![]() ![]() The best guess I have to get them to work is invest in high critical chance (I don't have enough of them at the moment), but I have noticed that a high level piercing gem offers a terrific damage % bonus on top of being able to hit more than one target if they're all packed in together. + Next up are medium and to a lesser extent heavy firearms. Really, it's a damn shame that they don't take explosive ammo. Only until the higher double ammo gem tiers do they start to pay off at 10% damage, or 5% per shell - obviously just not worth it compared to a solid damage% gem. Are there hidden numbers at play that don't effect the onscreen representation, a bit like how reload animations don't take into account the number of shells needed? Increase Radius: Not sure how this is supposed to work does it add more pellets? If it only widens their spread, it's essentially decreasing accuracy for little gain. If it's all equal, one shot could either chill/freeze or electrocute a small horde. Elemental proc chances: Same deal as above, but it could greatly increase the chance to proc elemental effects in one blast. ![]() Critical hit chance: If each pellet counts, then each shot could help offset the overall small ammo capacity. I suppose what much of it comes down to is how the game handles pellet counts versus a single shot in conjunction with various gem effects: + First are shotguns, which I have had a real struggle getting to come close to the new Doom's phenomenal variants. I've been playing around a bit with some of my lesser-used weapons before jumping up in the higher insanity tiers, and I was curious if others have found some success with different gem builds on a few of them: ![]()
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