Destiny 2: There Is A Better DPS Weapon Than Gjallarhorn, Sleeper and Whisper

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Hi, I'm incredibly pale and before we start the video, I wanna talk about our sponsor. It's ME. I'M THE SPONSOR. It's me. Why? Because my merch store, drop 3, it just went live today. For the next two weeks. What do we got? I'll show you. We got masks. Reversible. Pick whatever color you want. It's on both sides. Here's the owl blanket. It's not very thick, it's pretty thing, but it's very soft, it's awesome. What else we got? Mousepads bigger than my ego, dude. Big mouse pads. What else? The nova hoodie 2.0. Last year, it was this one, this year, it's this one. I'm going asymmetrical on your ass. The next piece of merch? Boom. Long sleeve black shirt, boom check the owl, it's awesome. What's next? A white long sleeve. Datto on the front, bars on the back. Love to see it. What's next? Just lemme get this off first. Oh god, it's so hot. We got the black short sleeve shirt, Datto on the front, Solitare craziness on the back. It's an awesome design, I love it. What's the next one? Just...get it off...it's stuck. It's' stuck. Get it off. We got a white sleeve? White short sleeve shirt with my name on the front it's like blocks. What else we have? Where is it? Where is it? Where'd it go? Why are you hiding from me? Here it is. I got a beanie, you like beanies? I don't, I'm not a hat guy, but you probably are. What else we got, stickers? I don't have them. I don't have the stickers. I also have a dad cap, but I gave it to a friend before I made the video. So, so, I don't have it, but here's a picture. metathreads.com/datto for the next two weeks, all info in the description. Buy some stuff. Thanks. With the return of Gjallarhorn to the Destiny franchise, a lot of people I assume are wondering if buying the content drop is worth their money. That is a topic I will be covering in another video, but in order to make THAT video, we need to first find out how good Gjallarhorn actually is. So, what's up with Gjallarhorn, well it is seemingly the same old Ghorn from the Destiny 1 days, Wolfpack Rounds, 2 rockets in the chamber with the catalyst, etc, etc. With no reserve perks, you get 7 rockets total, 1 reserve gets you 8 and 2 gets you 9 total rockets. I will be doing testing with the catalyst because there is no reason to not have the catalyst for this weapon: you get 2 rockets per reload instead of 1, while every other rocket needs some sort of a perk in order to get that effect, if it can even get it in the first place. There is another part to the catalyst, but it involves getting final blows, which for the purposes of damage testing is irrelevant. Damage testing is being done on Kalli with the double headshot bonus damage being factored into the results. Gjallarhorn's damage is split into 3 components: impact damage, explosion damage and wolfpack rounds. Wolfpack Rounds also bring their inconsistencies much like they did in D1, although not as severely. There are a ton of these little things, about 22 of them if I'm counting correctly, which I'm not, with about 2/3rds of them doing 329 damage and remaining 1/3rd doing 705 damage. On Kalli, in this 1 example shot, the explosion does 22,037 damage. Without the impact damage it deals 32,612 total, meaning the Wolfpack Rounds are doing ABOUT 10,500 damage, 10,575 to be exact. However, we can use that 10,575 number to find out exactly how many Wolfpack Rounds hit Kalli. I originally said it looked like 22 rounds were hitting, with 8 of them being the higher damage value. That means there are 14 rounds with the lower damage value. 705 x 8 and 329 x 14 gets us 10,246. But, if we had another low damage value to that number, we get 10,575 exactly, so it's actually 23 Wolfpack Rounds, which, wouldn't you know it, is the number I ended up with in my damage testing video 5 years ago. However, here come the inconsistencies. Multiple one shot tests provided different, but similar values. 31,249 damage, so that's some Wolfpack Rounds not hitting, 32,283 damage, same deal, all of these shots by the way, not getting impact damage potentially thanks to a hidden Horseshoes and Hand Grenades instrinsic perk on the weapon. I tested this on many other targets in the game, big, medium, small, and found that more often than not, I was not getting impact damage. Only 1 shot out of 4 on this servitor got impact damage for example, 2 out of 5 on Kalli on a random test, 1 out of 2 on a Cabal boss from a lost sector. Hipfiring did not appear to have any effect either. So, to keep things a little simple, I'm going to cut our example impact damage on Kalli in half to account for this. When we DO actually get impact damage on Kalli, it was 6,289 damage, so that number in half. In this next example, I just wanted to see if Wolfpack Rounds had the issue they had in D1 where sometimes they just wouldn't pop out at all if rockets were fired back to back and fortunately, that does not appear to be the case anymore, which is great. Some of them might explode in the wrong spot, but I didn't notice any times where I fired 2 rockets back to back and the 2nd rocket just didn't get Wolfpack Rounds or didn't pop all of them out. Now, for a full damage test, I am going to be using 1 rocket ammo reserve perk and that's simply to make our final reload actually worth reloading for. It's much more efficient to be reloading 2 rockets as opposed to 1 rocket, 1 reserves gets us 8 total rockets, 2 per reload, nice and efficient. Not really going to be doing any mod swapping back and forth shenanigans here other than maybe getting 8 rockets and then swapping back to a defense mod because you can't swap in the hardest content in the game generally speaking. Let's talk about rate of fire next. You can fire 6 rockets in about 8.75 seconds, let's call it 9, assuming you have some sort of reload speed boost, Lunas, a mod, whatever, my tests used both of those and Pack Hunter on Ghorn itself. However, if you're doing any sort of aiming down sights, if you're not mashing reload immediately after you fire that second shot, the boss moves, if LITERALLY anything else happens that stops you from just mashing the fire and reload button, you are not going to be able to go this quickly and your time is gonna be more like 10-11 seconds for 6 rockets, let's call it 10 because you're all a bunch of gamers. 8 rockets can be done in about 12.5 seconds, again, going as fast as possible, no aim down sights, just hipfiring and mashing reload the nanosecond the 2nd rocket is fired. A more realistic number is probably going to be closer to 14 seconds. I'll calculate for both in the upcoming damage examples. The time frame that I'm using is from the first frame of the first rocket coming out of the launcher to the first frame of the sixth or eighth rocket coming out of the launcher. Once the final rocket has been fired, the damage will eventually be dealt once it lands and we do not have to commit to holding the weapon out until the rocket lands, we can swap right away. 8 rockets fired at Kalli, firing both rockets per reload as quickly as I could fire them resulted in 284,642 damage. Divided by 8 rockets gets us 35,580 damage per rocket, which is pretty in line with the "cutting impact damage in half," rule that I'm using. If we take our example shot of 32,612 and add half the impact damage, we get 35,757 damage, which is very close to the average damage per rocket that we just got in our example. The lower damage could be explained by Wolfpack Rounds not all connecting. Another test I did resulted in an average of 35,541 damage per rocket, only 39 damage per rocket less and it was pretty consistent from there. So, our Kalli example where we do 284,642 damage in 8 rockets, let's divide by 12.5 and 14 seconds to get our "perfect" and more realistic DPS values: 22,771 DPS for perfect and 20,332 for realistic. The slower you go, the less DPS you are going to do. I did do some additional runs and saw "perfect" DPS values as high as 23,112 DPS, which would be 20,636 DPS in a more realistic test, so somewhere in that range is gonna be what to expect. Fun fact though, the fewer rockets you use, the higher your DPS is. As you continue to reload more and more, your DPS will drift more towards the actual DPS of the weapon under sustained fire. For example, let's take our 35,580 damage per rocket number, but now use calculations for only 6 rockets. That's 213,480 damage. In 8.75 seconds, aka, our perfect world scenario, that's 24,397 DPS, higher than our perfect for 8 rockets. In 10 seconds, aka more realistic, that's 21,348 DPS, higher than our realistic for 8 rockets. Does that mean you should opt for fewer rockets? Not necessarily, as DPS and total damage are two different things used for different encounters. Also, very few non-exotic weapons, if any, are going to be able to give you more of a benefit over simply more Ghorn shots vs. stopping Ghorn early in order to swap to something else. Sleeper Simulant is next to test. Sleeper Simulant has slowly been getting buffed over the past few months as Bungie is aiming to make it better than your typical legendary linear fusion rifle. In patch 3.4.0, Sleeper was buffed again, giving it a 4th shot in the mag, up from 3 and a 6% PvE damage buff. That means more damage and less reloading, which means more damage. You can use 2 reserve perks to get a total of 16 shots with the catalyst, which is great for our reload efficiency. Sleeper with Particle Deconstruction is able to make short work of the dungeon bosses, so let's see how Sleeper is actually holding up. I'm not including Particle Deconstruction in this for the time being just so I can get a fair comparison of all the weapons. Fortunately, we don't really need to worry about Sleeper calculations as much as Ghorns: we shoot laser, we get damage, we calculate. Unfortunately, you need to have the catalyst to benefit the most from Sleeper, but it is dropping from Nightfalls. 61,332 damage per shot, we're cutting that in half because of Kalli's headshot multiplier, so looking at about 30,666 damage per shot. Our time needed to fire 12 shots is about 17.8 seconds, call it 18, in a Luna Well, for 16 shots it is 24 seconds. These are pretty close to perfect numbers in that the simulated damage and rate of fire can be very close to real world application. Given the long charge time of Sleeper, you should have plenty of time to line up shots while immediately charging the rifle after a reload. 12 shots gives us 367,992 total damage in 18 seconds, that's 20,444 DPS, 16 shots gets us 490,656 total damage, in 24 seconds that's... wouldn't you know it, 20,444 DPS. Our realistic Ghorn damage for 8 rockets is only about 100 DPS less than this. Obviously if we throw Particle Deconstruction into the mix, Sleeper is going to easily climb over Ghorn with no issues whatsoever. But, Sleeper does rely heavily on crits, therefore missing a crit whatsoever or not reloading quickly or whatever might slow you down will make it so that Ghorn becomes the better damage option. Also, again, these numbers are with the catalyst, which gives more ammo reserves and a faster charge time. But hold the effing phone, it's Whisper of the Worm with a nice buff. Whispered Breathing only takes 1.2s to proc now, the PvE damage was increased by 10% and White Nail now only pulls 2 from your reserves and generates 1 shot out of thin air. That's a lot of shots, which will give you a lot of total damage AND good DPS, DPS that can likely compete with the big boys. So, let's look at some time ranges. Whisper catalyst is still not in the game, that should hopefully be coming with Witch Queen. Ghorn can pop off 8 shots in 14 seconds, so what can you do with 14 seconds of Whisper of the Worm? Well, 1.2 of those seconds are gonna be stuck turning on Whispered Breathing, so it's more like 12.8 seconds. Now, Kalli has a tiny head, which means firing at 1.2 shots per second is actually kind of tough. On other bosses with giant crit spots, this is more manageable to do. I was able to fire off 14 shots in 12.5 seconds, plus our 1.2 seconds for Whispered Breathing, let's round up to 14 seconds. So, 14 shots in 14 seconds means our DPS is gonna be equal to the damage of the shot, which in this case is 16,577. Gotta cut that 33,154 in half because of Kalli's bonus crit mulitiplier like we did earlier. So let's say you could fire at 1.2 shots per second, that would give us 16,577 x 1.2, which is 19,892 DPS, just shy of the other two exotics, but you have to be literally perfect. There are some positives and negatives to Whisper though. Negative number 1, which is easily the biggest thing, is that Whisper lives and dies by the crit. If you have to stop and reload for any reason, your damage is going to fall off of a cliff. Positive number 1 is that because Whisper can get so much ammo via perfect shooting, you will be able to sustain that DPS for a while, like 35-40 seconds, which is pretty good for any fights that give you all of that time to do damage; you'll be very efficient with your time, hopefully won't run out of special AND power ammo, meaning you'll be doing your best damage for longer. In shorter windows, it won't be as good due to the prep time, but it's not a crushing blow to the weapon's performance, thanks to the Whispered Breathing buff. So, of these 3, what's up? What should I use, Datto, stop stalling for this second mid-roll ad you're trying to cram into the video. Alright, alright. In Season 15, I see no reason not to use Sleeper. If we look at numbers from my DPS video earlier in the season where I told everyone to use One Thousand Voices in terms of exotic weaponry, Sleeper is now better than One Thousand Voices in situations where you are able to reliably crit. Does this mean you need to drop 1KV completely? No it does not, you can still use 1KV with a lot of success, especially if you like using it over Sleeper or if you don't have the Sleeper catalyst or you just don't wanna use Sleeper. 1KV is very easy to use and doesn't rely on crits to be good, which is helpful for certain bosses. You can continue to use something like Threaded Needle or Reed's Regret, which both technically got buffed recently, 10% more PvE damage, those have pretty similar DPS numbers to 1KV. I would continue to hold off on using Whisper until better situations come along for it, but it is sort of back on the table again. I'm really trying to think of a boss that Whisper would be good for in any sort of raid situation and... like, maybe Taniks? But we already have something for Taniks in slug shotguns, although those did get a slight nerf. Third encounter of Garden would be good, but you could just use a linear fusion. Fortunately those Sleeper numbers are without Particle, meaning that it will still be a contender in Witch Queen assuming we don't get any crazy mods again. But Ghorn has shown itself to be a top tier DPS weapon. HOW. THE F. EVER. The title of this video says that NONE OF THESE ARE THE BEST DPS WEAPONS. And that is correct. The actual best weapon is none of these at all, but rather, it is Royal Entry, the Vanguard random drop rocket OR Hothead, the Nightfall drop. HOW is this possible. Well, I mentioned earlier that Gjallarhorn has issues with impact damage, rockets are exploding before they hit the target, therefore no impact damage. You know what rockets don't have that problem? Hothead and Royal Entry. Hothead and Royal Entry can also roll with Clown Cartridge in the second column and every time you reload a rocket with Clown Cartridge, you get 2 rockets in the chamber. Royal Entry is a 15 RPM rocket like Gjallarhorn, Hothead is a 20 RPM, so 5 RPM faster and also has better reload speed. However, Royal Entry has built in tracking thanks to its Precision Frame, which is very handy for fast shooting if the target is small or moves a lot. Hothead can roll with Clown AND Demolitionist, allowing for an instant reload of I assume 1 rocket, if it's 2, then that's actually insane. I don't have this roll, but I wanted to mention it regardless, even though if you have 9 rockets, you'd probably fire 1, then 2, 2, 2, 2, so I dunno where you would throw a Demo reload in there, but you know. It's neat. I guess. Maybe if you only have 8 rockets, you'd do 1, 2, 2, 2, then demo reload the final one. This is possible with someone using Ghorn in your team because of the Wolfpack Rounds that non-exotic rockets will get thanks to Pack Hunter from Ghorn. If the legendary rockets also happen to receive Horseshoes and Hand Grenades, then it wasn't really influencing the impact damage. Numbers, let's see them. All legendary rockets feature Boss Spec. Royal Entry. You can fire 8 rockets in about the same amount of time as you can with Ghorn, my best was about 12.33 seconds just spamming reload as soon as that second rocket came out of the chamber. We'll use our 14 second, more realistic timer here as well. If you can't start with 2 in the chamber, you can fire 9 rockets in about 15s under the same conditions, call it 16 seconds for a more realistic timer. A Royal Entry rocket selected at random dealt 42,317 damage to Kalli, with Wolfpack Rounds being about 11,000 of that damage. An 8 rocket average would get you 338,536, a real world test gave us 335,292, so pretty close there. 335,292 divided by 12.33s to fire said rockets in the most optimal of conditions would give you 27,193 DPS, which is noticeably more than Ghorn's performance. Our realistic 14 second timer would give us 23,949 DPS, which is still better than Ghorn's optimal timing test. Hothead... well, I don't have a Clown Cartridge Hothead, so I couldn't test it, but I imagine the results are going to be pretty good there. If anyone has one, I'd recommend bringing it along. What about something like Hezen Vengeance with Lasting Impression? I tested that as well. I was able to fire 9 Hezen Vengeance rockets in 18.5 seconds in the most optimal of conditions, perfect, optimal, all the same for the purposes of this video. In a Kalli example, I did it in about 21.33 seconds, so take the middle, call it 20 seconds. I took a little longer on Kalli because Hezen has no tracking, so a missed rocket is ZERO damage and I'd rather take a little longer than miss completely. You can, of course, get tracking in the first major perk slot if you are lucky. A Hezen rocket selected at random dealt 49,367 damage, which would give us 394,936 damage across 8 rockets. 8 rockets dealt 388,253 in a real world example. Our damage divided by 18.5s from optimal shooting gets us a DPS value of 20,986, 20s would get us 19,412 and 21.33s from an actual test gets is 18,202. That being said, Hezen with Lasting Impression has very high damage per shot and is ideal in a scenario where you need to make each individual rocket deal as much damage as possible. It is good in situations where total damage is more important than DPS. However, it lacks intrinsic tracking, making it more difficult to use against smaller or more mobile targets unless you have the perk. I also tested Vorpal Weapon on Hezen and it was doing about 46,000 damage per shot, which is less than Lasting Impression on a per shot basis. Vorpal Weapon did get nerfed to only be 10% on power weapons now, pre-nerf, it would've done around 48,000, which is very close. I also tested Ascendancy with Explosive Light and it was nice, but the slow reloads unfortunately cause it to fall behind. Not a terrible option if you don't have a Hezen though, considering how much easier it is to get. It's also not unreasonable to get Explosive Light on every rocket you fire with a Ward of Dawn, a Well or just some spare orbs laying around where you deal damage, so keep this in your back pocket. I didn't really test any other rockets after that as most of them have similar perk options like Vorpal or Demo or Auto-Loading. I don't have a Tomorrow's Answer with Clown Cartridge either, don't think you can get it anymore, but that'll also work if you happen to have one. I also do not have a Triple Tap Reed's Regret, so I was unable to test that as well, I have one with Clown Cartridge, but Clown on non-rockets is inconsistent. I don't think you would go wrong with a Triple Tap Reed's Regret though. The issue with Royal Entry is the drop rate. This is a difficult weapon to farm as it only drops from strikes and has a very wide perk pool. I believe newer weapons are also favored to drop more, so the odds if you finding one are very low at this point. Hothead is going to be much easier to farm assuming you're capable of farming the Nightfall. I will be hunting for one the next time it becomes available. So... there you go. Who woulda thought, Royal Entry, Tomorrow's Answer, and Hothead (most likely), with someone else in the fireteam using Gjallarhorn, are better than Gjallarhorn in terms of DPS. If you need high total damage or high damage per rocket, Hezen and Lasting with a Ghorn was putting in work and I assume most other rockets that can roll with Lasting Impression will have similar effects. Seems like you don't need to be too worried about not having Ghorn in Season 16, I didn't even talk about the fact that not having to use Ghorn frees your exotic slot for something else, so you might be in an even better position. Thanks for watching, please go check out the merch store, linked in the description, I'll see you next time.
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Channel: Datto
Views: 422,191
Rating: undefined out of 5
Keywords: datto, destiny gameplay, destiny 2, destiny 2 gameplay, datto does destiny, destiny, destiny new gameplay, guide, season of the hunt, season 12
Id: QWlP8_3tI6w
Channel Id: undefined
Length: 26min 46sec (1606 seconds)
Published: Tue Dec 14 2021
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