MIRV Damage tooltip "less than" single damage grenades

I’d always assumed that the damage for MIRV’s 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 I’ll go check it out in Opportunity and see what happens…

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If they kill stuff = Good
If they can’t kill stuff = Bad

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You normally don’t use those kinds of grenades to kill tho. I’d 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 haven’t 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 I’ve heard of anyone using them for that but, I stand corrected

Guys…

Please.

There’s whole topics for off-topic.

Use them.

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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 doesn’t, 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 I’m working on the assumption (though I’ve 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 I’d 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 wrong…

Yes, that sounds right. I suppose ā€˜child’ is slightly misleading then, given there’s no reason to think that they’re lesser in damage.

[Gearbox just prompted me to shut up and stop replying so much. It’s just good to get some deeper understanding beyond ā€œexplosions!!ā€]

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The Bonus Package Mike Irons has has a listed damage of 279,578x10, with 10 being the number of CG. While I didn’t get too close (as I wasn’t 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? :wink:

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or go back to NVHM and try it with a level 30 one

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I do have some low level Bonus Packages- I’ll see if I can find what mule I have them on and give it a whirl…

[quote=ā€œVaultHunter101, 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]ā€œDo or do not, there is no try.ā€
– Yoda, ā€œStar Wars: The Empire Strikes Backā€

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