Some Divinity-related math I started typing in a reply but it got too long so it gets a post instead:
Assume each player contributes 1 point of damage.
A fireteam of 6 therefore does 6 x 1 = 6.
Now take one player out, but add 25% to the others: 5 x 1.25 = 6.25, or ~105% of 6.
Change the buff to 15%: 5 x 1.15 = 5.75 ~ 95% of previous damage, a net swing of 10%.
To break exactly even (i.e. same damage with or without Div) the buff would need to be 20% (5 x 1.2 = 6)
With a 15% buff, not having Div would have to cause each player to lose 5% of their damage to break even.
Whether aim can cause you to lose >5% of your damage depends a lot on *how* you’re doing damage. It depends on the burstiness of your damage, length of damage phase, the usefulness of AoE/DoT damage (remember Breach & Clear Anarchy?) and weirder factors like “are you using weapons that don’t care about crits (Xeno, Wardcliff, etc.)? Are you using weapons that give other advantages for hitting crits (Whisper, Hawkmoon, etc.)? Are you a Golden Gun/Nighthawk Hunter, for whom one missed shot might be 15% or more of your damage? Or are you a Nova Bomb warlock and your damage depends entirely on whether Big Happy Fun Ball goes for the right target?”
All of this math assumes each player does equal amounts of damage. In reality encounter design and player loadouts vary so much that it’s impossible to even say how often this assumption is true. For instance Kingsfall Day 1 a large chunk of our Warpriest boss phase damage was being put down by three Star-Eater/Golden Gun Hunters, so taking someone else off direct damage to run Div and ensure all of those shots hit would be an excellent investment even if Div only gave a 5% buff. By contrast we used Wardcliff for the sisters, which doesn’t even do precision damage; in that case a 15% Div buff, i.e. incurring a net 5% damage decrease, makes Div not worth it.
In conclusion: at a 25% buff, in all situations where Divinity gave a usable crit bubble for five attackers, it gave a net damage increase (i.e. was “worth it”). At a 15% buff, whether it is “worth it” becomes highly situational, dependent on factors like team composition and encounter design.
And now for the opinions section:
Do I like this change? Not really, no. I don’t feel that Divinity was distorting encounter design in a significant way. Oh, they took it into account like they do all meta-relevant weapons, but it certainly wasn’t a back-breaker like Gjally or Whisper. That “usable crit bubble for five attackers” clause cuts out a lot of bosses. In the last two new raids Div has only been useful in a single encounter each. Even in Kingsfall, which followed the old “sack of HP” design philosophy, it’s only useful in two encounters (Warpriest and Oryx). Raiding - okay, “six-player pinnacle activities” - is Div’s only use-case; it’s not like it rules the roost in every situation. The hitboxes of Destiny bosses aren’t known for their consistency, either - ever tried to hit Taniks in the head? Div is also a one-person weapon, not a mandate for an entire fireteam. I just don’t believe it’s a problem that needed addressing.
Then again, I’m not Bungie. I don’t know how much Divinity has messed with encounter design behind the scenes, or what they have planned that might be disrupted by it. Maybe this is like the Sleeper ricochet nerf where they know it’s going to screw with stuff that hasn’t yet been released.
Anyone implying that hyper-precise aim should be a required skill for Destiny content, even extremely high-level Destiny content, can go play CoD and leave the rest of us the hell alone. Even leaving aside the issue of how aim is a “skill” with hard physical limits that are a lot more common and restrictive than people realize, the fact is: Destiny is not a twitch shooter. It will never be a twitch shooter. It literally can’t be a twitch shooter, because of how its netcode works. Destiny does not have “dedicated servers” the way games like CoD or Battlefront do. Why do you think the PvP players are always bitching about how they totally hit that shot? Its server architecture will always cause a certain level of network latency, and that level is much higher than “pure FPS” games - higher than I think a lot of people who play other online multiplayer games realize. That constrains how fast any player can be expected to act or react. You can’t hit perfect shots if the visual on your screen is literally inaccurate. Yes, I do think it’s reasonable to ask for a certain base level of aim in content like Day 1 raids. But success should never be conditioned on near-perfect aim, if only because Destiny literally doesn’t work like that. Remember the hideous rubberbanding on Atraks damage in DSC Day 1? Remember the year of Whisper, where you were SOL if you couldn’t hit three rapid precision shots on a moving target?
Do you really want to combine those things??
You do not.













