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Blessings: Hand Cannon + Surgical
if yes:
+25% flak
+25% maniac
t4 Handcannon
t4 speedload or t4 surgical
on my vet its a 1 tap to the head for everything but carapace armored and those are just a well placed 2 tap. Sadly it does not penetrate light cover which would be so nice. It does need pretty high stat rolls to feel good though. Anything below 75% damage and 75% penetration and my one taps outside of volley fire are not reliable. Also that reload speed is big yikes even at a max 3.70 seconds.
With handcanon and surgical you are dealing massive crits, enhancing that percentage damage seems like a better option ?
I am at work so I can't test the numbers myself at the moment tho
Crucian Roulette on the other hand synergizes extremely well here. Typically I want to keep my Revolver topped while quickly swapping to it between melee to take out those key targets. So the closer I get from 5 to 0 ammo, the more likely it is that there's several priority targets and we're dealing with dangerous levels of enemy pressure. This means that you have less time to apply Surgical, and each of your remaining shots becomes progressively more important. Crucian Roulette addresses that by pushing that crit higher the more each shot counts.
Note that I am in no way saying this is the only way to build or play a Revolver, but it's what I find works for me and the situations I tend to run into.
If I run my talent tree based on krak grenades and rending.
Using grenades mainly for ogryns, monstrosities and bosses
(and big squads of armored)
Is it worth using the handcanon blessing?
(unless the talents don't work as described but have some hidden properties like adding more rending the less ammo you have per clip or something)
All interesting points, not done the numbers or how it works in specifics with maximum effects.
But anything going over max is just increasing your damage, correct?
And if I don't have time to aim, or get a crit, I would still apply the rending giving me overall continuous benefits if I'm not mistaken?
But as said, with the Revolver being the way it is, those 2.5 rending per hit/crit and very likely even that 15% per hit aren't going to do squat. There are easier talents to reach for a much lower investment that give you stuff like 10% crit on first round in mag, 15% weakspot damage, extra damage against oggies and monsters, extra dmg against elites, even just more ranged damage in general etc. Those other talents will likely easily add so much more power that they'll be worth more than the rending against the crushers, while contributing to literally every other enemy too.
Remember that weapons & builds are essentially all about breakpoints: how many shots does it take to kill each enemy type? And in terms of those breakpoints whether a crusher takes 3 or 4 shots is irrelevant if the price of that is that most of everything else goes from 1-2 shots to 2-3 instead. :>
What you say makes perfect sense,
Adding more overall damage is potential higher value than specific damage against one thing, which I most likely will throw a krak at anyway.
(Very dumbed down version, sorry)
Still leveling through my vet, just trying to find a type of path and build that works for me.i tend to work heavily towards themes.
Rend / Bleed / Fire and so on 😅