Tarrabah: Difference between revisions

678 bytes added ,  2 years ago
Stat updates; remove redundancies and incorrect points; many corrections to charge mechanics
(PvP charge rate detail)
(Stat updates; remove redundancies and incorrect points; many corrections to charge mechanics)
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|type=[[Submachine Gun]]
|type=[[Submachine Gun]]
|level=
|level=
|accuracy=Moderate
|accuracy=
|impact=Good
|impact=
|stability=Good
|stability=
|handling=Average
|handling=
|magazine=30
|magazine=30
|feed=
|feed=
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}}
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{{Quote|We walk where our ancestors once walked.|Weapon description}}
{{Quote|We walk where our ancestors once walked.|Weapon description}}
'''Tarrabah''' is a [[Exotic]] [[Submachine Gun]]. Previously the [[Raid]] exotic for [[Crown of Sorrow (raid)|Crown of Sorrow]], it originally was a random drop from the final chest. As of the [[Beyond Light]] expansion, it is obtained through the [[Monument to Lost Lights]]. Its signature perk allows it to output high (and potentially sustained) burst DPS.  
'''Tarrabah''' is a [[Exotic]] [[Submachine Gun]]. Previously the [[Raid]] exotic for [[Crown of Sorrow (raid)|Crown of Sorrow]], it was originally a random drop from the final chest. As of ''[[Beyond Light]]'', it is obtained through the Monument to Lost Lights. Its signature perk '''Ravenous Beast''' allows it to output high (and potentially sustained) burst DPS in both PVP and PVE.


==Perks==
==Perks==
*Intrinsic Perk: '''Ravenous Beast''' - This weapon stores power when dealing or receiving damage. Once full, hold reload to unleash the beast.
*Intrinsic Perk: '''Ravenous Beast'''
 
**This weapon stores power when dealing or receiving damage. Once full, hold reload to unleash the beast.
*'''Extended Barrel''' - Weighty barrel extension.  
*'''Extended Barrel''' - Weighty barrel extension.  
**Increases range
**Increases range
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**Increases stability
**Increases stability


==Gameplay==
==Basic overview==
 
{| class="wikitable" style="margin:auto"
|+ Stats (as of ''patch 4.1.0.2'')
|-
! Impact !! Range || Stability || Handling || Reload Speed || Aim Assistance || Zoom
|-
| 22 || 62 || 37 || 46 || 42 || 40 || 16
|}


Tarrabah is an Armor-Piercing Aggressive Frame SMG with a good magazine size, high zoom, extended stability and range, and with Solar elemental synergies to top it off. It is relatively easy to handle, and Extended Barrel with Hand-Laid Stock allows it to engage at solid distances — but it can be rivaled or outclassed by legendary SMGs in its base form, and has a relatively sluggish neutral game by default. Using it effectively requires getting the most out of its signature perk '''Ravenous Beast''', bringing it into a class of its own, and making it an effective replacement for many Special Weapons.
Tarrabah is an Armor-Piercing Aggressive Frame SMG with a good magazine size, high zoom, extended stability and range, and with Solar elemental synergies to top it off. It is relatively easy to handle, and Extended Barrel with Hand-Laid Stock allows it to engage at solid distances — but it can be rivaled or outclassed by legendary SMGs in its base form, and has a relatively sluggish neutral game by default. Using it effectively requires getting the most out of its signature perk '''Ravenous Beast''', bringing it into a class of its own, and making it an effective replacement for many Special Weapons.


===Charging Ravenous Beast===
==Ravenous Beast==


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.)
Ravenous Beast is a complex perk with subtle gameplay interactions; understanding them is required to get the most out of the gun, otherwise it is merely average. The below description is intended to be as authoritative as possible.


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 with ease. 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. Practice is required to prioritize targets correctly in PVE for efficient charge rate.
===Charging===


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.
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.)
 
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%.


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 above.)


The charge rate for enemies hitting ''you'' in PVE while holding Tarrabah is currently unknown. Incoming PVP damage is constant for any hit (a sniper is the same as a sidearm), and counts for the equivalent 5% charge that all outgoing hits do, and 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 (a sniper is the same as a sidearm), and counts for the equivalent 5% charge that all outgoing hits do, and 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.


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]].)


===Using Ravenous Beast===
===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 25% making it fire at 900 RPM, and 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 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.  


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.


Ravenous Beast is very inherently reliant on the included '''Bottomless Appetite''' perk, which:
Ravenous Beast is very inherently reliant on the included '''Bottomless Appetite''' perk, which:


*Slows the rate of Ravenous Beast ticking down as long as continuous damage is being done. This means that if you are mag dumping into a large opponent (i.e. a miniboss), the effective duration of Ravenous Beast is extended. A solid rule of thumb is that a single magazine being dumped a single enemy such as a miniboss will extend the duration by roughly 1 second. PVE example: assuming you have 0:05 seconds left and dump an entire magazine into a boss, you will reload and be ready to fire with approximately 0:04 seconds left, and the 0:03 seconds left the next time, et cetera. These numbers are not exact; but given the fact a normal mag dump at 900 RPM takes 0:02 seconds, you can think of this as '''effectively doubling the duration of Ravenous Beast''', but only as long as damage is being done. In practice, this means with even a little bit of training, Ravenous Beast will often last '''10 to 13 seconds''' in PVE.
*Slows the rate of Ravenous Beast ticking down as long as continuous damage is being done '''to any enemy'''.  
*When less than 0:03 seconds remain, Bottomless Appetite will then ''extend'' Ravenous Beast, back up-to 0:03 seconds at maximum, by dealing damage to new enemies continuously.
**This means that if you are mag dumping into a large opponent (i.e. a miniboss), the effective duration of Ravenous Beast is extended. A solid rule of thumb is that a single magazine being dumped a single enemy such as a miniboss will extend the duration by roughly 1 second. PVE example: assuming you have 0:05 seconds left and dump an entire magazine into a boss, you will reload and be ready to fire with approximately 0:04 seconds left, and the 0:03 seconds left the next time, et cetera.
**These numbers are not exact; but given the fact a normal mag dump at 900 RPM takes 0:02 seconds, you can think of this as '''effectively doubling the duration of Ravenous Beast''', but only as long as damage is being done. In practice, this means with even a little bit of training, Ravenous Beast will often last '''10 to 13 seconds''' in PVE.
*When less than 0:03 seconds remain, Bottomless Appetite will then ''extend'' Ravenous Beast, back up-to 0:03 seconds at maximum, by dealing continuous damage to '''minor or elite enemies only'''.
**This restriction prevents Tarrabah from being able to mag dump infinitely into (mini-)bosses at no cost.
**Conceptually, this means you must "feed" the beast with weak enemies if you wish to continue doing damage to strong ones.


The second point is subtle: by doing damage to an enemy and swapping to a new enemy, time is added back to Ravenous Beast, up-to 0:03 seconds, and this applies for every new enemy you move your reticle to (or back to; hitting an enemy, hitting a new enemy, and then hitting the ''original'' enemy counts 3 times.) Thus, 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, and enough for a single charge of Beast to complete a full Seventh Column in 6v6 PVP.
When combined carefully, these can allow you to have extended sessions of Ravenous Beast active for well over 35 seconds in PVE.


==Lore==
==Lore==