Did they change how Explosive Rounds works in Y2? I seem to be doing more damage with it.
Also, Colovance's Duty is pretty decent. I like how it feels more than Hung Jury tbh.
With the Grenadier perk I had Fusion grenades for days.
If they haven't changed it, this is an old post I dug up on the subject:
Originally Posted by SeanR1221
Should have my Fatebringer to 365 today, ready for Skolas.
I love this weapon. I don't like explosive rounds though. I feel like those throw off my precision.
As a gun slinger, popping off head shots, increasing my stability and reload speed with outlaw increasing the reload speed on top of that and firefly hurting surrounding enemies? Laaaaawwwwddddd
Explosive Rounds is a bad perk for Fatebringger in PvE.
The way ER works is strange. If you get a body shot on an enemy it'll do 50% extra damage, which is nice. But if you get a critical hit, you get no bonus. Instead, the actual crit is lower (yellow number) and then compensated by Explosive Round damage.
Basically instead of getting a crit for X damage, you now get crit+explosive (two damage ticks) for the same X amount.
The problem is that both Outlaw and Firefly require you to get a kill with the crit in order to proc. so let's say an enemy has (I'll make numbers up) 1,600 health. A Fatebringer crit does 1900. Land the crit and both Firefly and Outlaw will proc. beautiful.
If you use Explosive Rounds, the crit will do, say, 1300 damage and Explosive Rounds will do 600. You did the same 1900 as before, but the crit alone wasn't enough to get the kill. The game will not register it as a precision kill since it was the white Explosive damage which killed, not the yellow crit damage. Result: no Outlaw, no Firefly proc.
Field Scout always on FB.