I’m in the middle of actually testing the maths behind Hot lead, and the results are not what I expected.
Placeholder for now, but here are the broad lines:
- Hot lead’s damage is not based on your gun’s base damage, but actually benefits from most gun damage boosts you have.
- It seems to take it’s cue on the ignite damage, which comes slightly after the crit: Even though crack shot boosts your base damage, it does nothing for hot lead, while Quick shot, a Tranquility Oz kit and a Sheriff COM do.
- Crit boosts however, have no effects on it
- it’s utterly useless in a vacuum since the initial damage is very very low and only serves as a “spark” to start the burn DoT. (it’s about 2% of base damage per skill point)
- the damage percentage the card states is accurate when calculated over one second. (so, with 5/5 in hot lead, your incendiary damage over one second (3 ticks) will be 25% of your gun damage, without the crit)
- it does say “incendiary damage” not “fire damage”
- the ignite chances are off the charts (300 out of 300 with only 2 skill points on flesh and 150 on 150 on skield… not saying it’s 100%…but it’s very close to))
I still have a lot of tests to run, and I should spruce this thread up with a few pictures, but this placeholder will do for now. I need to sleep.
So, so far my conclusions are:
Hot lead is MUCH better than I thought in an atmosphere.
But MUCH worse than I thought in a vacuum.
And since it’s damage is done over time, it’s much better against bosses and badasses than mobs (who will probably die well before the DoT has done it’s job.