darkblade wrote...
Kiernin wrote...
Seargent_Braken wrote...
Of all the nerfs BW has done over the course of this game, this Typhoon nerf makes the least sense...
A 25% reduction in overall damage is insane! Why did they do this? There was no valid reason for this. Hardly anyone has the blasted thing in the first place, for goodness sake!
It's not overall damage. It's base damage I believe if I have the mechanics correct. Base damage would be 44(Typhoon I) and when ramped up, the base damage would be 66(Used to be 88). After you apply the various bonuses, that gap just gets bigger and bigger since they are all additive percentages. Too lazy to do the math to see what the overall reduction is but you can really notice the difference between pre and post nerf.
Yea its noticable, but its definitely not unusable. Now you just have to some sort of debuff to get the same level of damage on a boss. Which is fine because this IS suppose to be a TEAM game. Its not bad by any definition of the word.
That might be the case for a normal weapon that had its damage based on the flat value of its damage per shot. However, the Typhoon requires it to rev up fully to reach its maximum potential with the innate damage modifier it comes with to do any decent amount of damage.
Let's see an example of how a debuff would bump up damage on Typhoon (level 1 in this instance). Say, for instance, a target is proximity-mined to take 20% more damage from all sources. You would be firing your gun for the first .75 seconds at (44*1.2)=52.8 damage, at which time the gun reaches its revved up damage potential of (66*1.2)= 79.2 damage. Much less than the Typhoon would have done normally.
Now, look at the Typhoon pre-nerf. (44*1.2)=52.8 damage would have jumped up to (88*1.2)=105.6 damage per round. See the difference between the two? The nerfed version of the gun nowhere near approaches the damage of the pre-nerf version or, hell, the normal damage of the Typhoon WITHOUT the debuff.