Did this existed before?

what

first of all I never have seen this mod before in my 180 hours play time…
nobody is talking about it…
not only did it drop with perfect rolls…
but holy ■■■■ mate!
this thing is INSANE…
sure you loose tankiness for not running blood letter…
but this thing does WAY more damage for grenade spam build then blast master!
these tiny grenades do around 8k damage each, and as you can imagine you spawn quite a few of them with your recurring hex… damn!

I wonder what its third stat might be… sadly I only got it with two, but it is the first class mod to actually increase you grenade dmage in a meaningful way…

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The third skill is “Redistribution”, see here: Moze Class Mods

I found it last week, but sold it for storage space reasons. What element is the micro grenade? Is it the same element as your grenade mod or something fixed?

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seems to be non elemental all the time

Thanks for providing me the class mod. I did some testing and compared it with a Blast Master class mod.

  1. Length of Use
    Initially the damage for Mind Sweeper seems to be compareable, maybe even a little bit higher. But it gets quickly outclassed by the Blast Master class mod, when the scaling splash damage bonus kicks in that is dependent on the time without reloading. The splash damage bonus and higher crit chance seems to be better in the long run. So Mind Sweeper can be better for quick boss runs and Blast Master is better for general mobbing, challenge runs and slaughter runs.

  2. Mayhem modifiers
    For Blast Master you only need to check if there are penalties for elemental- and crit damage. But for Mind Sweeper you also need to check physical damage. It’s harder to roll three good modifiers, than to roll two good modifiers. So in Mayhem Mode Blast Master is easier to use for its full potential.

  3. Survivability
    I use a shock MIRV Hex and the Transformer. So with Blast Master I have no problem with my shields I can throw my grenades everywhere and if I hit myself I even recharge my shield. By using Mind Sweeper you have much more problems as the micro grenades are physical and can quickly kill you when you are too close. So for the combination of shock element and Transformer I would stick to Blast Master. If you use something else there shouldn’t be much difference.

  4. Range
    The micro grenades from Mind Sweeper can spawn on any crit. While Blast Master is only really good with grendades and certain splash weapons. You can use Mind Sweeper with any weapon. So if a enemy is out of range for your grenades you can still do good damage with an accurate fast firing weapon when you target crit spots. A good example is Graveward, initially its out of range for thrown grenades but if you aim for the crit spot you can destroy Graveward quickly with the spawning micro grenades.

So in general Blast Master seems to be better and for a grenade build and for me its still the best class mod. But Mind Sweeper can be compareable with its own Advantages and Disadvantages.

well you are using the “wrong grenade” mirv only has 3 grenades… so now think if you have 6 with mirv-tacular or recurring, I spawn those mini grenades about 5 per second, they add another explosion for all the synergie and do as much damage as a normal thrown granade for free.
for me it HIGHLY outclasses blastmaster for ONLY spamming grenades and the occasional flakker shot for a high health target like an annoited (which one shots always anyway)

I’m using a mirv-tacular with 6 grenades:
bl3-hex

Don’t know why we have so different results. Maybe you had Mayhem modifiers active that favors physical damage.

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have you figured out how blast master actually works btw? when and how long does it take to get the 100% bonus damage… because I can never really feel or tell the diffrnce, for me it is barely noticable, even when I afk for 5 minutes or shoot all my guns to one ammo, there is no really diffrence for me to not using it… :confused:

I did a run in “Slaughter Shaft” by just using grenades and not using my weapons at all. I don’t have exact results but on the same type of enemy the damage seemed to be lower initially, then started to rise and when I later fired and reloaded my weapon it was lower again. So for me it felt like it works as listed on the item card. Maybe I need to test when it peaks.