i use explosive sickle , it works .
whats your method ?
i use explosive sickle , it works .
whats your method ?
Trevonator / Iron Bears Rocket Pods work for me
Any gun with high splash damage regens grenades to the point you never run out
This is what has worked for me in my experience. Things with a lot of explosive hits per shot tend to work really well, if you can reliably hit with at least most of it. Flakker and Burning Chomper are the two shotguns I’ve had the best luck with. Hive and Scourge both have a lot of projectiles per shot and high damage. For something like Graveward farming I’ve had good luck with Fearmonger, Roisen’s Thorn or other Torgue legendary pistols are alright but not great. During it’s vulnerable phase Bearcat does really well. For whatever reason things like Ogre feel really underwhelming in regards to getting grenade regen, maybe I just have bad RNG when I pay attention to it.
One of the absolute best things I’ve had for this, though, are Atlas grenades. Currently have a purple 3-Mirv/3-Bounce one so nearly guaranteed 10 hits per grenade. I keep hoping for one that also has cloning so I can get up to 20 max hits per grenade.
Those grenades are probably the most reliable; although i can throw 10 of them and get maybe 1 back… for 200+ explosions thats some crap “6%”. But to regen pretty well anything with splash; ruby’s wrath, and jackhammers work the best for me - but as i use the mindsweeper com, MOD works off pretty well anything
this one is just insane i was so lucky to find exactly the shock version of it combined with the transformer shield… if u have it try it if not look for it but it has to be shock.
MoD+Iron Bear grenade launcher.
Spam your grenades, jump into IB, wreck face, get out, spam more grenades since MoD procs off of IB splash damage.
With the latest patch, only nade damage returns grenades with reliability. I use a cloning maddening tracker. 24 proc chances.
WHAT , that 4x better than hex , since hex drop only 6 mirv with best prefix . this is exactly i need it
Think the maths a little off there…
Recurring maddening tracker.
Homing - cloning(2) - mirv(3x) - bouncy (3x)
2 x 3 = 6 _ x 3 = 18 - so 20
The original mirv could count for the first bounce which would make 14 total explosions
but bounces on other surfaces after mirving count for bounces and dont explode
they sometimes like to get lost aswell,
and as they dont have a large radius you can toss them at walls / floor near you if your on the run to save yourself
Edited for clarity and some possibility my own math was wrong.
Still most reliable grenade ive used for vampyr
Hex’s won’t proc as they are not aoe. They get no aoe modifiers except range. The range says how far they will stretch.
The tracker never misses. The mirvs track too.
So (2 x 3 +2)x 3 ( providing there are enough targets that survive/available) = 24.
Also this does not include multiple targets hit as all are aoe. I assume 1 extra hit.
If they dont go within approximately 25-30 feet of an enemy (lets call that a range of about 1000-1300 based on splash damage range) they will not track the enemy at all completely “missing” unless they hit a wall and 1 bounces towards the target, in that case theres barely if any finding the target.
The splash damage range on these trackers is also small ex.
Should be ((2 x 3) x3) +2 = 20 as the original 2 do explode, dont bounce 3 times, but disappear splitting into 3 and bouncing.
Thats without knowing the original mirving counts as a bounce (bounces and explodes up to 3 times)
Which could make the equasion more like
2 + ((2Ă—3) 2)
1___ 2__ 3
Flakker, if it wasn’t so sketchy to use.
Mirv and multi mirv have been the most reliable for me, but for guns, a x2 projectile ogre. Just aim at targets feet instead to make sure they’re actually taking splash dmg.
The last time I used a Hex grenade on Moze it still worked to proc MoD. That was 27 days ago looking at my post in another thread. The key is that the beam was changed so that it doesn’t count as splash, but from what I could tell the grenades themselves running into something (before or after the beam starts) do. Or at least did if that wasn’t changed since then.
Um no.
1 +3x3=12 now clone that x 2 = 24
A range of 100 is 5 ft before modifiers. Throw them from 1000 feet plus and wait for them to track. If they fail to acquire a target within range x feet then they fail.
I shall wait for a community response to it instead of further derailing op’s topic. If you want to continue this or maybe check results feel free to take this to there
https://forums.gearboxsoftware.com/t/grenade-features-in-bl3/4064626/3
Thanks for the link proving my point.!
Two shot ogre.
Minigun fire rate with two booms per shot.
Regenerates grenades at roughly the speed you can fire them.
If your point was you don’t know math then yes, that proved your point, mac2monster.
Has anyone used Tiggs’ Boom yet for this? It seems like it could be really, really good with groups.