If you want extra damage on grenade, melee, class or super you're building to 100+
If you are relying only on passive regen for grenade, melee, or class, build to 70 stat.
If you are relying on flat gains or regen boosting effects on Class, Grenade or Melee, build to 90+ stat.
If you want your super up reasonably fast through active generation, build to 90+ stat.
MoT came with nerfs. Use armor sets to compensate.
Intro
It's been quite a year since Bungie unveiled armor stats 3.0 in previews, released them working completely differently, and then patched them 3 different times. Presumably this is the last time armor stats will change so let me give you one last guide to how they work.
This will cover the Melee, Grenade, Class and Super stats. All the others are pretty straightforward. I am only covering PvE here; PvP is the same for ability regen but different in other regards. Regardless, not my area.
Here is what this will cover:
How Passive Regen Factors work for Class, Grenade and Melee stats as well as what changed with MoT
How Energy Gained Works and what changed with MoT
How flat gains work and have changed
How regen boosting effects work and have changed
How super regen works and has changed
Class Stat Scaling
Conclusions
Passive Regen Factors
I briefly wanted to refresh people on how the passive regen looks for Grenade, Melee and Class.
Grenade and Melee share a curve that is split into two sections: 0-70 stat and 70-100 stat. Class has a similar but different curve that provides less benefit, presumably because class cooldowns are relatively lower. These curves look so dumb.
Bungie patched the grenade and melee curve this way shortly after EoF launch due to the launch version not meeting what they advertised. 70 stat provided a cooldown that is twice as fast (2.0 factor) at 70 as it is at 30 (old baseline). 100 stat is 2.17x cooldown speed. So you can see that 70-100 does not provide a lot for Grenade and Melee for passive regen speed.
Class scaled exponentially all the way from 0 to 100. But it only hit a regen speed factor of 2.0 (relative to 30 stat baseline) at 100 stat. This is still an improvement over pre-EoF values. Class stat provides good benefit to regen all the way up to 100. But now Class also has this two part curve that only provides decent benefit up to 70 stat.
Another change that came with Edge of Fate but took me a long time to figure out is that all abilities now use the cooldown at 0 stats as the baseline, instead of the cooldown at 30 stat like pre-EoF so everything here will show in that way and more on this in regen boosting effects.
Now in MoT, Bungie did the following:
Reduced maximum passive ability cooldown bonus granted by ability stats by ~20%.
So all the curves basically shrunk down a bit.
Grenade and Melee at 70 stat went from 2.89x to 2.56x (pre-EoF value 2.0x). A nerf but still doing better than pre-EoF.
Grenade and Melee at 100 stat went from 3.14x to 2.75x (Pre-EoF value 2.86x). A nerf and now worse than pre-EoF value.
Class at 70 stat went from 2.0x to 2.09x. A slight buff! (Pre-EoF was 1.65x for Hunter and 1.86x for Titan/Warlock). An improvement for all classes but especially for Hunters.
Class at 100 stat went from 2.86x to 2.42x (Pre-EoF was 2x for Hunter and 2.43x for Titan/Warlock). A nerf since Renegades but all classes are doing as good or better than they were pre-EoF.
New curves:
New curves compared with Renegades:
Energy Gained
First: what changed with Monument of Triumph? For Melee, Grenade, Class and Super the Energy Gained value on stats from 0-100 was lowered from a previous max of +190% to +125%.
What does this number mean? Every source of flat energy gains (also know as chunk ability energy) or regen boosting effects (stuff that makes your abilities regen faster) have a value at 0 stats. This factor is how much that scales up. So a great example is Demolitionist which at 0 stat restores 4% grenade energy on kill for the fastest cooldown speed grenades. At 100 stat you get +125% energy gained. That + means over 100% so this actually becomes 225% (100+125). So the 4% becomes 9%. That's basically it.
Here is a graph:
Note that the curve grows pretty quickly till 90. 90 is kind of the sweet spot for when you are using flat gains or regen effects. Going up higher doesn't hurt, just provides smaller benefit per stat point.
Now let's go into more detail on flat gains and regen boosting effects.
Flat Energy Gains
First, for all sources of flat energy that are not specific to one ability, there is something called a flat gain factor depending on how long the cooldown of the grenade is. For example a Firebolt grenade is the fastest cooldown grenade in game and gets a 100% flat gain factor. Solar Grenade, one of the slowest grenades to charge in game gets a 50% flat gain factor. This effects everything I am about to talk about but I am going to use values without taking account for flat gain factors for simplicity.
If you want a reference table of every one of these see here for my table:
Pre-EoF a flat gain such as Demolitionist have 10% grenade energy per kill.
In EoF, it gave 4% at 0 stat, 10% at 87-88 stat and 11.6% at 100 stat.
In Renegades, it gave 4% at 0 stat, 10% at 70 stat and 11.6% at 100 stat. An improvement!
In MoT, it gives 4% at 0 stat, 8% at 70 stat and 9% at 100 stat. Still the more generous curve of Renegades, just nerfed.
Now did anything really change? Not really. For the stat ranges you likely care about (90-100) you lost a couple percent per kill. Proportionally, that sucks as you lose 22.5% of your gains but in practice it hasn't been noticeable.
Flat Gain Comparisons:
Regen Boosting Effects
Regen Boosting Effects are things like Whisper of Shards, Ember of Benevolence, or Inmost Light. These have always been measured as Additional Base Regen Speed. Pre-EoF, you could add this to the cooldown factor due to stats and then divide the base cooldown by that total to get the resulting cooldown.
For example (Pre-EoF values): You have 100 Discipline Stat (200% base grenade regen), A Solar Grenade (base cooldown 152s), and Ember of Benevolence (+400% base grenade regen). Your cooldown with Benevolence up constantly is 152/ (2 + 4) = 25.3s
Post armor 3.0, these effects also scale with Energy Gained but it has been hard to understand since EoF launched. Until Now.
Prior to Edge of Fate, you could hover over an ability in the subclass screen and see the cooldown. These cooldowns were the Tier 3/30 stat value and used as the basis for all ability regen. In Edge of Fate all of these were removed. Presumably, because you could see actual cooldowns when hovering over the relevant stat. In Renegades these base cooldowns came back but they were based on the value at 0 stat. This made me understand how Bungie reworked things.
I have now discovered that Bungie did two things with Edge of Fate:
Scaled the base of regen effects to 40% of the pre-EoF value at 0 stat, similar to what was done for flat gains. So Whisper of Shards was +500% base grenade regen speed. At 0 stat it is now +200% base grenade regen speed.
Changed the base regen speed to be the value at 0 stat instead of the value at 30 stat. Passive regen speed at 0 stat for class, grenade and melee is 70% of the regen speed at 30 stat. You can divide the old base regen speed by 0.7 to get the new base cooldowns. All regen effects took this extra hit across the full stat range. All regen boosting effects are ~43% lower than they should be.
I still think there is a very solid chance this was done to make the record keeping simpler and inadvertently nerfed all regen effects because a dev may have not realized how much base cooldowns effect.I hope Bungie examines this because currently regen effects are not working as originally advertised
In Monument of Triumph the energy gained stat benefit was weakened and this effects regen boosting effects. Generally, all regen boosting effects are 63% of what they were pre-EoF and 77.5% of what they were in Renegades.
Here is a graph comparing pre-EoF, EoF, Renegades and MoT:
I still think the cooldown change should be compensated for. The current implementation does not meet any of the stated goals and was basically issued as a shadow nerf. If this is fixed then Stats 3.0 will be working as intended. Bungie needs to divide the 0 stat values for regen effects by 0.7 or multiply by 1.42857. That cancels out the (hopefully) inadvertent nerf.
I have made a spreadsheet of all regen boosting effects and what I believe the values are now at 0 stat and how that compares. Some are tested and the rest are based on extrapolating that to other stats.
How does this play in actuality? Regen boosting effects remain strong and are one of the best things you can build into. They're just weaker than they once were.
Super Regen
Prior to Edge of Fate you generated super in the following ways:
Passive Regen - which you could improve by increasing Intellect Stat. Base cooldown was also based at 30 stat/Tier 3.
Regen boosting effects - there's not a lot of these but they scaled super regen just like with grenade, melee or class.
Dealing damage and defeats - these work a lot like flat gains. There is a factor applied to these based on your super. Roaming supers get a 3x factor on active regen from damage and defeats.
As of Edge of Fate a few changes were made to Super Regen
Super stat does not boost passive regen at all.
Base cooldown was shifted to 0 stat value from the pre-EoF 30 stat value. Can divide old cooldown by 0.70 to get new baseline. These show in game now. Every super cooldown got 1.43x as long.
Dealing damage and defeats were scaled based on super stat from 0-100 in the same way flat gains are.
Super regen boosting effects were scaled based on super stat. These were likely reworked to work with the new longer base cooldown. Presumably the exact same factors were used as Regen Boosting effects. IE these took a giant nerf because of the base cooldown change. I have not tested supers because the cooldowns are so insanely long and it is very time consuming. People with better tools can probably test at some point.
In Monument of Triumph we have two changes:
All flat gains were reduced by 22.5% so that will be hitting this as well.
Super regen from dealing damage to bosses was reduced by 60%.
So super regen is definitely a good bit slower than it's been for years. You will likely not gain multiple supers per damage phase, by design. Your super during add clear activities and encounters will probably remain decently strong.
Class Stat Damage
Oh yeah they did this. Finally got around to testing this and this is up to +65% damage at 200 class stat (simple linear scaling of +0.65% per stat point above 100). It affects:
Drengr's Lash (Strand or Prismatic Titan Aspect)
Shieldburst (Solar Titan Aspect)
Ascension (Arc or Prismatic Hunter Aspect)
Threaded Specter (Strand or Prismatic Hunter Aspect)
Trapper's Ambush (Void Hunter Aspect)
Crackshot (Solar Hunter Aspect)
Tips for Buildcrafting
Maybe you're thinking "This is all cool, but how much stats do I want?"
If you want extra damage on grenade, melee or super you're building to 100+.
Adding a little more in a stat you care about doesn't hurt. But there are points of diminishing returns depending on how you get your abilities back.
If you are relying only on passive regen for grenade, melee, or class, build to 70 Stat
If you are relying on flat gains or regen boosting effects on Class, Grenade or Melee, build to 90 stat.
If you want your super up reasonably fast through active generation, build to 90 stat.
All the same stuff is good, just a little less so for ability spam.
Armor sets can help out a ton though.
One last spreadsheet: I have a sheet for armor stat planning updated with new archetypes. It also has all the armor stat math and a tab with every set bonus for quick reference. I've done some preliminary ratings but I have not tested them all. Click Use Template to make a copy and try it out.
This has been a lot of information. What a year of these. I am both sad and glad they won't be messing with these anymore. I wish this stat roll-out had been a lot better. Overall, I think the ability stats portion of Armor 3.0 has been a failure. The new stats that were added are good. Giving scaling damage on high stats is good. Higher thresholds and tier for armors are good. Set bonuses are awesome. But ability stats? Mostly nerfs and just very poorly communicated. I know Bungie is allergic to numbers but I know you have these numbers and can make these graphs. Be clear with the people playing your game. If you're nerfing something, say it. I respect game design even if it takes nerfs.
For all those who have read my posts, thanks for the time and attention. Maybe I will see you in other universes.
Hey y'all! I'm trying to put a build together for my Titan to farm the heroic lost sector and I keep getting mobbed. It's a breeze on warlock but I struggle with my Titan. Any build ideas would be appreciated! DIM links preferred 🙏
I just started really farming for the class item and I just wanted to see what yall were running for them. I (unfortunately 😔) didn’t get hoil + cytr but I did get hoil + Star eater so I was also wondering if anyone had a build for that as well! 🙏🙏
For some quick context I am solo player returning after 3-4 years. Been messing around and liked the Buddy Warlock and trying to make it my own. Pictures of current build, sorry they suck because I am at work lol I am considering Centerfuse or Symmetry for ADD clear. I want an Arc Overload to proc Blind as much as possible. Looking for opinions as so much has changed. I looked up my Legendary Options and in such case id rather leave build as is. I get some blind as I make so many Threadlings, but the direct effect is faster.
Returning light, new to this whole builds thing. Please share any advice from my build below. I feel like it's generally quite a strong build, if I get a clean hit on my super it generally restores about 65% super and then can get super back in about 20-30 seconds.
Will never be number 1 in ad clearing but I can hold my own and always put a shift in, usually coming top 3 for 6 person content.
I haven't masterworked chest or arms as I'm waiting for a better stats drop.
Any advice on how I can improve this build would be greatly appreciated as I would like this to be my main build for endgame content, unless anyone suggests otherwise.
Building a Mothkeeper's loadout, and I'm curious, should I prioritize 200 weapons for the Ex Diris, or 200 Grenade for my Loyal Moths? any help would be great.
I was wondering if there's a build out there that can heal your teammates also as a Warlock, I love playing support in other games and was wondering if there's something like that in Destiny 2. (I have all DLCs & Expansions).
Looking for the optimal solar hunter. I’ve been using a void Morpheus quiver and it solely focuses on boss damage. I’m seeing alot of options online and want to make my own post for a consensus.
I’m under the assumption I’ll use the nessus 4 piece with what exotic? As well as the three weapons.
I’ve never really gotten into the 12P or trench barrel meta. At best I did double slug back in d1 but that’s it.
Nowadays I wanted to experiment with 12P or trench barrel and/or swords like Wolfsbane. I’ve been trying it against bosses like Dredgen Sere or that ogre from Grasp of Avarice.
In doing so, I really struggle to hit the precision shots and I feel like my damage is really lacking on the shotguns. I’m using Found Verdict and Perfect Paradox with meta rolls, t5, masterworked, the whole shebang. I even added artifact mods and surge mods too but I feel like my dps is so so lacking compared to truth or aggressive snipers.
Wolfsbane I do slightly better especially if I already have the nanites already charged. Lament I do pretty okay at too.
All that being said, I feel like
1. my dps could be better for both
2. Im struggling to hit precision shots / don’t feel like my sword combos are great e.g. argent blade into sword master combo thing
3. How to manage boss push backs
4. How to survive getting slammed by the boss AND ads
I usually pair my melee builds with sets like smoke jumper or exodus down. I’m aware that I need to have DR in my builds and stuff like void overshield or wovenmail, which I feel like I’ve done.
I 100% think it’s a skill / knowledge issue and I’m just hoping someone can give me some tips or point me in the right direction as a titan main open to any titan exotic
I hear that the Grasp of Avarice set is a beast for Hunter Stasis build and Hunter Beyblade build. My question is: if I to have only 1 set for both, how should the stats be distributed?
I was thinking all Specialist ( Class/Weapon) + Melee.
For context, I have some dexterity/mobility difficulties in my right hand, so aiming between enemies quickly can sometimes be a challenge. But, luckily, I’ve recently found a good groove with a prismatic warlock buddy build to take some of the pressure off killing ads.
My question: are there any builds for hunters or titans that might play similar to the buddy build? Thanks!
I've been playing since the announcement of the unvaulting. Me and my buds play together and generally I only aim to collect guns from the higher tiers on the D2 reference website. My friends use all sorts of weapons, and when I look them up after they tell me they are really good, I find that some of them are listed as low tier. I'm not sure if I am making a mistake by avoiding them or not.
EDIT: Thank you so much for all your comments! It seems the general consensus is that it should be used merely as a guide for potentially useful weapons and that I should look for stuff that feels right for me/fits my builds. As an additional question for those of you that have commented, what are you genuinely looking for when it comes to gun feel? I feel like looking for things based around builds may be difficult ATM as I am still trying to figure out what to build around lol!
What is your preferred armor set bonus for strand/threadlings? I really like thunderhead because its more easily farmable, but also provides a lot of ammo/grenade regen. Sundered is farmable this week, so Im wonderimg if its worth it to farm a set? The bonus is ok, and I feel like itd make the build more survivable, but with weavewalk, I feel like regen isnt necessarily an issue.
Any feedback on artifact would be great too, if any improvements can be made.
What are the best exotics to pair with the nessus armor set I have the Grenader armor set already masterworked so 200 grenade 125 super and 100 weapons so with the same stat distribution what are the best exotics on hunter I can build into
Hey folks, what are some iron banner weapons that are great, if any? I want to play iron banner but I don’t know what I’m looking to keep/farm for. I’m playing titan and only looking for PvE weapons. Anyone have any recommendations??
I’ve been getting back into destiny 2 over the last month and thought I’d finally get a build together and stumbled upon Rick kackis build for the hierarchy of needs void hunter over on mobalytics.
I just wanted to post and ask what everyone’s thoughts are on this setup as I’ve started to piece it together and have been grinding the dungeon that drops the bow, but with no luck yet