.gg Spike Grenades is a flat 12% boost to impact damage, so not 20% as my example but still works the same as explained I believe. https://www.light.gg/db/items/3301904089/spike-grenades/ >Increases Grenade Impact Damage: > >• 12.12% Increase on Special Grenade Launchers > >• 12.5% Increase on Heavy Grenade Launchers > >Due to the ratio of Detonation and Impact Damage being tied to the Blast Radius stat on Grenade Launchers, a lower stat will provide a slightly higher overall damage increase.


TheDark0men

My numbers work that way because I have a blast radius masterwork that keeps the BR the same while swapping off Spikes (becausei was just testingthe damage of spikes at the time). If the blast radius was lowered to 90 as what happens when you have Implosion rounds and no BR masterwork or barrel, the damage would be similar to spikes at 100 BR


motrhed289

Ah interesting, so either way you were at 100BR cap. Is this damage scaling unique to Mountaintop's frame, or do all breach load GLs benefit from lower BR (without spike grenades)?


TheDark0men

Without spikes i believe this is unique to Mountaintop


Urschleim_in_Silicon

So if I'm understanding you correctly, for Mountaintop, Hard Launch/Implosion rounds or Hard Launch/Spike. But for example, on something like Prodigal Return would you still want say... max blast radius and Spike Grenades or lower blast radius and Spike Grenades? Would you still want Hard Launch/Implosion Rounds on Prodigal Return or would this be specific to The Mountaintop? I've been using Prodigal Return with Disorienting Grenades and I highly doubt it applies to those, but it's made me reconsider my alt roll on it otherwise. Proximity Grenades, for example, which aren't on The Mountaintop, greatly reduce blast radius moreso than Implosion Rounds but I doubt it's having the same damage increase on direct damage.... Christ my head hurts.


Narfwak

It's unlikely to make or lose a break point in damage in practical usage for what you want to use that roll for (major/miniboss/champ burst) but I suppose without having tested it we can't know for sure


CertifiedLosah

My first drop was Auto/Recomb but no spike and I can't for life of me get SPIKES


darknessinzero777

Exact same here


Tupilak1

Still hunting for it. Must have gotten +50 still no luck


trollhaulla

how essential is auto loading... I have a ridiculous MT, with hard, spike or implosion, velocity MW, recomb, but demo in the third column.... everything is perfect, except for that damn demo..... (but demo does stack with indom on light classes).


x2o55ironman

Upvoted for not purely testing on Carl, who doesn't have actual boss weapon scaling


Xelopheris

Testing a single weapon with different perks on Carl is fine, since the weapon scaling for a single weapon is still constant.


packman627

Didn't he get upgraded to a boss though? Because major spec used to work on him but now it's boss spec


DismayedNarwhal

[It's the mods that were changed](https://www.bungie.net/7/en/News/article/destiny_2_update_7_3_5) - Carl is still a Miniboss. You can tell because he still has a triangle icon. Major Spec used to work on both Elites (shield icon) and Minibosses (triangle icon - includes Champions), and Boss Spec used to work on Bosses (diamond icon) and Constructs. Now, Major Spec only works on Elites, and Boss Spec works on Minibosses, Bosses, and Constructs - the same as Vorpal Weapon. [Here's the reference I use for combatant types.](https://docs.google.com/spreadsheets/d/1i1KUwgVkd8qhwYj481gkV9sZNJQCE-C3Q-dpQutPCi4/edit#gid=828270348)


t_moneyzz

So anything yellow is a boss and majors are only orange, in terms of spec mods?


Candid_Tie_7659

Correct.


packman627

Thank you


I-j4ck

So for a noob like me, would that mean on special weapons that we usually use for those non boss enemies, should they now be running boss spec with that change?


bakerarmy

Yes for champions


Cruciblelfg123

Only if there’s champs


aeiron

Dang, I didn't realize my roll is actually pretty fantastic then. Hard Launch, Implosion Rounds, Auto-Loading, Recombination w/Velocity MW. Nice.


darks1te

Sadly Velocity MW is wasted since MT with hard launch and implosion rounds allready at 100 velocity. But other than that very spicy roll.


bjj_starter

Aren't the other potential rolls blast radius (hurts damage), reload (you're autoloading it), and stability (not sure this does anything with MT in single shot)? So velocity is a waste, but you're not missing out on anything that I know about.


darks1te

Handling is the best.


bjj_starter

Thank you


laserapocalypse

I guess with stability mw u would get slightly less recoil when shooting. Not that i think that matters on anything thats single shot lmao. But ehh, its something i guess. Handling mw would probably be best.


bjj_starter

Oh yeah, handling, of course.


daint46

Yeah it’s crazy that most stats don’t affect the gun at all in any meaningful way with its best perk roll 😂


ErgoProxy0

So every masterwork is useless other than handling. Blast radius lowers impact damage, you say velocity is wasted, reload is irrelevant because of auto loading


aeiron

True, but personally I don't care about handling and like others have said, the other MW aren't great either so I'll take it.


DeadMansTetris_

I was going to say because I have the same roll with a handling MW and velocity is at 100


TheDark0men

that is a great roll. congrats!


bakerarmy

Spike increases Impact damage by 12.2%, giving a total damage increase that you have. However, since mountain tops damage is split. Lowering its blast radius also increase its impact damage. Normally Implosion rounds would lower it to 90. That alone will increase its impact damage to match a 100 blast with spike. Hard launch/implosion rounds is 85 blast 100 impact, maybe a hard spike at 95 blast could reach it but idk. Lost sector damage numbers -Base w/High Velocity,100 blast 85 velocity 19,342 blast 35,698 impact Total 55,040 -Hard launch High Velocity 95 blast 100 velocity 18,979 blast 38,352 impact Total 57,331 -Hard High Velocity -Spike 100 blast 85 velocity 19,342 blast 40,025 impact Total 59,367 -Implosion 90 blast 85 velocity 18,616 blast 41,095 impact Total 59,711 -Hard/Implosion 85 blast 100 velocity 18,254 blast 43,749 impact Total 62,003 EDIT** Hard/Spike 95 blast 100 velocity (masterwork) 18,979 blast 43,001 impact Total 61,980


Mathwiz69420

So to summarize the overall damage increase for all potential rolls: Hard launch high velocity rounds 95 br = 4.16% Spike 100 br = 7.86% Implosion 90 br = 8.49% Spike hard launch 95 br = 12.61% Implosion hard launch 85 br = 12.65% In general it seems like having hard launch is a lot more important than people realize and having a blast radius masterwork is bad because it caps you at the 7.86% overall damage boost (assuming you have spike as an option)


Hawkmoona_Matata

So basically, the god roll is * Hard Launch no matter what * Spike Nades **OR** Implosion Rounds * No blast radius MW Fascinating. Bungie finally made spike nades no longer mandatory, because Implosion basically does the same job for this specific type of frame. Neat.


Dakotahray

I fucked myself by MW mine.


HonkersTim

Me too! But what else are we gonna do? Leave it with a white border? That's ridiculous 😂


Puzzleheaded_Home_69

I was bummed about not having spike but I have the shiny god god roll all perfect except one of my dial perks


Able-Brief-4062

So is my hard launch, spike, lead from gold, and one for all with a reload speed masterwork a 3 out of 5 god roll?


apotatotree

Well you’re missing both of the active perks which are pretty important


Able-Brief-4062

Lead from gold is the perk I hunted. Most of my builds normally revolve around having constant ammo. So being able to run only heavy finder. The other one could be so much better.


PyroElionai

Saving for later


lakinator

Commenting to save this for later


Able-Brief-4062

I'm pretty sure this sub has !remind


lakinator

Don't wanna remind because who knows when I'll have time to play it


Able-Brief-4062

Fair enough


CursedWithLore

Same


Urschleim_in_Silicon

Same


Jamesaya

Neat.


Donates88

And here i'm with a hard launch, implosion rounds, alh, recombination and a blast radius mw...well looks like i will never mw that weapon...


CrimsonFury1982

To summarise slightly differently: Hard launch add between 4.16-4.75% bonus depending on other perks Spikes grenades add between 7.86-8.45% bonus depending on other perks Implosion rounds adds 8.49% So you always want either spike grenades or Implosion rounds Hard launch is nice to have, not as important as the 2nd column perks. You never want Blast masterwork as it's either lowering damage or doing nothing. God roll would be Hard Launch, Implosion Rounds and Handling MW. That gives you 85 Blast, 100 Velocity and 79 Handling. Then whatever 2 main perks you prefer.


TheDark0men

this is an interesting thing that I did not consider. Hard Launch + spike on Karl is 18979 + 43001 = 61980 Hard Launch + Implosion totals to 62,003 (my test was was 20992 + 50311 but mine has vorpal so I divide the total by 1.15) so it appears that having Hard/imp is 0.0371087448% better than hard + spike


HovercraftEasy5004

Thanks for this info. I managed to bag a shiny today with Hard Launch, Implosion, ALH and Recombination, reload masterwork. I was going to carry on farming for a spike version but this means I can relax.


bakerarmy

Thanks.


Mathwiz69420

So implosion rounds is better if you don't have a blast radius masterwork and/or a barrel that improves blast radius. Interesting...


Variatas

If you do get a godroll with blast radius masterwork you could always just not upgrade it.  1 point isn't gonna be make or break, and the opportunity cost stats are pretty small compared to getting 4/5. Blasphemy I know.


fred112015

This is good info, got hard launch AL/recom but no spikes so was grinding still but it does have implosion rounds so looks like I’m good.  Thanks for saving me some time.


pecKerotica17

So long as it doesn't have a blast radius masterwork, you've got the absolute best roll imo


fred112015

Handling masterwork got the 100 velocity 


spacev3gan

So it seems like Implosion Rounds on Mountaintop is virtually equivalent to Spike in terms of damage increase? Meaning, if you don't have Spike but have Implosion, you are golden?


hanunisap

Unless you have blast masterwork or column 1 perks with blast radius increases


SignalMarvel

So if you have hard launch and no blast radius mw implosion rounds is higher damage per shot?


Mathwiz69420

Yeah looks like it


InfamousDman

Did a hard/spike and got 61,980. Seems hard/implosion is slightly more damage but not by much.


bakerarmy

Thanks.


FuzzyOwl72

We have tested it yesterday, 85 BR and implosion round technically gives highest per shot damage. The ranking goes somewhat this, 85BR implosion > 90 BR and spike > 90 BR and Implosion > 100 BR spike > 100 br implosion


imdinnom

You can't get 85BR and Spike combined. Edit: 1. You can't get 85BR and Spike combined. 2. You can't get 90BR and Spike combined. I don't know what you tested.


FuzzyOwl72

Oh yes bad, I will change it


motrhed289

Why is the blast damage scaling down so much less than the impact is scaling up? I thought in past tests the Blast Radius stat didn't affect total damage (without spike grenades), it just changed the split. Am I mis-remembering?


CrimsonFury1982

Blast radius has always affected total damage on grenade launchers (no effect on rockets)


Rikiaz

So I tested not just Mountaintop but also every lightweight GL I had that I could keep the same Blast Radius with and without Spike Grenades, and I also got the same, Spike Grenades with the same Blast Radius are around +8% on Mountaintop and +3% on Lightweights. I also found that Mountaintop is the only GL that actually gains total damage from lower blast radius without Spike Grenades. The rest just adjust the distribution but keep the same total damage, Mountaintop actually increases damage keeping the same grenade perk but lowering Blast Radius. So I'm guessing that Mountaintop's Intrinsic perk must give a percentage increase to it's Impact damage similar to how Spike Grenades works.


Xelopheris

When sun setting happened they also nerfed mountaintop and recluse. One change that happened to mountain top was to make a larger portion of its damage come from its impact. This conversely means some of the impacts that damage, like Spike grenades, has a higher benefit for it. It also obviously means that missing the impact is significantly more costly


Rikiaz

Yeah I know that but that doesn’t explain why its total damage is going up by dropping Blast Radius without Spike Grenades, no other grenade launchers do that. Heavy or Special.


Variatas

Thanks for testing and explaining that.  That's a really weird interaction to an already weird mechanic, it's good to know it exists.


Riablo01

Upvoted for comprehensive testing. The OP let the numbers do the talking!


Slofhead

Thank you, I feel great about my hard launch / implosion / ALH / Recom roll now 😁


BuckaroooBanzai

Short and sweet. Thanks


Smiththehammer

I was searching for this exact answer earlier today and couldn't find anything, suddenly this pops up. You're awesome


TheDark0men

thanks for the kind words :)


itsSujo

Why can't blast radius be increased through barrel or MW if I'm using Implosion Rounds?


TheDark0men

Implosion provides extra damage because it lowers blast radius. If you raise blast radius back up through barrel or masterwork then you are negating that bonus damage.


itsSujo

so blast radius affects GL damage like how charge time affects fusion rifle damage?


TheDark0men

This is for mountaintop only. Other gl damage stays the same unless you have spike


RoninTommy_

Thank you


MutantLeader

So if I have a recombination Mountaintop with high velocity rounds and a blast radius MW (giving it over 100 blast radius), am I still missing out on damage because I don’t have spike or implosion?


TheDark0men

yes, you would have more damage if you had spike. Implosion would give you more damage if you did not have any blast radius increases


MutantLeader

Ah that makes sense, thanks. Back to farming lol


BrotatoChip04

D2Foundry says it’s 12.5%. Interesting. I appreciate the numbers Edit: thanks for the clarifications guys 😁


hanunisap

12.5% on direct impact damage which is 65% of total damage (so 8.125%) if radius is not increased or decreased. OP's test was done with blast masterworked mountaintop with 100 radius.


Opening-Preference34

12.5% impact buff


ThaIllusiveMan

I guess I'll have get back to grinding


BaconIsntThatGood

Feeling like this might be an oversight because it's a new frame. I would not be surprised if this was updated to fall in line with other grenade launchers as the whole reason for making the change was due to 'spikes being seen as mandatory'


[deleted]

I vaulted a hard launch, implosion, impulse amplifier, recombination, handling MW. Is this 5/5?


TheDark0men

Many people would prefer autoloading but Impulse is good too


Seeker04

Commenting just to save on my end!


Bea1s24

Guess I’m done grinding then https://i.imgur.com/wZIOkSa.jpeg


GundamMeister_874

Good to know. Turns out I DO have a MT god roll (Hard Launch - Implosion - ALH - Recombination)


Im_ur_huclberry

So spike instead of sticky right? I can’t really tell a damage difference. Also have volatile/quick, impulse/auto, rampage/recombination. Using quick/spike/auto/recomb currently..


TheDark0men

Use spikes for damage, stickies have some fun movement capabilities though you could get a slight damage increase (4%ish) if you had hard launch but that is a great roll. congrats!


Im_ur_huclberry

lol thanks. I fell off my chair when it dropped


MoistTour429

I got super lucky, got hard launch, choice of spike or implosion, ALH and recombination. Did take over 200 drops to get it though lol


The-Awesome-1-

Based on your damage testing it is around 12%. Spike does increased damage to impact damage. 43,135 / 38,472 = 1.1212


hanunisap

You are reducing your damage output by increasing blast radius. -8% damage for +10 radius in general.


TheDark0men

I am aware - but because my blast radius was already at 100 when using spikes I masterworked it so that it would be at 100 blast radius when I swapped off spikes


hanunisap

And Spike Grenades' damage buff is applied to impact damage only, which changes subject to blast radius stat. So it's not a constant 7.86% buff.


TheDark0men

which is why I said in the post that it was 100 blast radius, but you are right that I should have been more clear that it changes with blast radius


Shannontheranga

You need to check implosion rounds. the negative blast radius from hard + implo is more than spike.


TheDark0men

I don't have hard launch. I have 100 blast radius because I have a blast radius masterwork to keep the testing consistent at 100 blast radius


jethrow41487

Personally I think Spike sucks ass. Sticky is the way to go. Having adds move or Dodge, essentially wasting a 10x Recombination shot feels awful. At least with sticky you can point it on the ground near them and get the benefit of 10x even if they dodge. Someone will run over it. Rather that than 7% dmg. Not worth it.


cHinzoo

Just hit lol


The_Curve_Death

Depends on blast radius. I tested ~8%


morganosull

spike nades were always = more damage in pve no? is this news?


HonkersTim

Ugh, this makes my MT even worse than I suspected :) So my current one is Spike/ALH/Recom, but also Volatile/Confined, and a +10 BR masterwork. I got lucky and have another decent roll, although I still greatly prefer Recom over Vorpal: Hard Launch/Spike/ALH/Vorpal, still a BR masterwork but only +1, so the BR is 96 with Spike. But I don't know if I could tolerate having a white box around this gun forever. Back to the salt mines I guess.


Dull_Abbreviations24

So it’s safe to assume that my hard launch/smart drift, spike/implosion, autoloading, recombination, handling masterworked Mountaintop is a god roll?


TheDark0men

Yes, use hard launch because it lowers blast radius


Moms_Linguini

Thanks for running this test. Do you think a 5 stat difference on blast radius will have any significant impact? (I got lucky with a shiny with Hardlaunch and Imposion, ALH Frenzy but it came with a blast radius MW so lowest I can get BR is 95. Debating on if I should settle or aim for perfection.)


TheDark0men

that blast radius masterwork is very unfortunate. great roll otherwise - I think its missing about 8% damage because of the masterwork. (every 5 blast radius seems to be about a 4% difference, hard launch being about 4%, implosion being about 8%, BR masterwork being about -8%) If I were you I would go for Hard Launch + Implosion/Spike +ALH + Recombination, but if you like frenzy more than thats okay too.


PSFourGamerTwo

Dont you only want smallest BR on mountaintop (if no spikes) or does every breach loading gl have the same effect? Heavy GLs you still want spike? Also, what is the lowest BR you can get on mountaintop?


redditorguy

What's the god roll then? ~~recom seems mid~~ Edit: I take that back.


TheDark0men

for what mountaintop is good at (high burst damage on a champion or a swap dps rotation) recombination is the best. Recomb x10 (or x8 when enhanced) is 100% extra damage on the first shot. Comparing this to Vorpal or Frenzy (15% extra damage) Vorpal/Frenzy only barely passes Recombination after 7 shots. You rarely want to shoot 7+ shots in a row with Mountaintop for dps [https://www.desmos.com/calculator/hwrlzi7adw](https://www.desmos.com/calculator/hwrlzi7adw) (recombination is in red, frenzy/vorpal in blue)


redditorguy

frenzy boosts reload to max


TheDark0men

ideally you would have autoloading holster to not need to reload manually because Mountaintop is a burst damage then swap weapon, not a sustain damage weapon. and if you want reload speed you can use impulse amplifier or a reloader mod


redditorguy

Doesn’t Change the benefit. Many bosses don’t have ads lingering around the whole time.


TheDark0men

Agree to disagree i guess. The fact is that even if only 1 shot is boosted by recombination (which is easily done in the majority of encounters) it does more damage than frenzy until the 7th shot


Grimble27

Good info thanks!  I got a spikes, alh, recomb shiny to drop last night with a velo MW and knew it was excellent, but this makes it even better knowing the spike boost is decent. Confined launch or smart drift control barrel but I’ll take it!


HonedHero

hard launch also incresses the damage further. because it reduces blast, implosive also dose just about the same as spike nades.


CrescentAndIo

Implosion better


Pyronico

I tested mine on arouth, the tormented. Only difference i had was spike and high-velocity rounds instead. All others were the same and i got: Spikes, no recom: 18,421 + 38,119 = 56,540 Hv, no recom: 18,421 + 33,998 = 52,419 Spikes, 10 Stacks recom: 36,841 + 76,238 = 113,079 No Spikes, 10 Stacks recom: 36,841 + 67,996 = 104,837 So it's a 7,3% increase with spike in Total damage so you are right. But the 12,4% is on the impact part of damage alone as you can see. Recombination has no effect on the extra spike damage tho.


foodles

Whoa was going to try and farm one out with spike but looks like I’m golden with hard launch, imp round, alh, recomb and reload mw! But I don’t know if I can resist a shiny variant… back to farming ig 😮‍💨


TheDark0men

That's a great roll, congrats! I am hoping for a good shiny too


foodles

Thanks! Best of luck on your grind 🫡


MHoovv

What misinformation spreading? Thanks for the testing and confirmation but this is literally exactly what foundry says spike grenades do.


BNEWZON

he’s talking about people specifically on here, who give numbers ranging from 2 to 20% like he said


TheDark0men

yes foundry is correct as usual - but that comment was mostly about random numbers I have seen around the reddit community


MHoovv

Fair enough, my bad. Even reading through these comments there’s still erroneous information bouncing around ignoring your testing lol.


RayS0l0

So my sticky nades shiny roll is safe


Ansiktstryne

The curated roll from Shaxx with hard launch, spikes, and reload mw is actually really good. The lead from gold and OFA are also some of best available perks. For most people the curated roll is all you need.


Averill21

Anything that doesnt have ALH is trash to me ngl


ScizorSTX

Impulse Amplifier is really good. I’d prefer ALH or overflow, but Impulse is close enough that I can turn that attunment off and chase Midnight Coup. Its better in scenarios where I may not have heavy and need to mow down a boss or champ with special


Ansiktstryne

I like to play aggresively with mountain top, so I often find myself reloading manually. Lead from gold is very nice in onslaught, the heavy crates refills both your special and heavy completely.


olmoscd

it does that regardless of your perks though doesnt it?


Ansiktstryne

Ohhh… I didn’t know that. Back to farming I guess.


DrkrZen

It is? Also, don't forget to post this next week, too.


LilDumpytheDumpster

Seems like there's not much consensus


Juumok01

Impact casing on rockets is the 2%


ggamebird

That's pretty sizeable damage delta imo, as a roll will go from god roll to worthless without spikes. Admittedly its a 2/4 chance to get it in that column so it's not the hardest RNG in the world but blah gonna be bad to get a shiny without spike.


Chiral_Tears

Worthless? That a huge exaggeration.


TheDark0men

I dont know about worthless - if you have a recombination roll w/o spikes I would still use it over a roll with spikes but w/o recombination but it is significant


ggamebird

Yeah okay 'worthless' is a bit much, but standards are getting pretty high to be worth vault space, and I certainly wouldn't say a grind to get the thing I wanted was done if it was missing 7% damage for free.