High velocity rounds needs a bigger bonus on broken armor

I noticed that high velocity rounds gets a X2 mult on armor broken enemies - but there is a problem here, it is faster to fire it twice than it is to break armor then fire high velocity. In fact it may be faster in some cases fire it four times. These facts are why even armor break builds do not run it.

As such, to properly work as an incentive to break armor before using it, the benefit from firing on an armor broken enemy should be increased. If it were a 4x multiplier instead of a 2x multiplier it MAY be good enough of a payoff(though even then, it is debatable).

There is a similar issue with supports such as hourglass and exploit weakness, where their condition is so specific that a giant boost is needed to justify them.
Last bumped on Feb 28, 2025, 6:59:33 PM
x4 is still not enough.

I can easily maintain Shock 100% uptime on the target with ignite.
So I can shoot 20 rounds per sec with Shockburst Rounds, that's roughly 158% x20 = 3160%. And let me tell you with HoWA it is busted af.


I cannot maintain Armour Break uptime on the target.
High Velocity Rounds can only consume once, fucking once, how many seconds is that, for 468% x4 = roughly 2k%?

The skill needs rework, if you insist on boss fights with screen-wide aoe 1 shots every second. Or change the mobs and bosses.
Yeah the problem is less with the numbers in how much better an armour consuming shot is than it is that the difference in strength of any ability you'd use to break armour will necessarily do too little damage to be worth it because you don't have enough support gems to make such an ability do enough damage.

Like, it should be that the time you spend breaking armour with, e.g., armour piercing rounds is worth doing because the damage loss over just continuing to shoot with HV rounds just isn't actually that much.

If AP rounds only did like, 20% less dps than HV rounds does when it isn't consuming broken armour, then that's worth it.

But because of support gems just being often unconditional raw giant damage increases, and that you can't use them in more than one ability, it just fundamentally makes comboing abilities like this nearly never worth it.

It's not a numbers problem, it's a core game mechanics problem. (It is a problem though.)

@Brisket, yeah that's kinda the issue, what you pointed out at the end there. Combo based gameplay just isn't tenable when kill speeds are so high, theyre just fundamentally incompatible concepts.

I don't think any rework is going to change that, unless they just drop the whole comboing aspect of it. The amount of extra damage you'd have to give it to make it worth it to armour break in between uses would just end whacky and make no sense for the general concept of the ability.

If it needs to do 3000% attack damage, basically a plasma blast, to make using it with armour break worth it, then we are getting into jump the shark territory, and are addressing the wrong problem.
Last edited by thejollygreenone#1911 on Feb 28, 2025, 7:03:23 PM

Report Forum Post

Report Account:

Report Type

Additional Info