Tarrabah: Difference between revisions

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various touchups/explanations/wordsmithing
m (Fixed the stats for the gun + added an airborne effectiveness tab)
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===Charging===
===Charging===


Contrary to what the description might imply, Ravenous Beast is charged by bullets making contact with an opponent, '''not''' by any concrete amount of damage done. Every single bullet that makes contact will provide exactly the same amount of charge. (Incoming damage seems to be separate from this; see below.)
Contrary to what the description might imply, Ravenous Beast is charged by bullets making contact with an opponent, or from bullets hitting you. Every single bullet that makes contact will provide exactly the same amount of charge, '''and so charge is not proportional to damage output or input, but accumulates simply from bullets making contact'''. The charge coefficients are different for incoming and outgoing damage, and also vary in both PVE and PVP; read on.


In PVE, Ravenous Beast charges 2% for every bullet landed on an opponent, regardless of range, damage output, or precision contact, requiring '''50 shots total''' for full charge. Thus, it is normally "easier" to build up charge on larger, bulkier enemies with large hitboxes that you can simply mag dump into easily. Doing so allows you to fully charge in just under 2 magazines, allowing you to "Unleash the Beast" for the 3rd magazine. In contrast, while minor enemies are easily shredded and over-penetrated thanks to Armor Piercing Rounds, a consequence is that you might find yourself "overshooting" and wasting a few bullets occasionally due to enemies dying quickly.
In PVE, Ravenous Beast charges 2% for every bullet landed on an opponent, regardless of range, damage output, or precision contact, requiring '''50 shots total''' for full charge. Thus, it is normally "easier" to build up charge on larger, bulkier enemies with large hitboxes that you can simply mag dump into easily. Doing so allows you to fully charge in just under 2 magazines, allowing you to "Unleash the Beast" for the 3rd magazine. In contrast, while minor enemies are easily shredded and over-penetrated thanks to Armor Piercing Rounds, a consequence is that you might find yourself "overshooting" and wasting a few bullets occasionally due to enemies dying quickly.


PVP functions identically, except the charge rate is 5% per bullet landed on an opponent, requiring '''20 rounds''' total to charge — in theory making it possible to acquire off a single magazine, though common sense engagement rules might suggest earlier reloads after a skirmish. As a general rule of thumb, two unassisted guardian kills are necessary to charge to 100%.
PVP functions identically, except the charge rate is 5% per bullet landed on an opponent, requiring '''20 rounds''' total to charge — in theory making it possible to acquire off a single magazine, though common sense engagement rules might suggest earlier reloads after a skirmish. Due to its low magazine size and nature as an Aggressive Frame with high recoil, it's not advised to rely on "pot shots" for charge, as this often exposes you for near minimal gain. The ideal charge mechanism in PVP is simple — winning gunfights, and nothing more. As a general rule of thumb, two unassisted guardian kills are necessary to charge to 100% (assuming a normal game of Control with light advantages disabled.)


The over-penetration effect of AP rounds stacks as expected with the charge rate: if you over-penetrate a target and hit a target behind them, that single bullet charges twice as much as a normal hit. (In PVE if you can align or group up weaker targets this can help negate the "overshooting" effect above.)
The over-penetration effect of AP rounds stacks as expected with the charge rate: if you over-penetrate a target and hit a target behind them, that single bullet charges twice as much as a normal hit. In PVE if you can align or group up weaker targets this can help negate the "overshooting" effect described above.


The charge rate for enemies hitting ''you'' in PVE while holding Tarrabah is currently unknown. In contrast, incoming PVP damage is constant for any hit (e.g. a sniper is the same as a sidearm), just the same way outgoing hits have constant charge. It requires '''36 rounds''' to charge up from incoming damage alone; i.e. without making any shots of your own, coming out to 2.7% per incoming bullet.
The charge rate for enemies hitting ''you'' in PVE while holding Tarrabah is currently unknown. In contrast, incoming PVP damage is constant for any hit (e.g. a sniper is the same as a sidearm), just the same way outgoing hits have constant charge. It requires '''36 rounds''' to charge up from incoming damage alone in PVP; i.e. without making any shots of your own, coming out to 2.7% per incoming bullet.


Stowing Tarrabah removes a flat 50% of the total charge, regardless of what level it was at when it was stowed, in all modes. Full charge becomes 50%, 85% becomes 35%, 45% becomes 0%, ''et cetera''. Using your Super does not count against this, but pulling out your ghost or sparrow currently does (this may in fact be a bug as of [[The Witch Queen]].)
Stowing Tarrabah removes a flat 50% of the total charge, regardless of what level it was at when it was stowed, in all modes. Full charge becomes 50%, 85% becomes 35%, 45% becomes 0%, ''et cetera''. Using your Super does not count against this, but pulling out your ghost or sparrow currently does (this may in fact be a bug as of [[The Witch Queen]].)
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===Unleashing===
===Unleashing===


When procced, the Ravenous Beast perk begins ticking with 0:07 seconds — once the clip is inserted into the gun during the reload animation. This first reload naturally does not benefit from the Reload Speed buff it itself implies. When active, Tarrabah's RPM is increased by 30% (relative to base) making it fire at 900 RPM. Reload speed is maximized (i.e. the Reload stat is 100.) Damage is increased across the board in all modes: the damage multiplier for PVE precision damage is set to 2x, while non-precision damage is roughly 3x. PVP precision/non-precision damage is multiplied by roughly 1.5x/2.3x, respectively.  
When procced, the Ravenous Beast perk begins ticking with 0:07 seconds — once the clip is inserted into the gun during the normal reload animation. When active, Tarrabah's RPM is increased by 30% (relative to base) making it fire at 900 RPM. Reload speed is maximized i.e. the Reload stat is 100 for every reload while active. Damage is increased across the board in all modes: the damage multiplier for PVE precision damage is set to 2x, while non-precision damage is roughly 3x. PVP precision/non-precision damage is multiplied by roughly 1.5x/2.3x, respectively.  


At 900 RPM, with a 30 round magazine, a full mag dump in takes exactly 0:02 seconds (assuming you simply shoot a wall or the sky, and do not damage any enemies.)
At 900 RPM, with a 30 round magazine, a full mag dump in takes exactly 0:02 seconds (assuming you simply shoot a wall or the sky, and do not damage any enemies.)


PVP TTK is understood to be approximately '''0.4 seconds''' in this mode.
PVP TTK in is understood to be approximately '''0.4 seconds''' (or less) with Ravenous Beast, when light level advantages are disabled, at "mid-close range" i.e. ideal engagement distance. As a separate example, in the PVP mode Momentum Control, TTK is nearly ''instant''; a single bodyshot will do over 100 damage, and as a result 2 body shots can kill any guardian at almost any viable engagement distance; at 900RPM this effectively results in a TTK of approximately '''0.13 seconds''' (though for perspective it is worth noting Tarrabah's base damage in Momentum grants a kill in just under 5 bullets, effectively yielding a ~0.6s TTK, so the base TTK is already close to an ordinary Ravenous Beast.)


Ravenous Beast is very inherently reliant on the included '''Bottomless Appetite''' perk, which:
In PVE, Ravenous Beast is ''very'' reliant on the included '''Bottomless Appetite''' perk to maximize its effects and DPS:


*Slows the rate of Ravenous Beast ticking down as long as continuous damage is being done '''to any enemy'''.  
*Slows the rate of Ravenous Beast ticking down as long as continuous damage is being done '''to any enemy'''.  
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**Conceptually, this means you must "feed" the beast with weak enemies if you wish to continue doing damage to strong ones.
**Conceptually, this means you must "feed" the beast with weak enemies if you wish to continue doing damage to strong ones.


This second effect of Ravenous Beast, time extension, is currently not well understood; it is unclear if the Ravenous Beast timer is extended on kill, or by a fixed amount per shot (similar to how the the charging mechanic works.) Regardless, spraying into a set of enemies, or "sweeping" across a group of Minors and Elites, can extend the duration significantly, enough for another reload, a full 180 turn to find new enemies, turning back to the miniboss for some more damage, et cetera. AP Rounds stack as expected here too, meaning a small group of Minors can easily feed the entire 0:03 seconds with just a single magazine, provided you overpenetrate and hit more than one target.
This second effect of Ravenous Beast, time extension, is currently not well understood; it is unclear if the Ravenous Beast timer is extended on kill, or by a fixed amount per shot (similar to how the the charging mechanic works.) Regardless, spraying into a set of enemies, or "sweeping" across a group of Minors and Elites, can extend the duration significantly, enough for another reload, a full 180 turn to find new enemies, turning back to the miniboss for some more damage, ''et cetera''. AP Rounds stack as expected here too, meaning a small group of Minors can easily feed the entire 0:03 seconds with just a single magazine, provided you overpenetrate and hit more than one target.


Capitalizing effectively on Ravenous Beast, along with maintaining it, requires situational awareness in both PVE and PVP: so that no time is wasted "finding" an enemy to target, and that any time needed to acquire new targets is offset properly. Thus, practice is required: for map timings (crossings, distance engagements), spawn point predictions, and honing in on your particular build, both in PVE and PVP.
Capitalizing effectively on Ravenous Beast, along with maintaining it, requires situational awareness in both PVE and PVP: so that no time is wasted "finding" an enemy to target, and that any time needed to acquire new targets is offset properly. Thus, practice is required: for map timings (crossings, distance engagements), spawn point predictions, and honing in on your particular build, both in PVE and PVP.


When combined carefully, these can allow you to have extended sessions of Ravenous Beast active for well over 35 seconds in PVE.
When combined carefully, these can allow you to have extended sessions of Ravenous Beast active for well over 35 seconds in PVE. In PVP, a 1v1 engagement with Ravenous Beast active is almost ''always'' a guaranteed win, and even many 1v2 situations become easily winnable; as an example a single clip of Ravenous Beast can not only shred a full-HP Tower Barricade — you will also have enough ammo left to shred the Titan standing behind it.


==Lore==
==Lore==