Before I get into the weeds, just wanted to say well done. It's great to see fresh DRG content. Bullets of Mercy (3:21 & 3:41) O: While yes, it can activate off its own stun, T5 B (+2 RoF) is generally a better choice just for the sheer DPS increase. O: You also talked about the mag size issue. In the clip you show a mag size of 18, meaning you took T3 A. The general consensus is that T3 B (+mag size) is a must due to the x0.6 mag size penalty. It's definitely meant to focus on Single Targets, so having Boltshark with Cryo or Fire Bolts helps alleviate the lost swarm clear. Home Brew Powder (4:50) C: The average damage boost is 10%, not 20% (0.8 + 1.4 = 2.2 / 2 = 1.1). If you're concerned about low rolling a swarmer, taking T2 A (+3 damage) solves that as 80% of 19 is 15.2 Electrifying Reload (5:23) I: The instant electric damage he's talking about in the edit is that for each bullet that's hit the bug, they take 3 electric damage upon initiating a reload. I: In addition, while I agree that the reload mod is the best choice, as others have said you can initiate a reload & then cancel by pressing right click (pickaxe) or Control (pinging tool) to set the effect off without having to fully reload. Jumbo Shells (8:59) I: So the reason that Double Barrels bonus is multiplicative is because it's simulating shooting both barrels at once by halving the mag size & ammo & then doubling the pellet count. So the actual pellets are dealing the same damage as if you'd shot 2 shots without an OC. I'd argue both want damage. Jumbo shells will be more versatile while double barrel will give more burst. Stuffed Shells (9:29) I: One thing to note is that base boomstick cannot ignite a Praetorian or Oppressor without either T1 B (+3 damage per pellet) or T3 C (+3 pellets). However, stuffed shells give just enough of a boost to enable this. C: Correction I: Additional Information O: Opinion
Note: electric reload doesn't need you to fully reload to proc electric, you only need to press R. In other words you can R then pickaxe to proc the effect and get back to plinking immediately!
@@Cappy_Cat DRG is a group game, so BoM are absolutely better if you're on an actual team. For soloing, however, electric reload is not only incredibly ammo efficient, but the slow + DoT is wonderful.
this is surprisingly informative and even opened my eyes to Jumbo shells as a more "ammo efficient" alternative to Double Barrel. Karl would approve of this.
I personally think the best damage boost on the Boomstick is "Stuffed Shells" you may think that it only is +1 damage and +1 pellets, but when you actually crunch the numbers, it adds almost +30 damage, equal to nearly a +25% damage boost, and it's a clean OC, you don't lose anything, mostly the ammo that Jumbo Shells and Double Barrel take away from you. 96 damage vanilla, 117 damage with stuffed shells. And it gets even better with the extra damage or extra pellet upgrades, but more ammo is great too. A side benefit is that it has a +16% more likely to stun with +1 pellets, so it also improves crowd control.
Double barrrel with max ammo gives you a bonus 220 aeo blast that penetrates armor for each shot, before you even get into pellet counts. It's better than people give it credit for.
I suggest if you do this experiment again, or others wish to perform it, it be done on Hazard 5. This is because there are many builds in this game which are great or overpowered on lower Hazard Levels (3 & 4) but collapse at Hazard 5. However, I don't think it's necessary to play on modded difficulties like Hazard 6 or on Hazard 5+ since the majority of players don't/will not play at those difficulties (but people on Hazard 3 & 4 very often eventually get to a skill level of playing on Hazard 5 regularly). I think playing with Bosco, however, is a good idea in order to simulate the slight DPS output (which usually helps cross breakpoints barely not met) and status effects applied from your team. This is best seen with the Bullets Of Mercy overclock in this video, since Bosco's electric bullets prock the effect of BoM which otherwise requires more setup from the player to trigger in true solo. Most enemies often have status effects like Flame and Electrified if you play on a team, so playing true solo would in fact be more inaccurate of the overclock's power. Otherwise, great video.
Nice format and I also like that you're playing on Hazard 4 and not some super insane difficulty with 50 mods to make it harder. Better representation of the average player (including myself)
In defense of those videos, they're probably made by people that have been playing deep rock for years at this point. At some point, you get so used to high hazard levels that the lower ones put up little friction regardless of what you use.
Bullets of Mercy is amazing with freeze options like the cryo minelets on the Zhukov, or the freeze bolt on the crossbow. Oh, and either freeze grenade or electric boomerang.
Oh hey derpykat. Didn’t expect to see you on my recommended feed! I like the video very much, and while I do enjoy analyses that compare good and not so good options, I like how you presented every option in a positive light.
5:21 Small correction: it doesn't stack, but the duration of the electric debuff is determined by how many times you shoot the target. So, there is still an advantage to shooting certain targets multiple times.
If they nerfed the DMG on electrifying reload, then made every bullet have like a 50% chance to electricute, and the reload would give off a blast of electricity from targets and yourself.
I know how to use it but I find it about as fun as old Neuro auto cannon so I don't use it, and that's the general consensus from everyone I've talked to lol it's a+ but it's not really that fun
@@D3lpDelight what kinda cryptic shit is this If I optimized the fun out of games I'd prob talk like a busted ai too 💀 Talking like a disco Elysium inner voice
@@cibrig8719 For general missions it's not that fun. I do really enjoy taking it + Embedded Dets into Point Extract to reduce the amount I need to focus on the bugs, allowing me to do everything I need to before the swarms get out of hand.
Working on the new levels for the masteries. The GK2 is the literal only weapon in the game where I just can’t find anything that will work for me. I hated it before I started the masteries and I still hated it when I finished the last season’s mastery levels. It’s just so damn weak and boring compared to the others. Perhaps I’ll try some of these ocs again
I'd like to know why everybody take fire on shotty? If too little pelets hit, a grunt wont ignite anyway for example, and it reduces damage against praetorians and opressors(double barrel or jumbo shells) SIGNIFICANTLY. If its for bullets of mercy then wouldnt it be better to just take stun mod and stun with the boomstick pretty much every time while also doing more damage.
It doesn’t actually lose you damage against tough targets - it converts half the damage into fire damage and an equivalent amount of heat. Praetorians only resist piercing damage so you’re just as well off. There’s also the fact that a lot of enemies are weak to fire damage, so even if it didn’t directly deal fire damage the burn would be very effective. Similar to the Incendiary upgrade on the PGL it also gives you a safety net to take care of things that barely survived due to falloff (or in this case, spread) without wasting extra ammo. Then there’s also the fact that the competing upgrades are an auto-reload and a fear chance upgrade. Neither upgrade puts up much more of a fight compared to the fire upgrade.
@@derpykat5 right but the pellets are real powerful. If it takes like 3 pellets to ingnite a grunt then fine but a grunt(hit upfront) with about 5 pellets would likely die anyway tho it finish it off, true. As for the other t5 mods being lame, I somewhat agree but sometimes taking more heal from sugar perk instead of born ready is nice. PGL fire is better since it can make up for the damage reduction of compact rounds and is really only bad with hyperprop. Also I specifically mentioned praes and opressors for their fire resist, tho I can also see how it pairs nicely with something like shaped shells for mactera sniping and other targets wth a fire weakness. Tho I see why it's so praised, for example grabbing more ammo instead of pellets for double barrel to get dreat CC with fire would be more viable since the grunts, often left at less then 50% HP or even at about 30% will die due to fire.
@@derpykat5It actually doesn't loose any damage. It just adds an extra 50% of each pellet's damage as heat. Its actual just free damage. Watch LazyMaybe's breakdown for more info.
@VoxAstra-qk4jz replaces, not adds. 100 physical turns into 50 physical and 50 fire. The 'free' bonus is the heat which can lead up to targets igniting
Before I get into the weeds, just wanted to say well done. It's great to see fresh DRG content.
Bullets of Mercy (3:21 & 3:41)
O: While yes, it can activate off its own stun, T5 B (+2 RoF) is generally a better choice just for the sheer DPS increase.
O: You also talked about the mag size issue. In the clip you show a mag size of 18, meaning you took T3 A. The general consensus is that T3 B (+mag size) is a must due to the x0.6 mag size penalty. It's definitely meant to focus on Single Targets, so having Boltshark with Cryo or Fire Bolts helps alleviate the lost swarm clear.
Home Brew Powder (4:50)
C: The average damage boost is 10%, not 20% (0.8 + 1.4 = 2.2 / 2 = 1.1). If you're concerned about low rolling a swarmer, taking T2 A (+3 damage) solves that as 80% of 19 is 15.2
Electrifying Reload (5:23)
I: The instant electric damage he's talking about in the edit is that for each bullet that's hit the bug, they take 3 electric damage upon initiating a reload.
I: In addition, while I agree that the reload mod is the best choice, as others have said you can initiate a reload & then cancel by pressing right click (pickaxe) or Control (pinging tool) to set the effect off without having to fully reload.
Jumbo Shells (8:59)
I: So the reason that Double Barrels bonus is multiplicative is because it's simulating shooting both barrels at once by halving the mag size & ammo & then doubling the pellet count. So the actual pellets are dealing the same damage as if you'd shot 2 shots without an OC. I'd argue both want damage. Jumbo shells will be more versatile while double barrel will give more burst.
Stuffed Shells (9:29)
I: One thing to note is that base boomstick cannot ignite a Praetorian or Oppressor without either T1 B (+3 damage per pellet) or T3 C (+3 pellets). However, stuffed shells give just enough of a boost to enable this.
C: Correction
I: Additional Information
O: Opinion
Did you really need to fact check his entire video, bro.
@@tobias1991o this isn’t fact checking.
@@KaihanFidaiy it's excessive. Make their own damn video!
@@tobias1991oIt’s just a comment, and most TH-camrs appreciate stuff like this. And, a lot of people don’t like making videos.
Note: electric reload doesn't need you to fully reload to proc electric, you only need to press R. In other words you can R then pickaxe to proc the effect and get back to plinking immediately!
Seems busted
@@MarlockT just in terms of crowd control. it is fine otherwise
@@MarlockTNot really, using BoM or AISE is just better.
@@Cappy_Cat DRG is a group game, so BoM are absolutely better if you're on an actual team. For soloing, however, electric reload is not only incredibly ammo efficient, but the slow + DoT is wonderful.
this is surprisingly informative and even opened my eyes to Jumbo shells as a more "ammo efficient" alternative to Double Barrel.
Karl would approve of this.
I personally think the best damage boost on the Boomstick is "Stuffed Shells" you may think that it only is +1 damage and +1 pellets, but when you actually crunch the numbers, it adds almost +30 damage, equal to nearly a +25% damage boost, and it's a clean OC, you don't lose anything, mostly the ammo that Jumbo Shells and Double Barrel take away from you. 96 damage vanilla, 117 damage with stuffed shells. And it gets even better with the extra damage or extra pellet upgrades, but more ammo is great too. A side benefit is that it has a +16% more likely to stun with +1 pellets, so it also improves crowd control.
Tbh if you take both ammo upgrades, jumbo shells are.basically slightly more damage for slightly more reload time
Double barrrel with max ammo gives you a bonus 220 aeo blast that penetrates armor for each shot, before you even get into pellet counts. It's better than people give it credit for.
I suggest if you do this experiment again, or others wish to perform it, it be done on Hazard 5. This is because there are many builds in this game which are great or overpowered on lower Hazard Levels (3 & 4) but collapse at Hazard 5. However, I don't think it's necessary to play on modded difficulties like Hazard 6 or on Hazard 5+ since the majority of players don't/will not play at those difficulties (but people on Hazard 3 & 4 very often eventually get to a skill level of playing on Hazard 5 regularly).
I think playing with Bosco, however, is a good idea in order to simulate the slight DPS output (which usually helps cross breakpoints barely not met) and status effects applied from your team. This is best seen with the Bullets Of Mercy overclock in this video, since Bosco's electric bullets prock the effect of BoM which otherwise requires more setup from the player to trigger in true solo. Most enemies often have status effects like Flame and Electrified if you play on a team, so playing true solo would in fact be more inaccurate of the overclock's power.
Otherwise, great video.
anything on haz 5 is a good build
Nice format and I also like that you're playing on Hazard 4 and not some super insane difficulty with 50 mods to make it harder. Better representation of the average player (including myself)
In defense of those videos, they're probably made by people that have been playing deep rock for years at this point. At some point, you get so used to high hazard levels that the lower ones put up little friction regardless of what you use.
just wanted to say thank you, just got the game on sale and these videos will help me decide what overclocks will be the most fun
Bullets of Mercy is amazing with freeze options like the cryo minelets on the Zhukov, or the freeze bolt on the crossbow.
Oh, and either freeze grenade or electric boomerang.
Love this video format, looking forward to the next one!
Oh hey derpykat. Didn’t expect to see you on my recommended feed! I like the video very much, and while I do enjoy analyses that compare good and not so good options, I like how you presented every option in a positive light.
5:21
Small correction: it doesn't stack, but the duration of the electric debuff is determined by how many times you shoot the target. So, there is still an advantage to shooting certain targets multiple times.
According to the official wiki (and by that I mean not the Fandom one) that isn’t the case. The duration is fixed at 6 seconds.
Bullets of mercy with stun sounds like an good idea, but is kinda bad compared to +2 rate of fire + secondary/grenades that enable BoM
Most oc vids i see are years old, subbed to see further experimentation done. thank you!!
If they nerfed the DMG on electrifying reload, then made every bullet have like a 50% chance to electricute, and the reload would give off a blast of electricity from targets and yourself.
electrifying reload is THE BEST ammo efficient weapon for scout on haz 5, but nobidy understand how to use it
I know how to use it but I find it about as fun as old Neuro auto cannon so I don't use it, and that's the general consensus from everyone I've talked to lol it's a+ but it's not really that fun
@@cibrig8719 fun gamer, game is for result, not fun, gamer for fun
@@D3lpDelight what kinda cryptic shit is this
If I optimized the fun out of games I'd prob talk like a busted ai too 💀
Talking like a disco Elysium inner voice
@@cibrig8719 For general missions it's not that fun.
I do really enjoy taking it + Embedded Dets into Point Extract to reduce the amount I need to focus on the bugs, allowing me to do everything I need to before the swarms get out of hand.
Im only here to say that ever since I picked up the reworked double barrel + IFGs I’ve never looked back
Homebrew Powder's average damage is 110%, not 120%. Not a good trade-off for messing with your breakpoints.
homebrew is trash that does not kill swarmers sometimes, better to use AISE
Nice and concise, subbed to see all the other ones!
So if I use bullets of mercy and pair it with the boomerang than I get lots of damage with the electric staus
Working on the new levels for the masteries. The GK2 is the literal only weapon in the game where I just can’t find anything that will work for me. I hated it before I started the masteries and I still hated it when I finished the last season’s mastery levels. It’s just so damn weak and boring compared to the others. Perhaps I’ll try some of these ocs again
Would love to see one for the gunner.
I’ll get there eventually (and I plan on doing all the other weapons too)
good video!!
If Burst Fire could use a better secondary, which one shoult it be? I tried it with Cryo Bolts and Double Barrel, any other variants?
Its just awful
I'd like to know why everybody take fire on shotty? If too little pelets hit, a grunt wont ignite anyway for example, and it reduces damage against praetorians and opressors(double barrel or jumbo shells) SIGNIFICANTLY. If its for bullets of mercy then wouldnt it be better to just take stun mod and stun with the boomstick pretty much every time while also doing more damage.
It doesn’t actually lose you damage against tough targets - it converts half the damage into fire damage and an equivalent amount of heat. Praetorians only resist piercing damage so you’re just as well off. There’s also the fact that a lot of enemies are weak to fire damage, so even if it didn’t directly deal fire damage the burn would be very effective.
Similar to the Incendiary upgrade on the PGL it also gives you a safety net to take care of things that barely survived due to falloff (or in this case, spread) without wasting extra ammo.
Then there’s also the fact that the competing upgrades are an auto-reload and a fear chance upgrade. Neither upgrade puts up much more of a fight compared to the fire upgrade.
@@derpykat5 right but the pellets are real powerful. If it takes like 3 pellets to ingnite a grunt then fine but a grunt(hit upfront) with about 5 pellets would likely die anyway tho it finish it off, true. As for the other t5 mods being lame, I somewhat agree but sometimes taking more heal from sugar perk instead of born ready is nice. PGL fire is better since it can make up for the damage reduction of compact rounds and is really only bad with hyperprop. Also I specifically mentioned praes and opressors for their fire resist, tho I can also see how it pairs nicely with something like shaped shells for mactera sniping and other targets wth a fire weakness.
Tho I see why it's so praised, for example grabbing more ammo instead of pellets for double barrel to get dreat CC with fire would be more viable since the grunts, often left at less then 50% HP or even at about 30% will die due to fire.
@@derpykat5It actually doesn't loose any damage. It just adds an extra 50% of each pellet's damage as heat. Its actual just free damage. Watch LazyMaybe's breakdown for more info.
@VoxAstra-qk4jz replaces, not adds. 100 physical turns into 50 physical and 50 fire. The 'free' bonus is the heat which can lead up to targets igniting
@@theMoonWalker87 that's the pgl. The heat mods for pgl and the boom stick work different.
i love th max fire rate gk2
Not bad 👍
The special powder is cocaine.
Haz 4 ? lol