Alright, now I’m home

Why does a boost in accuracy doesn’t seem to affect all weapons equally ?

Let me just start by saying that I have absolutely no numbers for what I’m about to say: a lot of people have tried to dissect the maths behind accuracy, recoil etc… but it’s much harder to do than with damage, which gives you a number with every shot you take. Accuracy just gives you a bigger or smaller reticle and a number between 1 and 100. So this will be REALLY broad.

1: The difference between accuracy and spread
Specifically when discussing multi-pellet weapons like shotguns (but also the Maggie and Skullmasher) the 2 have a very different effect, and it’s clearer which is which when you have a gun that has a very good value for one and very poor value for the other.

Accuracy is the odds that your shot will go in a particular spot within the reticle. If your gun has low accuracy, the reticle will be big and your shot could go anywhere within it. There are actually 2 accuracy values: Min and Max accuracy. Min accuracy is how accurate your gun can be: if you have taken no shots yet, this is the base value. Max accuracy is just how wide can that reticle go. Guns with good max accuracy are great for prolonged shooting as they will not get too inaccurate overall. Jakobs guns in general tend to have GREAT min accurace, but very poor MAX accuracy (as well as high recoil)
Weapons get less accurate when you shoot, that’s the effect of recoil when shooting from the hip: the reticle gets bigger and the shots have a wider range of possible place they could go to. Guns with a lot of recoil will very quickly go from accurate to very inacurate within just a few shots. Unless something affects this, no shots will go out of the reticle. Of course, since the reticle is fixed, the width of the “possibility cone” will widen with distance, but no shot should exit it, unless the gun has SPREAD.

Spread is the tendency of shots to get away from ONE ANOTHER within the confines of the limits imposed by accuracy. Shoot from the hip with a Skullmasher and you will understand what this means:
The Skullmasher has poor accuracy after a couple of shots (because it has a lot of recoil), but the spread isn’t affected by this, so your 6 pellets will stay just as tightly grouped … but that group could be centered anywhere within the reticle. Inversely, the Triquetra has reasonable accuracy, but a very wide (and fixed) spread. Shots WILL go out of the reticle when you shoot the Triquetra, but the epicenter of that pattern will always be within the limits imposed by accuracy. If you could somehow give the triquetra 100% accuracy, it would still spread out, but it would always spread out by the same amount in all directions from one shot to the other. Again, I have no clue how that works mathematically, but most accuracy boosts (but not all) will ALSO tighten the spread on guns. Note that spread is a function of time, not distance, so anything that improves bullet speed will make the spread tighter too.

Now, I have no idea how the maths are made, but there are diminishing returns to accuracy boosts as well as an asymptotic ceiling at 100

(Warning, contains numbers I pulled out of my butt)
Let’s say we get a 30% accuracy bonus:
A weapon with horrible accuracy will always have horrible accuracy, no matter how you cut it (if it had 15, it might go to 19 because the bonus has very little to multiply to begin with)
A weapon with great accuracy will gain very little from an accuracy boost (as the formula seems to taper off as we approach 100) (if it had 92, it might go to 95 because you’re working with diminishing returns near 100)
And weapons that benefit the most seems to be those who’s accuracy hover around 40-60 (at 40, the same accuracy boost would make it go to about 65 since the value is both big enough to be decently multiplied, and small enough that it’s not approaching the ceiling)

So you will not really see a lot of improvement by increasing the accuracy of the maggie (which starts at 86 or something like that) … but you will see an impact on the Triquetra… Still, the spread of the Triquetra is bad, and the one on the Maggie is good, so even with a BIG boost to accuracy, the Maggie will still probably shoot straighter.

This is a really poor explanation, I know but without any numbers I can only try to convey the “feel” of what tinkering with accuracy has taught me.

So, Should I use a jakobs relic that improves accuracy or that reduces recoil ?

If you intend to shoot once or to wait between shots: Accuracy
If you intend to shoot more than once in a row: recoil (because after the first shot, the one with lower recoil will probably already be more accurate than the other one for the second shot)

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Hahaha! thanks man :slight_smile:

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For the sake of consistency, would you mind trying that out again, but with no skill points spent except for the action skill, no BAR and no gear except the relic ?

I like my evidences to be free of outside variables :slight_smile:

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Science forthcoming! ( in 4 hours )

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Not if I beat you to it. Lol



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Allegiance relic does apply to Sal’s offhand. :man_facepalming:

This has also brought to my attention the 35 grog I have seems illegitimate to my dismay. It’s Maliwan but with this Jakob’s allegiance relic increased its mag from 8 to 10. That shouldn’t happen. (Edit: Correction, thanks to @khimerakiller I now know this Grog is legitimate and it has in inherent ability to have a larger mag than what on the weapon card.)

updating post to reflect what I’ve learned. :blush:

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It is.

In addition, the gun will always have 2 more magazine size than is listed on the weapon card; For example the weapon card will say 12 magazine size (with maliwan grip) but ingame it has a magazine size of 14.

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Thanks @khimerakiller I appreciate that bit of info. Glad I didn’t toss it yet. :smile:

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One more thing to test: do the other bonuses from the Jakobs allegiance relic apply to the off hand ?

Things like recoil reduction and accuracy ?

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I’ll do that tonight. The relics only have recoil reduction & recovery and ammo capacity , but the Monk has accuracy, etc. so I’ll test both.

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That’s funny. I was about to do that last night but got caught up with Trouble shooting my xbox live issues I had been experiencing the past 2 days. I can co-op again! yay! so I can be a bit more focused on the ‘task’ at hand. :blush: Not sure @Jefe time frame, but it’s about 9am where I am and I won’t be home for quite a while. But I’ll try to test this if I can beat Jefe to the punch again. :smile:

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Results are in! Offhand still gets the bonus. :smile:

Weapon used for this test. I made sure it was in Sals offhand for this test.


Relic used for this test.


No skills other than the Action skill itself.


No BAR.


The pellets grouped together on the left was with no relic equipped. The pellets grouped together on the right is with the Relic equipped.

Edit: I’d like to add that the relic used when not gunzerking performs very well when ADS. The grouping is noticeably tighter.

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I can definitely attest to that. When I run out of Gunzerk, I can spam a Hammer Buster and hit crits very reliably.
Sometimes it really annoys my that I can’t ADS during GZ.

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So I decided to go a bit further with the relic and offhand bonuses. The damage buff from the Deputy badge also applies to the offhand. I had thought it was only the reload buff that applied.



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Just threw this on to see if I can get the mag increase in the offhand as well as the main hand.



:flushed:50 in the mag?!

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This is all great news :slight_smile:

I bet this was fixed in a patch, because I could swear that Derch and Sljm has tested that.
I guess I need to go think of other cool things to do with that :slight_smile:

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Probably not our kind of thing, but …

No surprise it’s from Joltz, and you can ADS   :sunglasses:


Nuf said, and from the man himself :+1:

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I’ve yet to run any kind of allegiance build but this looks very interesting- and fun. Nice job on the build- I might have to try this myself one day…:cowboy_hat_face:

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An addendum regarding gun matching. I have three approaches :

  • Fire rate : this is only a consideration for the Unforgiven, Hammerlocks ( Rex, Elephant Gun and Damned Cowboy ) and snipers. This is “important” because if the fire rates are drastically different, then one resorts to mashing and spamming - and this is counter to the play-style. Most of the guns mentioned have a fire rate of less than 2.5.
  • Equalizing mag size : it can be nice to have guns that reload at similar times ( despite the temporary loss of output ). Left-right-left-right alternating fire tends to keep recoil to a minimum versus firing both at the same time ; so keeping that rhythm with equal ( and large ) mag size is very enjoyable for me. An example of this consideration would be boosting the mag of a right handed Gatling Gun to match a Hammer Buster ( see COMs below ).
  • Optimizing Money Shot : this essentially turns this into a Deputy build. This is quite a different play-style than the above. Shots are selective and left/right independence is exercised much more. To achieve maximum M$, the left hand gun requires a minimum 2 shots in the mag ( i.e. 3+ for a Coach Gun ) ; the right hand gun requires a mag size of 12+.

Adjustments to overall mag size and fire rate can be made with relics, gun parts and skills.
Adjustments to right hand mag size and fire rate can be made with Monk COM prefix choices.

  • Relics : a Jakobs allegiance with mag size will boost both guns up to a maximum of ~85%. A Sheriff’s Badge will boost a pistol’s fire rate ( Unforgiven and Rex are the only relevant pistols ) up to a maximum of ~50%.
  • Gun parts : prefixes can boost mag size and fire rate.
    - a Trick Shot, Cowboy or Klook prefix boosts fire rate. All have mag size prefixes but I believe the Sidewinder will only turn a mag size of 2 into a 3 ( not a 3 into a 4 ).
    - the grip will determine mag size as well. A purple Coach Gun can have a mag size of 2 ( Ted, Hyp, Torgue ), 3 ( Bandit ) or 4 ( Jakobs ).
  • Skills : there’s little flexibility here as the build doesn’t really allow for specing fire rate skills or de-specing F2tB. In a pinch, one could try moving points from F2tB to Inconceivable , but not really recommended.
  • COMs : the Legendary Berzerker boosts F2tB from +25% to +50% mag size with both guns. The Monk is where things get interesting : the second prefix affects both guns whereas the first prefix only affects the right hand. For example :
    - a Neutral Evil will grant up to 45% mag size to the right hand only / and crit %+ to both hands.
    - a Chaotic Neutral will grant fire rate to the right hand only / and mag size to both hands.
    - True Neutral : ??? - not sure, never seen one.
    - a Lawful I thought was a good idea, but the accuracy boost has proven to be useless.

With a Neutral Evil/Good COM, a Jakobs allegiance relic w/ mag size, a left hand ROM with Tediore grip and a right hand Triquetra with a Jakobs grip, I get a mag size of 4 and 15 respectively. This, incidentally, is extremely powerful.

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Is the Lady Fist Plus Grog Nozzle Combo the best on this or is there any other combo that surpasses it in terms of critical damage stacking?

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According to Chuck, the Lady Fist and Grog gives the highest crit %+ of any combination. I never tested them together as I was more interested in Jakobs only, but the Lady Fist has 800% Type A and the Grog has 200% Type B (multiplicative). This is way beyond any other combination.

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