Guardians have banded together since before the launch of Destiny 1 to celebrate and theorise about the universe the games are set in. Members of the Massive Breakdown Discord and my clan, BC30.The Destiny 2 community is one of the most impressive and expansive that I’ve ever seen in games.A Y3 weapon had far fewer possible rolls (thousands) than a Y2 weapon (hundreds of thousands).The weapons with the fewest number of rolls (excluding fixed roll weapons) all had 4 rolls: Y2 Trials weapons and King's Fall weapons.the weapons with the most possible rolls were Does Not Bow (1,247,400), Treads Upon Stars (1,020,600), and Grasp of Malok (831,600).This shows why the D1 gear grind was practically endless for players who wanted to play that way and extremely frustrating for anyone who was still waiting for their Godroll or even something halfway usable (the interesting guns make up only 0.77% of the possible weapon configurations). Summing this all up, there were still 7,726 possible "interesting" weapon configurations that someone might want to acquire. List of perks: Army of One, Battle Runner, Close and/or Personal, Cocoon, Cluster Bomb, Counterbalance, Crowd Control, Explosive Rounds, Eye of the Storm, Feeding Frenzy, Final Round, Firefly, Focused Fire, Full Auto, Glass Half Full, Grenades and Horseshoes, Grenadier, Headseeker, Hidden Hand, High Caliber Rounds, Hip Fire, Hot Swap, Icarus, Kneepads, Last Resort, Life Support, Lightweight, Luck in the Chamber, Mulligan, Outlaw, Partial Refund, Performance Bonus, Persistence, Quick Reaction, Quickdraw, Rangefinder, Reactive Reload, Snapshot, Spray and Play, Surplus, Third Eye, Tracking, Triple Tap, Tripod, Unflinching, Zen Moment. Thus our list includes that Fakebringer Imago Loop but excludes a dull-as-dirt DIS-43 with Fitted Stock // Oiled Frame, Partial Refund, and Single-Point Sling // Injection Mold. All of the perks considered would noticably influence the weapon's behavior or your playstyle. I then removed perks that only modified a weapon's stats, like Hand-Laid Stock or Hammer Forged. To do this, I collected perks that were recommended in the Massive Breakdowns. To make this number feel a bit more obtainable (and because our Vaults are rather small), I wanted to know how many "interesting" random rolls there were while also taking into account that weapons with the same archetype were sometimes indistingushable from each other, and weren't fair to count as completely separate weapons, such as the Hawksaw and PDX-45. That is a million guns available to acquire and use. The number of unique weapon configuration was 1,004,561. So if you want a 1000-Yard Stare with Ambush, Grenadier, Quickdraw, Hidden Hand, you don't really care that there are 4704 possible rolls that contian those perk options. However, while this number was enormous, the number of effective weapons was smaller, since two weapons with different rolls could potentially be configured to have the same perks selected. In total there were 16,450,653 possible rolls. There were 8000 possible rolls for The Palindrome, 65,000 for Eyasluna, and a whopping 182,000 for Imago Loop. I then calculated the number of rolls for each weapon. To see how many possible weapons there were, I downloaded the Destiny 1 Manifest and looked at the Item Definitions (list of weapons) and Talent Grid Definitions (list of possible perks and how they are arranged). The last perk for an Eyasluna could roll either Mulligan, Life Support, Third Eye, Grenadier, Reactive Reload, Icarus, Army of One, Hidden Hand, or Luck in the Chamber. The last perk on the The Palindrome, for instance, could roll either Third Eye, Reactive Reload, Hidden Hand, Luck in the Chamber, or Rangefinder. For example, The Palindrome had a 3x2x2x1 configuration (3 scopes, 2 columns with 2 selectable perks each, and 1 unchangable perk) while the Eyasluna and Imago Loop had a 3x1x3x1 configuration.Įach node for a weapon had a subset of perks that it could roll with. The arrangement of the columns differed between weapons. The first column of perks were always a choice of scopes or barrel mods. Each weapon had either 4 or 5 columns of perks, with each column being either fixed or a selectable choice between 2 or 3 nodes. There were 255 Year2/3 Legendary weapons. With all of the discussion on fixed versus random rolls, I wanted to take a look back at D1 and see exactly how many unique weapons there were. How many rolls were there in D1, and how many of them mattered?
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