cailte
(NeonSherpa)
#51
It is good. Surprisingly so. But it did fall off when I tested it against high health enemies. Doesn’t have that chunk removing ability of some other guns. Nothing tops my CH Boom Sickle so far.
roboteconomist
(Probably the dumbest Moze player...)
#52
I’m all about that x2 bipod Shredifier. So much better than the Super Shred.
sonicgundam
(haha mindsweeper go bbbbbboom)
#53
it falls off very hard against high health enemies in endgame content. it just doesn’t have the base damage to keep up with other weapons that are generally easier to farm.
evenflow80
(Evenflow80)
#54
I dont know man, I pretty much have every gun in the game and my Shrediffier feels like it outdoes them all at medium range. The fire rate really piles on consecutive hits , Pearle, Combo (guardian rank) and with all of mozes passive fire damage added on top of all that , the thing just , well Shreds.
evenflow80
(Evenflow80)
#55
You need 2 points in Redistribution AND Forge to possibly not have to reload with the 2x Shredifier, no ? I have one but switched it out to single shot one because with 2 points in Redistribution I never have to reload . I just keep raining bullets and grenades non stop. It’s awesome
klg_chaos
(What a wonderful night to have a curse.)
#56
It seems that the meta are guns that chunk enemies really quickly. Being able to fire infinitely with a steady stream of damage gets frowned upon. It was like that in BL2 as well. It was all about massive damage in a couple of shots-- like Sal and the DPUH. Anarchy pistols were nice, but everyone went for the DPUH, especially with the weird fire rate cap the game had.
I say go with what you enjoy. Yeah, an Anarchy can blow away a boss in seconds. But so can a Shreddifer or Oldridian if you keep that stream of fire on target and get those crits. If I had a good Shreddifer still (mine were destroyed when the level cap increased) I’d be using them, too.
1 Like
cailte
(NeonSherpa)
#57
Not so much frowned upon, more that a constant rate of accurate fire is harder to consistently maintain when enemies are one-two shotting you. Burst damage is easier to throw out between evading.
But yeah, if it’s fun and it works, do it.
klg_chaos
(What a wonderful night to have a curse.)
#58
Yeah, the sapper com is great for mitigating that. Too bad Moze’s damage suffers horribly in the process.
vCarpeDiemv
(v Carpe Diem v)
#59
In my experience, a Rowan’s Call will do anything a Lucian’s Call will a little better.
Not saying this is always the case, but I feel like the Rowan’s has an edge.
1 Like
klg_chaos
(What a wonderful night to have a curse.)
#60
Agreed. Rowan’s is great and one of my favorite guns. If you can control the recoil and hit those crits, the ammo regen from crits combined with 2 points in Redistribution and Forge lets you fire it forever, even with its lower mag size.
cailte
(NeonSherpa)
#61
I’d have to agree. The point was more what could be achieved on M4 with a Lucian’s Call.
Not that it was some secret god tier weapon. 
13igTyme
(RIP Kevin - 11/21/19 - Gone but not forgotten.)
#62
A lot can be done on M4, though. The level cap increase pushed us to where any gun and build can work outside of TTD. That’s why I’m waiting till Mayhem 2.0 before I start making builds and deciding on guns.
1 Like
The kaoson with the unforgiven and mindsweeper has some insane interactions. You can swap to the unforgiven after a 1-2 seconds of full auto kaoson for the 420 crit damage which leads to massive mindsweeper grenades.
It makes an already OP gun just insane even vs bosses since the high amount of grenades spawned increases the likely hood of getting chains and the unforgiven makes those nades hit for crazy amounts.
Having scrappy really helps with the swaps. It also helps with the high ammo consumption since some ammo regens while swapping the guns.
xirmi
(A book of unspeakable horror... the Nibblenomicon!)
#64
Question. Are the formulas here accounting for damage increase against single targets? I didn’t see it mentioned whether that was being taken into account or not. I’m assuming it is but just making sure. (I kinda skimmed through but I’ll sorrowfully admit that math posts look like gobbledegook to me). In practice, in mobbing situations (especially when spawns can be easily anticipated, such as with digistruct torpedoes in Athenas or the Takedown during Valkyrie fight), with +9 TCP, micro-grenades end up damaging multiple enemies and they, not infrequently in my experience, delete whole groups when a single target is shot.
I’m also not sure how PtHP works against groups.
sonicgundam
(haha mindsweeper go bbbbbboom)
#65
that is correct. this only accounts for single target damage as that’s all i can account for. i touch on mobbing efficiency a tiny bit in my build guide, but i’ll elaborate a bit here. MS mobbing performance is arguably the best on moze bar non. with the changes to TCP, the average AoE of the micro-nades is so wide that it just swallows up entire groups of mobs. with the 300v2 or CH anoinment on a kaoson, you can run the anvil and have single nades take out entire groups, including anointed CoV.
a rad kaoson with the 300v2 is especially potent, as the majority of your primary bars will be shield bars, and you gain type effectiveness + 300v2 against that shield, and the damage of a spawned micro-nade will be based off that base damage. those base nades will then double dip on the 300v2 against any mobs that still have shields up, or single bar enemies that are at full health, as well as shield type effectiveness. the damage numbers i’ve seen from base nade spawns against secondary targets are actually kind of scary.
this is also what makes x2 kaoson’s so scary on MS. on average, every shot fired by the weapon will spawn a micro-nade at 100% crit accuracy. the x2 kaoson has almost no pellet spread, so its performance is skill and target availability based.
as for PTHP, each of those additional targets are chances for the grenade to crit, and create multiple chances for the base nade to spawn chains.
if singularity grenades had a wider AoE, i’d probably use them exclusively.
3 Likes
cailte
(NeonSherpa)
#66
This is why I use a rad hex.
jingles12
(Jingles12)
#67
Question, it seems like maximizing fire rate and the number of projectiles will help smooth out the damage with minesweeper. In that case, does having points in skills like FitSD, Short Fuse, Selfless Vengeance, and Experimental munitions, which either generate bonus elemental projectiles or bonus explosions, proc additional minesweeper grenades if they crit (can they crit)? I guess also having bonus elemental anoints would also be another way to generate more projectiles, which I believe are able to crit.
If these Skills do proc additional grenades, I’m guessing that FitSD and Experimental Munitions are superior because they also proc their effect when MS grenades hit? Since SV and Short fuse mention only procing it’s effect on gun damage and not grenade/splash damage.
Thanks!
Prismatic
(Dancing with Jak 'o' the Shadows)
#68
Bonus elements do not proc more grenades. It was something I tested a long time ago, if they did Mind Sweeper would be significantly more powerful.
5 Likes
jingles12
(Jingles12)
#69
I see. So FitSD --x–> MS grenades like you said, but does
MS grenade ----> FitSD? And if so, is it only FitSD and Experimental Munitions that do this and not Short Fuse or SV since they deal extra damage proccing on crit or splash damage vs gun damage? I ask this because many skill builds include Short Fuse, but if I do not need the extra ammo regen is it better speccing into Experimental munitions for more damage instead?
1 Like
Prismatic
(Dancing with Jak 'o' the Shadows)
#70
A Mind Sweeper nade can get bonus fire damage from FitSD yeah as it counts as splash. SV doesn’t proc on micro nades and Short fuse won’t either.
Short Fuse is significant damage on its own and I wouldn’t recommend ever skipping it in favour of Experimental Munitions when you’re chasing damage. Short Fuse gets almost all the same damage buffs that Mind Sweeper does. So building for one naturally leaves you well built for the other.
2 Likes