Revisiting shotgun barrel perks and the range cap
A month or so back a few posts cropped up stating range no longer had a measurable effect on shotgun OTK range and that Full Choke was the only barrel option worthy of pursuit. Some stated range could tighten pellet spread as well, and thus still mattered. Further still, the effect of range on bullet magnetism is must also be considered, but as I did my testing on PC, there's little to say to that. Testing was done using the new Tribute Hall with Darci.
What I found:
Speculation on range as meaningless is merited. I tested with Aggressive Frames and Precision Frames and found the following.
- As long as the range stat is above 27 Aggressive Frames hit range cap. I tested as high at 65 and found no extension of range beyond what was reached at 27.
- For Precision Frames I do not have a ultra low roll to check, but effectively, even roll I tested from 60 range up to 96 all hit the same range cap.
- The range cap is 8m for Aggressive and 8.5m for Precision. A case could be made for 8.1m or 8.6m, etc., but there's no real way to test with that level of accuracy.
Testing spread showed a different result.
- For barrels other than Full Choke, range does tighten spread. The effect is noticeable when you take the time to examine it.
- For Full Choke, the effect of range does NOT tighten spread. Effectively, Full Choke might be thought of as the tightest possible spread for minus range.
- The results from above are the same for Aggressive or Precision, but it must be noted that Precision do inherently have a tighter spread by default, however, this could also be the effect of their inherently higher base range stat.
Speculating on how it became this way... well, Bungie have nerfed range twice and impact once. The impact nerf is not meaningful for the range stat issue, but I would think of it like this.
- Range cap is determined by archetype.
- For Aggressive, the current 8m cap was achievable with 27m before and anything past that would push it toward its prior caps (9m, 10m or whatever from before). Effectively, Bungie locked the current cap to the range's baseline making the range stat meaningless instead of giving higher range a % toward reaching the cap.
- This same logic applied to Precision, but I don't have a gun that doesn't offer the minimum 8.5m cap so I can't tell the floor.
All this comes back to something mentioned in the posts from a while back, for Aggressive Frames, the old range trifecta as a MUST is no longer required. In fact, not required at all. However, Full Choke's ability to give the tightest possible spread makes it the key barrel. From there, Handling MW and Assault Mag are likely the best options you can attain with Snapshot, Quick Draw as best in class when available and then Slideshow when not.
As a side note, I tested Opening Shot as well and it is completely unique from the above findings and should be considered its own outlier. Opening Shot gives a range cap of 9m for Aggressive Frames. However, there's no weapon that offers Opening Shot + Snap Shot or Quick Draw so the benefit of the added 1m comes at a great expense to an ideal roll. Effective, if you have an exotic that can give handling boosts, like OP Aspects or Dragon's Shadow, pairing that with an Opening Shot shotty will give the furthest OTK without the issue of low handling. Outside of that, FC + handling perks is the best role.
As a further note, I know these findings break mental models we've held since D1, but I welcome others to test it too. The Hall gives an easy ground to test and verify. The way Bungie nerfed range is in some ways the laziest way but also perhaps the smartest... by putting the range cap so low, any shotty roll is competitive, however, they have thus over emphasized the benefit of Full Choke. As always, the lack of transparency in this means they meaninglessness of the range stat took the Hall to fully verify.
Adding a TL;DR,
- If you have FC and a range over 27, you have the max range cap and tightest spread, and thus, should focus on other perks for your other columns.
- If you have any other barrel than FC, range will tighten spread, thus, you should go all in on range (other than Smooth Bore which is a known no).
Adding data by request, more to do...
For hip firing
- Hip fire Aggressive Frame range cap is 6m
- Hip fire Precision Frame range cap is 7m
- Freehand Mod adds +1m range to hip firing on Aggressive
- Freehand Mod adds +?m range to hip firing on Precision (TBH, need glimmer)
Note: this means hip fire is much better than I originally imagined...
- Testing shows high range value is more important that Full Choke for tighter spread while hip firing and this applies to both Aggressive and Precision, so for raw hip fire spread, max range is the most superior option.
- I do not have a hip fire grip shotty to give information there, if I get one I will add it.
For Slide Shot
- This is a bitch to test... and I'm not sure the right way to go about it, my best guess is that it adds nothing to the range cap,
- However, I can slide from about 13m to 14m out and get the range cap within the animation, however, by the time my slide ends I am at 6m or 7m so it would seem like the shot was fired while I was at 8m... it is damn near impossible to check without a second person standing at a point verified to be 8m or 9m and then that person verifying where you fired. Overall, the results are certainly not crystal clear like Opening Shot
Edit: a few small thing before this falls off the map,
- No claims are being made to OHTK range, merely, the point that range drops off is establish and that range does have an effect on spread for hip firing and all barrels other than Full Choke
- I will make no claims to what range does on console (PC only), it is said to influence aim assist, which thus influences stickiness which may make it easier to keep your shots on target - as we don't have this on PC, it is not a concern
- Also I know range is said to effect "bullet magnetism", but I think the community misuses this word... I worked in game dev 20 years (no longer do) and hitscan weapons (shotguns are) will not have their bullets warp to a target because the bullets don't exists. Hurt boxes and hit boxes can be enlarged, which is what may be occurring when "bullet magnetism" is referenced. Either way, given how close you are when you engage with a shotty, this shouldn't be an important factor: spread and damage will determine everything.
Posted Jul 11, 2019, 4:05 PM UTC · edited
Awesome and detailed post! So glad to know both my retold and mindbenders “god” rolls came with a handling mw (was slightly worried not range)!
Also will be going back to FC over rifled on my retold :) - lucky enough to swap if things ever change though haha
I don't imagine Bungie buffing shotguns, but they may correct the meaning of the range stat in the future, this, keep your max rolls. But for the current meta, hunt FC and handing boosts above all else.
No kidding? I have a Dust Rock with Full Choke / Accurized / Slideshot / Snapshot / Handling MW.. I’ve always been bummed it didn’t have the Range MW. I’m dusting her off tonight.
Have you also tested lightweight frames?
Sorry, I don't own enough to verify their base range (I only have one).
Oke but there OHK range is probably less than the precision and aggresive frames I guess?