Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
I have both.....what are you on and where can I get some?
sarpa IS better for when you have stuff like nullifier bubbles to take out, but overall if I want stuff killed fast I'm going with my redeemer.
Redeemer less damage, blast can be usefull but the accuracy is just pin-point-shoot.
also (not sure) sarpa can alert enemies about 15 meters away from hit location
If you don't believe me then feel free to test it yourself, here's my build:
Life Strike(rank0), Primed Pressure Point, Spoiled Strike, Jagged Edge, Buzz Kill, Virulent Scourge, Vicious Frost, Volcanic Edge.
Sarpa also procs blast, though somewhat situational. However enemies and objects in a close vicinity of the shot will take some AoE blast damage all the time.
Redeemer shots will for example not make a volatile runner explode. Gunfire makes runners explode, melee does not.
Redeemer fires 10 pellets per shot.
Sarpa fires on average 5 (different number of bullets on different combos).
Redeemer pellets deal base 30 damage.
Sarpa bullets deal base 35 damage.
300 vs 175 damage.
Redeemer is stronger.
@OP: having both weapons build formated and used with all kind of different mod combination extensivly i can only come to the conclusion that the redeemer is still the better choice - sure, the base dmg of the sarpa is a bit higher but like axelmonster already stated, the raw numbers are deciving here. if you actually tested both weapons for some time against different kinds and levels of enemies you wouldn't start the thread (btw, others b4 you did the same).
don't get me wrong, the sarpa is not bad weapon - far from it - but it is still outshined by the redeemer in nearly all aspects: damage, procs, crits and yes, even in range and accuracy - both tested with high noon and bulletdance (the last one makes the redeemer ever more superior then with high noon - if you handle the weapon right). the only pros for sarpa i ever found are its much better use against nullifier which can bring the bubble down in 2 charged shots (all bullets on target) where a redeemer would take 4-5 shots. it would not be that bad, if the sarpa could actuall shoot in a damn strait line - it is annoying when the full burst miss even a target 5m away from you. its a bit illogical that its behave more like shotgun in that perspective than the redeemer does and it might be patched in the future but till then its just too unpredictable. worse though is the range: with primed range in both weapons and high noon for the stance, the range where i can hit a target with the redeemer is about 45-50m (and there is a good chance to down/destroy it too). with the sarpa it is far less than that and the chance that any bullet hit is much lower than that of a redeemer pellet. with bullet dance, the redeemer now hit targets at 80m and more - the sarpa can also, but rarely land on what you were aiming at. i think the bullet dance effect on the redeemer was not intendet and might be "fixed" at some point - that or the sarpa get its little rework instead.
tl:dr don't interpret the stats (or play around with the wf-builder) but test the weapons yourself under all kind of conditions.
Yes, if you fire it at a bubble you see damage numbers pop up in a shotgun like spread. The attacks however do not count as shotgun pellets, not from what I've observed.
i can only say, that the visible damage of the redeemer "looks like" a shotgun weapon - also the redeemer is described as such. and yes, it don't use up ammo - but i guess DE can't compile a 3rd ammostack into the game (one that only 2 weapons would use anyway... or rather they would need a melee-shotgun-ammo and a melee-pistol ammo to prevent cross references to 1st and 2nd ammo types... argh, anyway).
might be, we just talking about 2 differnt things here too ^^.
Shotguns spread their crit and status chance between the pellets. Bascially what it lists on paper is the chance that you will trigger a status effect each time the weapon is fired, if each pellet hits. it is not per pellet.
I don't see any evidence that the redeemer works this way however, thus it's blasts are not treated as shotgun blasts, but rather melee attacks.
Edit: This was actually a misunderstanding on my part, I thought he was saying that gunblades are secondary shotguns.