Topic in a nutshell.
GUN DAMAGE vs. FIRE RATE These two are trade-offs of each other. The tank-and-speedster rule is in full effect, applying that slower speed equals greater hitting power, and vice versa. This also manifests with the ammo consumption on most weapons -- the more rounds of ammo consumed, the slower a weapon fires, and thus the harder it hits. At present, this is confirmed applicable to shotguns and Dx2 pistols, but may also include Dahl's Double Tap Rifles.
[1] ASSAULT RIFLES http://i.imgur.com/mGnPmSQ.jpg
- BARREL
- Bandit (reduced accuracy</font color>)
- Jakobs (reduced fire rate</font color>)
- GRIP:
- Jakobs (increased recoil, slower reload speed, reduced fire rate</font color>)
- Torgue grip (increased recoil, slower reload speed, reduced accuracy</font color>)
- ACCESSORY
- increased damage</font color>; increased recoil, reduced fire rate</font color>
- increased damage/RoF</font color>; reduced accuracy</font color>
[VARIANT] "Double-Tap" prefix, exclusive to Dahl ARs with a (regular) Vladof barrel; weaker individual bullet damage is outweighed by doubled damage: - Lv19 Double Tap Rifle: http://borderlands.wikia.com/wiki/Rifle_%28Borderlands_2%29/Variant_Chart#cite_note-13 - Lv19 Blitz Rifle: http://borderlands.wikia.com/wiki/Rifle_%28Borderlands_2%29/Variant_Chart#cite_note-14</i></blockquote> --- <blockquote><u><b>[2] PISTOLS</b></u> http://i.imgur.com/MNVc3UE.jpg Listing the increasing damage (and decreasing RoF) by barrels (B>J>To>E) from each manufacturer: - <b>[B_] Pistal --> Ass Beeter! --> Magamum! --> <font color=magenta>Dart/Spiker</font color></b> - <b>[D_] Repeater --> Peacemaker --> Magnum --> <font color=magenta>Dart/Spiker</font color></b> - <b>[H_] Apparatus --> Leverage --> Impact --> <font color=magenta>Dart/Spiker</font color></b> - <b>[J_] Revolver/Wheelgun --> Iron --> Widow Maker --> N/A</b> - <b>[M_] Aegis --> Torment --> Animosity --> <font color=magenta>Dart/Spiker</font color></b> - <b>[Te] Handgun --> Power Shot --> Biggun --> <font color=magenta>Dart/Spiker</font color></b> - <b>[To] Hand Cannon --> Rod --> Slapper --> N/A</b> - <b>[V_] TMP --> Fighter --> Troublemaker --> <font color=magenta>Dart/Spiker</font color></b> - Bandit barrel (<font color=red>reduced accuracy</font color>) - Jakobs barrel (<font color=green>increased accuracy</font color>; <font color=red>increased recoil, reduced fire rate</font color>) - Torgue barrel (<font color=red>increased recoil, reduced accuracy/RoF, slower reload speed</font color>) - E-Tech barrel (<font color=green>increased magazine size</font color>; <font color=red>increased ammo consumption, reduction of all other stats</font color>); Maliwan E-Tech pistols consume 3 rounds of ammo while other manufacturers consume 2 rounds of ammo. The RoF is also cut, with Darts having worse RoF than Spikers, likely because of the Dart projectile's homing mechanism. --- Further, the double accessory increases your damage output...with some trade-offs: <blockquote><b>Damage</b> -- slightly weaker bullet damage, but fires two simultaneously, which can yields total damage. <b>Accuracy</b> -- <i>slightly decreased since you're firing two bullets simultaneously at one target without the projectiles converging</i>: http://borderlands.wikia.com/wiki/Vision/Variant_Chart <b>Fire Rate vs. Recoil</b> -- <i>decreased as a trade-off to increase damage (based on the barrel); the average for a Vladof Anarchist is around 10, but the Troublemaker is about 7, but the Dx2 accessory can drop it to 5.8; on the other hand, this makes for steadier firing.</i> <b>Ammo Consumption vs. Magazine Size</b> -- <i>the weapon consumes more ammo to increase damage, but gets a magazine extension to compensate for this.</i> <blockquote>Dubble // Twin // Redundant // Two Fer Binary // Two for One // Double Penetrating // Dva</blockquote></blockquote> --- In cases of both E-Tech and Dx2, ammo consumption rates go up: - x1 -- non-Maliwan (Dx1) pistols - x2 -- non-Maliwan (Dx2) pistols and E-tech (Dx1) pistols - x3 -- Maliwan E-Tech (Dx1) pistols - x4 -- Maliwan (Dx1) pistols and non-Maliwan E-Tech (Dx2) pistols - x6 -- Maliwan E-Tech (Dx2) pistols</blockquote></blockquote> --- <blockquote><u><b>[4] SHOTGUNS</b></u> http://i.imgur.com/cX0ybHH.jpg - BARRELS. The increased magazine size compensates for the increased ammo consumption, but also adds/snowballs the following -- <font color=red>increased recoil</font color>, <font color=red>reduced accuracy/RoF</font color>, and <font color=yellow>wider pellet spread</font color>. - Jakobs barrel (x2 / +5 pellets) - Bandit barrel (x3 / +8 pellets) - Torgue barrel (x4 / +11 pellets) - E-tech barrel. Much as it consumes only 2 (=Hyperion/Tediore) or 4 (=Bandit) rounds of ammo, the sheer (individual projectile) damage and ROF reduction indicate it's somewhere near a 5(+) count. - <b>[B_] Stret Sweper --> Room Clener --> Oberkill! --> <font color=magenta>Splasher Blashter</font color></b> - <b>[H_] Face Time --> Crowdsourcing --> Development --> <font color=magenta>Splatgun</font color></b> - <b>[J_] Coach Gun --> Bushwack --> Quad</b> - <b>[Te] Double Barrels! --> Triple Barrels! --> Shotgun Supreme! --> <font color=magenta>Splatgun</font color></b> - <b>[To] Pounder --> Hulk --> Ravager</b> - GRIP - Jakobs (<font color=yellow>wider pellet spread</font color>; <font color=red>increased recoil, slower reload speed)</font color> Average RoF of the Hyperion shotgun line: 3.6 > 3.1 > <font color=green>2.8</font color> > <font color=blue>2.7</font color> > <font color=magenta>1.1</font color> --- <u><b>[6] SNIPER RIFLES</b></u> http://i.imgur.com/0drjEfI.jpg - Jakobs barrel (<font color=green>increased accuracy</font color>; <font color=red>increased recoil, reduced fire rate</font color>) - <b>[D_] Terror</b> - <b>[H_] Policy</b> - <b>[J_] Muckamuck</b> - <b>[M_] Corinthian</b> - <b>[V_] Horrorshow</b> - Jakobs grip (increased recoil, reduced RoF, slower reload speed)</blockquote> --- <u><b>AMMO CONSUMPTION vs. MAGAZINE SIZE</b></u> <i>Whether it's pistols that fire two projectiles, shotguns with multiple barrels, or E-tech weapons, they all consume more than one round of ammo per shot. This is offset by a larger magazine, lest the weapon be turned into a bolt-action. This might not be noticeable by much on Dx2 pistols, but is noticeable on normal shotguns and E-Tech weapons. On E-Tech ARs and SMGs, the magazine can increase by nearly 200%.</i> --- <u><b>[5] DAHL LASCAUX</b></u> <i>Barring augmentation by a "Shadow of the Seraphs" relic or Zero's skill "Two Fang", normal Dahl SMGs fire consistent bursts. However, the Lascaux's burst total is inconsistent -- when test-fired through several fresh mags, a scoped Stopping Lascaux I picked up (w/ a 41-round mag) fired bursts of 11-12-10. Additionally, equipping a "Shadow of the Seraphs" relic or putting a point into Zero's skill "Two Fang" can result in an increased burst; however, with the Lascaux, this seems to have the opposite effect, instead trimming it down to a consistent 10-round burst. Unaltered bursts varied within 2-3 tests, but none of the tests from that same Stopping Lascaux (through 300 rounds of SMG ammo) resulted any differently.</i> --- <u><b>[G] GRENADES</b></u> <blockquote>TYPES: - <i>BB grenades have a limited homing capability, and will bounce toward nearby enemies.</i> - <i>AoE grenades work through walls, which can be a good or bad thing depending on the type used.</i> - <i>Singularity grenades are useless against airborne, entrenched, and massive enemies. Best used against non-entrenched groundbound enemies, its effect is minimized when used against a lone slow-moving enemy due to little travel distance to the grenade's center-of-effect (CoE), and having nothing else to pull toward the CoE. Enemies affected by the pull (or unaffected beyond the detonation) include:</i> - <font color=green>Skags/Spiderants/Stalkers (all), ground-bound Varkid (up to first-tier Badass at least)</font color>; <font color=red>Crystalisks/Rakk/Threshers (all), Adult Varkids (flying), high-tier Badss Varkids</font color> - <font color=green>Marauders/Psychos (all), Goliaths (most)</font color>; <font color=red>Loot Goon Goliaths, GOD-liaths (all)</font color> - <font color=green>ground-bound Loaders (up to Super Badass Loader at least)</font color>; <font color=red>Constructors/Surveyors (all)</font color> - One exception to this is any form of JET Loader. Unlike most enemies, JET Loaders have two forms -- a jet form, and a walker form. As per standard, Singularity grenades are useless against airborne enemies; however, the JET Loader demonstrates an odd (and complete) immunity to the Singularity grenade in walker-form as well. It gets even funnier when you consider that the [Legendary] Loot version, which is smaller, is just as immovable. - It should also be noted that enemies unaffected by the pull likewise are also unaffected by Maya's <b>Phaselock: Convergence</b>. - <font color=orange>NOTE: The Singularity grenade can still yank freshly-killed enemies. Despite it being useless, it's still funny to see -- almost like reanimating a dead dragon in Skyrim</font color>: https://www.youtube.com/watch?v=yBqKG8HF3zQ --- - DAMAGE -- TARGET DISCRIMINATION: <i>Excepting Krieg if he has a point into "Fuel the Rampage", grenades thrown by you do not damage allies; however, all of them can cause varying degrees of damage to the player throwing them. With the player-friendly ones (=Transfusion/Tesla/BB), this is limited to the initial and timeout detonations; with the non-Tesla AoE, MIRV, Singularity, and normal grenades, it's pretty much <font color=red>everything</font color>.</i> - DAMAGE -- AREA OF EFFECT: - FUSE TIME: <i>0.0 is basically an impact fuse, meaning it'll go off on whatever it hits -- the floor/walls, objects, vehicles, enemies...or even your teammate(s). Only applies to Homing, Lobbed/Thrown, and Longbow (normal); Rubberized and Sticky (or Stik) variants and Rubberized will always be an odd-decimal number as far down as 0.#.</i></blockquote> --- <u><b>VEHICLES</b></u> - Equipping the Bee prior to entering the vehicle applies the effect to the vehicle's nose- and turret-mounted machine guns, but never to the turret-mounted launchers. - All Action Skills can be used while riding in the back of the Bandit Technical. - If driving a vehicle, the driver will always exit from the left side, while the turret gunner will exits from the right. - Destroying a vehicle -- even a friendly one -- will trigger kill skills on the player that destroyed it; however, this will not revive a player from FFYL, in spite of their kill skills being tripped. - An E-tech launcher's backblast will not destroy the Bandit Technical if you fire it from inside the bed; however, the same cannot be said when firing from outside the vehicle and just a few feet away. - Shamfleeting is impossible from inside the vehicle due to the Sham being 'replaced' by the vehicle's armor. - The vehicle cannot be destroyed by Backdraft or Scorn. However, it will explode after taking enough damage from either your weapons or enemy attacks; also, it can be instantly destroyed by rocket launchers [=direct strikes, splash damage, or E-tech backblasts]. - The Runner's rocket launcher turret has a lock-on feature that, when the bar is fully charged, fires a barrage of homing missiles. --- <u><b>ENEMIES</b></u> - Enemies are capable of some <b><i>really</i></b> aggravating behavior: http://forums.gearboxsoftware.com/t/things-the-ai-has-done-to-piss-you-off/353557 - Altitude is no protection from a mad Goliath: https://youtu.be/MzY0cWPJ078?t=86 - Enemies yanked into the air by a Singularity (or Quasar) grenade cannot act while they are airborne. --- <u><b>OTHER</b></u> - Slot machines that roll "Boom Time" have varying effects. The regular one in Sanctuary and The Dust spit out a Lobbed/Thrown grenade (explosive); the ones in Torgue's DLC, however, spit out a MIRV-type. (Based on it being near-impossible to outrun, said MIRV-type might even be a Bonus Package.) And then there's the one in Flamerock Refuge, which spits out electric damage... - Putting any points, much less one, into "Fuel the Rampage" renders Krieg vulnerable to friendly fire. However, putting points into Maya's Restoration will circumvent this. - <b>Blight Phoenix</b> can be used as a sort of early-warning system against enemies that you are close to but cannot see.