It seems to be in the same archetype as Hand of Judgment, with the same RoF and impact. I compared the two back to back in the Divide.
330 Badger roll: RLS3 ranged lens; Zen Moment; Perfect Balance/Hand Laid Stock/Smallbore; Third Eye.
Not amazing, but decent.
334 Hand of Judgment roll: RLR5 ranged lens; Perfect Balance/Reinforced Barrel; Explosive Rounds; Rangefinder/Crowd Control.
Badass roll.
For the purpose of this test I maxed the Hand's range. I mean completely MAXED. I was trying to ensure no damage falloff, as its impact is identical. So Ranged Lens, Reinforced Barrel, Explosive Rounds, Rangefinder.
Badger has only ranged lens and Zen Moment unlocked. Its range is about 15-20% less.
Control targets are lvl 5 Dregs and Vandals in the Divide, critical hits [i][u]only[/u][/i].
334 Hand: 251 at [i]any[/i] range.
330 Badger: 376, +/- 10dmg at range.
What. The. Actual. Hell.
I love Badger like family since my first god roll Y1 (Outlaw, Hammer Forged, [b]Firefly[/b]), and now, now....
I love it more?
Edit: Based on responses, I tested a few more scouts at higher level. Hard numbers below.
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That's the impact of the hand with explosive rounds, the rest of the damage is done but in a different way, because of the explosive rounds
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Edited by OGNoshkanok: 9/17/2016 1:44:02 AMHere are the numbers! Tested on lvl 36 Hive Knights on the Dreadnaught. Values in parentheses represent Explosive Round damage. The first value is critical, the second is non-crit body damage. The Y1 Badger is ascended. 1. HoJ: 3278 (2185+1093) 2. Y2 Badger: 3277 3. Y1 Badger: 1455 4. Hung Jury: 2731 5. NLtO: 2731 6. Treads: 2732 (1821+911) 7. HoJ+CC: 3605 (2512+1093) I tested at close enough range that any scope or range perk was irrelephant. This eliminated the range factor. I found that Scouts within an archetype have virtually identical damage, regardless of Explosive Rounds. ER only becomes a factor if the target has enough HP to absorb the combined damage. HoJ and Badger were within one point. HJ, NLtO, and Treads were within a point. The real kicker is HoJ+CC at the bottom. I switched out Rangefinder for Crowd Control and gained 327 damage. The true test is TOTAL damage per magazine, which adds the factors of ER and Triple Tap, and that's too much maths for now. But for damage per shot, HoJ wins this round. Overall, dare I say it, Scout Rifles seem pretty well................................................balanced. [spoiler]I know I said irrelephant and maths[/spoiler]
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Explosive rounds might be the problem. I was doing headshots with a Her Fury on bosses in CoE and when I used one with explosive rounds I noticed I did over 2000 less damage per critical hit. I switched to the one without explosive rounds and was back to 11995 per critical.
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For everyone calling out the explosive rounds - a good vid: https://youtu.be/ZdGxNIuJQqI
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Dont use explosive rounds it takes away from crits.
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I love the badger I have been into the slower rate of fire rifles as of late.
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First off, you have explosive rounds on your Hand of Judgement. That perk messes with damage numbers, also you are using different scopes on your 2 scouts. I assume your Badger has a higher zoom scope [spoiler]Higher Zoom=Farther Damage falloff.[/spoiler] which is why your Badger dealt higher damage compared to your hand of judgment
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Edited by SEVENINE: 7/5/2016 7:12:33 AMTake off explosive rounds, or add the extra damage that explosive rounds do.
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Use the hand of judgement. It does more damage overall with crowd control.
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explosive rounds take damage off the actual bullet. Remove explosive rounds and do a proper test
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Edited by Hunter927: 7/5/2016 4:42:53 PMYour badger has a much better roll for pvp. HoJ is trash imo especially with ex rounds
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Edited by Caldee: 7/5/2016 10:17:08 AMWhen you use explosive rounds, the damage is split in two, it just so happened that the first half killed the dreg before the second damage could do anything. If you are looking for numbers, I can assure you that explosive rounds makes you do more damage as well as it having AOE. So in other words, your hand of judgement is indeed a[quote]Badass roll[/quote]
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As said below, explosive rounds split a % of the total bullet damage and apply it to the explosion which registers differently than the bullet damage.
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Explosive rounds divides the damage. That's why I'm not a explosive rounds fan
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They basically do the same damage, this is not news to me.
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So, the consensus is that HoJ's Explosive Rounds are the cause of the difference. I will re-test on higher level enemies that can bear the damage of several Explosive Rounds. I love science.
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Explosive rounds are affecting the damage numbers.
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I'm trying to get a Badger. I've gotten Shadow Price, Grim Citizen, the machine gun , long bow, high fixer but yet to get a CCL.