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As for tier 5, I'd say it's a tie between stun and rate of fire.
Since you don't have any overclocks I think the best build is this:
GK2
Tier 1: Quickfire Ejector
Tier 2: Expanded Ammo Bags
Tier 3: High Capacity Mag
Tier 4: Hollowpoint
Tier 5: Improved Gas System
Killing Machine is very useful on M1000. The other two options aren't needed. If you're using focus shots your mag capacity is like 8 rounds if you take Killer Focus in tier 3.. which you should, each focus shot is 2 bullets.. so 4 shots in total. Then you have to reload.. killing an enemy just lets you get a quick reload right after. So yes it is useful.
Armor break when you dont aim for weakspots and/or dont care what they are.
The "correct" choice is usually Hollow Point: it's ultimately a 20% damage increase if you can hit well, which is an immensely generous boost, and Scout is the one character who can always move around to hit weakpoints and doesn't have to shoot a Praetorian from awkward angles if he can just reposition.
That being said, armor break is quite useful, Scout's GK2 has the strongest armor break effect in the game at 600%, and his version of it isn't bugged like it is on multi-pellet weapons or certain AoEs. If you ever do not have the option to circumvent a weakpoint, like a Praetorian surrounded by buddies that prevent a flank, a Brundlefly with an armored belly, or even the new Stingtails who do not have an easily hit weakpoint until you shoot it off, armor break is awesome.
Meaning weapons that deal a lot of damage per shot generaly have a lower armor break percentage, and those that deal little damage have a high percentage.
The reason being is that armor break is a percentage chance based on the direct damage a weapon does. A weapon that deals 1 damage per shot with 1000% armor break, still has a much lower chance to break armor per shot than a weapon that deals 100 damage per shot with 200% armor break.
Also AoE is not bugged, AoE damage does not effect armor break direct damage does. So weapons that are focused on AoE only have the direct hit damage apply armor break. And although some people think pellet weapons like the shotguns have a bugged armor break, its actualy hard coded so that the more pellets hit the less chance each pellet has to break armor. Otherwise you could abuse armor break on shotguns by just focusing all shots on a single piece of armor and break it 100% of the time, regardless of damage.
Its working as intended.
https://deeprockgalactic.wiki.gg/wiki/Creature_Armor
Scroll down to the Armor break section for more info.
For everything else, weakpoint damage.