Duck Nation
Dicks with a future
Just taking this down as a point of curiosity. Since DS is losing both active trait time as well as bullet damage after the patch, his potential overall damage gain will go down on unblockable bullets. This is intended only to address actual gun/zoning damage - he is likely to gain 132 setups that will enhance the use of his trait as an oki tool, but seeing as those are as of yet nonexistent, they can't be compared to a previous state.
This is based on absolutely optimal performance - what you can get if you manage to hit every bullet possible in the allotted time trait is active. Obviously, people will always attempt to escape the unblockable damage, but making a study of all of that is overly time consuming and ultimately questionably valuable, since it's based on good or bad decision making.
I am including both best possible metered damage and meterless damage for the sake of some completeness.
Some general damage numbers and information first (note that this applies to gun damage across the board, both blockable and unblockable pre-patch), with numbers taken as exactly as possible instead of read from the combo counter:
Quick Fire = 5.85%
MB Quick Fire = 15.89%
Low Shots = 5.85%
MB Low Shots = 11.13%
Machine Gun = 13.57%
MB Machine Gun = 17.44%
Second hit in 132 = 5% first hit, 4.75% in combo
Third hit of 231 = 7% first hit, 6.32%
Every bullet on each gun does 3% damage exactly, with the next bullet scaling by 95% of the previous hit's damage. The bullet damage for the strings is set independently, but the scaling rules are the same. The primary factor in damage is merely number of bullets fired. Grenades do 5% damage, following the same scaling algorithm and normally doing 3.87% damage as the sixth hit in meter burn machine gun. It inflicts slightly more if some hits miss. It is currently unknown whether grenade damage will be affected by new scaling or cap rules post patch, however, grenades currently are always unaffected by the condition of Deathstroke's trait.
The machine gun meter burn grenade will combo as long as at least the second shot of the machine gun hits. This allows part of the unblockable damage to miss and an opportunity to potentially maximize damage with a meter burn grenade during the debuff period.
The best possible damage versus time investment is always quick fire. Although machine gun turns over more per use on a meter burn, it's also much, much slower and the meter burn grenade knocks down and wastes trait time. It can be used, but is only useful at the end of the timer for maximizing damage due to debuff state grenade.
Pre-patch best possible:
Meterless: 5 quick fires (a machine gun can be exchanged in place of the last quick fire and meterburned for an extra 4.51% during debuff), 29.25%/33.76%
Metered: 2 MB quick fires + MB machine gun, 49.22%
Post Patch update:
Gun damage now does exactly half of the default damage while trait is active, with each bullet scaling as normal. Rounding errors aside, every gun move does half the damage it would normally do under trait. This does not apply to the bullets in 132, 231, or to meter burn grenade, which still scale as normal but do not receive additional scaling via trait. Timings have not changed, but since meter burn grenades still do full damage their value has increased versus something like quick fire - the knockdown still makes them a poor choice except at the end of trait though, since one meter burn rifle will use up your entire trait timer.
Post-patch best possible:
Meterless: 2 quick fires + machine gun, 7.11% (11.4% with meter burn grenade)
Metered: MB quick fire + MB machine gun, 18.59%
This is based on absolutely optimal performance - what you can get if you manage to hit every bullet possible in the allotted time trait is active. Obviously, people will always attempt to escape the unblockable damage, but making a study of all of that is overly time consuming and ultimately questionably valuable, since it's based on good or bad decision making.
I am including both best possible metered damage and meterless damage for the sake of some completeness.
Some general damage numbers and information first (note that this applies to gun damage across the board, both blockable and unblockable pre-patch), with numbers taken as exactly as possible instead of read from the combo counter:
Quick Fire = 5.85%
MB Quick Fire = 15.89%
Low Shots = 5.85%
MB Low Shots = 11.13%
Machine Gun = 13.57%
MB Machine Gun = 17.44%
Second hit in 132 = 5% first hit, 4.75% in combo
Third hit of 231 = 7% first hit, 6.32%
Every bullet on each gun does 3% damage exactly, with the next bullet scaling by 95% of the previous hit's damage. The bullet damage for the strings is set independently, but the scaling rules are the same. The primary factor in damage is merely number of bullets fired. Grenades do 5% damage, following the same scaling algorithm and normally doing 3.87% damage as the sixth hit in meter burn machine gun. It inflicts slightly more if some hits miss. It is currently unknown whether grenade damage will be affected by new scaling or cap rules post patch, however, grenades currently are always unaffected by the condition of Deathstroke's trait.
The machine gun meter burn grenade will combo as long as at least the second shot of the machine gun hits. This allows part of the unblockable damage to miss and an opportunity to potentially maximize damage with a meter burn grenade during the debuff period.
The best possible damage versus time investment is always quick fire. Although machine gun turns over more per use on a meter burn, it's also much, much slower and the meter burn grenade knocks down and wastes trait time. It can be used, but is only useful at the end of the timer for maximizing damage due to debuff state grenade.
Pre-patch best possible:
Meterless: 5 quick fires (a machine gun can be exchanged in place of the last quick fire and meterburned for an extra 4.51% during debuff), 29.25%/33.76%
Metered: 2 MB quick fires + MB machine gun, 49.22%
Post Patch update:
Gun damage now does exactly half of the default damage while trait is active, with each bullet scaling as normal. Rounding errors aside, every gun move does half the damage it would normally do under trait. This does not apply to the bullets in 132, 231, or to meter burn grenade, which still scale as normal but do not receive additional scaling via trait. Timings have not changed, but since meter burn grenades still do full damage their value has increased versus something like quick fire - the knockdown still makes them a poor choice except at the end of trait though, since one meter burn rifle will use up your entire trait timer.
Post-patch best possible:
Meterless: 2 quick fires + machine gun, 7.11% (11.4% with meter burn grenade)
Metered: MB quick fire + MB machine gun, 18.59%