Iād always assumed that the damage for MIRVās was either divided by the number of child grenades or that each child grenade did the same amount of damage as the parent. Considering I now have a Longbow Bonus Package on Mike Irons, I think Iāll go check it out in Opportunity and see what happensā¦
If they kill stuff = Good
If they canāt kill stuff = Bad
You normally donāt use those kinds of grenades to kill tho. Iād base them on slagging and healing capabilities
I do! Transfusions can actually do a lot of damage because unlike MIRVs, the child grenades track the enemy and almost never miss. Just make sure that you are matching elements with them.
As far as Betties go, the ones I use for the purpose of murder are the Crossfire and the Bouncing Bonny. They are surprisingly good damage wise.
Oh I regularly use betties of all elements for damage purposes, not least on bandit allegiance playthroughs. I spent a very long time thinking they were useless as damage because, as I said, the card stats are really insuffient and confusing (and I havenāt really tested them at OP levels as I just use them for Krieg slag). But what I only realised when I did a bandit playthrough was that they can be seriously powerful and do sustained damage - I use them regularly now. Grenade stats are probably the least helpful listings in the whole game.
First time Iāve heard of anyone using them for that but, I stand corrected
Guysā¦
Please.
Thereās whole topics for off-topic.
Use them.
Going back to my post just above about transfusions, does anyone know how the amount of health received in the orbs relates to the damage multiplier shown on the card?
It doesnāt, that multiplier is the number of child grenades
Sorry, I will rephrase my question - basically, what is the relationship between grenade damage and healing received? And Iām working on the assumption (though Iāve never really checked) that number of child grenades = number of orb trails?
Re CGs, I thought the damage number applied to CGs as well as the main one.
Wait, forgive me for my ignorance (no change there) but is there a central explosion and then child explosion? I suppose Iād just always thought of it as a series of childs.
To my understanding, there is a central grenade that explodes, a separation charge of sorts that kicks out the child grenades. When thought of that way, it makes sense. But I could be wrongā¦
Yes, that sounds right. I suppose āchildā is slightly misleading then, given thereās no reason to think that theyāre lesser in damage.
[Gearbox just prompted me to shut up and stop replying so much. Itās just good to get some deeper understanding beyond āexplosions!!ā]
The Bonus Package Mike Irons has has a listed damage of 279,578x10, with 10 being the number of CG. While I didnāt get too close (as I wasnāt feeling suicidal) some of the CG were doing an average of 144k damage to slagged flesh and armored foes. Can any one explain the math here?
The listed damage might be for the initial explosion only
So, toss one at the test dummy in Sanctuary, and try not to die from the child grenades? 
or go back to NVHM and try it with a level 30 one
I do have some low level Bonus Packages- Iāll see if I can find what mule I have them on and give it a whirlā¦
[quote=āVaultHunter101, post:67, topic:1369955, full:trueā]
So, toss one at the test dummy in Sanctuary, and try not to die from the child grenades?
[/quote]āDo or do not, there is no try.ā
ā Yoda, āStar Wars: The Empire Strikes Backā