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Comprehensive Guide to Exotic Weapon Changes in Destiny 2 Post-Final Shape

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Comprehensive Guide to Exotic Weapon Changes in Destiny 2 Post-Final Shape

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Librarian Husky reviews exotic weapon changes post-Final Shape in Destiny 2, highlighting key updates, buffs, and nerfs. Enhance your gameplay with top-tier boosts!
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Hello, Librarian Husky here! I know most of you are probably thinking, “Cross, the Final Shape launched a month ago, and you’re just now testing all the exotic weapon changes? How dare you!” I know, my apologies. Some of you have probably already tested every single one of these, but we’ve done our own testing as well.

Power Level Overhaul and Its Impact

Something crucial to note before diving in: normally, our pre-and-post testing includes everything from exotic weapons to abilities. Unfortunately, the launch of the Final Shape introduced changes that make this difficult. Power underwent a major overhaul, and now most activities have a set power level. Free roam destinations like Nessus have fixed activity power, meaning your damage remains constant regardless of overall or weapon power levels.

Challenges in Damage Comparison

Due to this overhaul, overall weapons are dealing less damage than before against Carl and red bars, even with the buffs. Therefore, we cannot perform a direct damage value comparison.

Focus on Exotic Functionality

That being said, the main goal of today’s article is to examine exotic functionality and their changes, as some of these were significantly impacted. Starting off, we have Divinity. Bungie increased the number of shots required to generate the cage by 75% against combatants and in PvP.

Changes to Exotic Weapons Post-Final Shape

This remains unchanged. Pre-Final Shape, it took eight shots to generate the cage; post-Final Shape, it now takes 14 shots. While six more shots aren’t going to render this weapon useless, you will consume more ammo. Despite this, people continue to use Divinity for its easy crit capabilities.

Rat King Adjustments

Next, we have Rat King. Bungie modified the firing animation to match that of other auto-fire SARPs, and this change is somewhat subjective. Pre-Final Shape, the gun had quite a bit of kick when fired, causing the reticle to get lost in the gun model, making it difficult to track targets. Post-Final Shape, the recoil is much less severe, making it easier to control and allowing you to see the reticle clearly, which is why players have been discussing Rat King in PvP streams.

Symmetry Catalyst Enhancements

Next, we have Symmetry. Bungie enhanced Symmetry’s exotic catalyst by adding several benefits. It now provides +10 reload speed and +10 handling, along with the new Eddie Current perk. Previously, pre-Final Shape, the catalyst only offered the electric stacks perk that increased dynamic charge stacks. Post-Final Shape, the catalyst not only increases reload speed and handling but also includes the Eddie Current perk, boosting handling stat to 46 and reload speed to 25.

Buffs to Arc and Eddie Current

This directly relates to Arc, and Eddie Current itself has been improved. It now activates after 1.5 seconds of sprinting instead of three and adds a handling bonus with a 5% scalar on each base stat. When Amplified, this perk activates at maximum effectiveness instantly.

Benefits of Eddie Current Buff

For example, with Eddie Current proc, aiming down sights with Symmetry takes 11 frames and reloading takes 48 frames. When Amplified and Eddie Current are proc’d, aiming down sights takes nine frames and reloading takes 31 frames. This illustrates the significant reload benefits provided by Eddie Current.

Galahorn Visual Updates

Next, we have Galahorn. Bungie updated the visuals of Wolfpack rounds to correspond with the weapon’s damage type. Pre-Final Shape, Wolfpack rounds only had Arc visuals. Post-Final Shape, Wolfpack rounds will match your damage type. For instance, on Galahorn, they are Solar. If you’re using a legendary rocket and have given it Wolfpack rounds, the rounds will match the element of your rocket.

Touch of Malice Changes

Touch of Malice has increased the duration of the burn applied by the darkness ball against combatants from 2 to 3.5 seconds. Pre-Final Shape, this burn duration was shorter. This adjustment enhances the weapon’s effectiveness in combat.

Enhancements to Weapon Effects

Previously, the burn duration was 2 seconds and it ticked four times. Post-Final Shape, the burn duration has been extended to 3.5 seconds, ticking seven times, which is a significant improvement.

Osteo Striga Changes

Next, we have Osteo Striga. It now has a 4-second cooldown for the poison burst on kills. Note that the poison burst from sustained damage is not affected by this cooldown. Pre-Final Shape, it could proc its poison burst freely on every kill, but post-Final Shape, there is a 4-second cooldown between activations. The poison burst and sustained damage remain unchanged, but the overall procing has been nerfed.

Necrochasm Updates

Necrochasm has seen numerous changes. The intrinsic perk now boosts reload speed after precision kills and increases the burn duration from the cursed thrall explosion from 2 to 3.5 seconds. The curse mechanic has been completely overhauled. This perk now allows the weapon to damage three enemies in quick succession, providing increased damage, range, and aim assist. Pre-Final Shape, the catalyst only provided Outlaw, which improved reload speed after precision kills.

New Catalyst for Necrochasm

Post-Final Shape, Outlaw is now a default feature of the weapon, as precision kills grant increased reload speed. The cursed thrall explosion now ticks for 510 damage seven times. The new catalyst, One for Thall, operates similarly to One for All.

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Damage Comparison and Benefits

Against Carl, base damage is 1,281, which increases by 35% to 1,729 when One for All is activated, lasting for 10 seconds. Additional benefits include increased range and aim assist. Although the exact amount of aim assist is unclear, testing in PvP shows that at base, damage reaches up to 28 meters. When One for All is active, this range extends to 31 meters, which is quite beneficial.

PvP Damage Bonus

The damage bonus also applies in PvP, although it’s less pronounced. Our critical hit damage increases from 23 to 27, which is only a 17.7% boost.

Lament Nerfs

Next, we have Lament. Bungie has reduced its healing effect by 20%. They also noted that while the weapon retains the 7% Glaive bonus, the damage of the high-end of the chained heavy attack has been reduced by 20%. This means combos at lower stacks are less impacted by the change than combos at higher stacks.

Restoration and Combos

Let’s discuss the restoration first. The amount of HP restored on hit pre-Final Shape was about 8 HP; this has been slightly reduced to 6 HP. Regarding the combos, these damage numbers are lower than the 20% nerf expected, primarily due to the changes introduced with the Final Shape. It’s not a perfect one-to-one comparison. Nonetheless, these are still our damage values against Carl, with pre-Final Shape at times 9, which involves three light attacks followed by the heavy attack.

Damage Reduction Analysis

Initially, this was 140,947 damage. Post-Final Shape, it has decreased to 102,224 damage. Now at times 7, with two light attacks first and then the heavy attack, pre-Final Shape it was 141,142 damage, but post-Final Shape it is 111,374 damage. One thing to note is that the decrease isn’t as significant, and in this instance, times 7 is performing better than times 9.

Time 4 Comparison

Pre-Final Shape at Time 4, with one light attack followed by the heavy attack, the damage was 94,300. Post-Final Shape, this damage is now 85,681. This closer margin aligns with the patch notes indicating a 20% reduction in the high-end of the chained heavy attack.

Optimal Combos with Lament

I believe there’s now a greater emphasis on using one light attack followed by one heavy with Lament, and at most, two light attacks and a heavy. To be honest, I was already using that combo, and now I’ll fully commit to the one light attack and one heavy approach.

Dead Man’s Tale Adjustments

Next, we have Dead Man’s Tale, and Bungie made several changes to DMT. Cranial Spike and its stacks now grant stability in addition to aim assist and range, providing a plus two per stack. They also increased the reload speed benefits from Cranial Spike stacks. With the Catalyst, while hip-firing, they slightly reduced accuracy benefits and increased the magnetism fall-off scale from 1.6 to 1.7, but they raised the baseline rate of fire from 30 rounds per minute to 140 rounds per minute.

Changes to Dead Man’s Tale

They removed the PvE-only damage buff that scaled with Cranial Spike stacks and added a 15% damage bonus at maximum stacks of Cranial Spike. Pre-Final Shape, Cranial Spike only granted aim assist and range. At stack 5, this provided plus 40 range and plus 20 aim assist.

Pre-Final Shape Mechanics

Breaking this down by frames, at stack 5 it took 41 frames to load a shot with the reload speed increase. The Catalyst removed hip-fire accuracy penalties and increased the rate of fire, which was 130 rounds per minute.

Post-Final Shape Mechanics

Post-Final Shape, Cranial Spike now grants plus two stability per stack. At stack 5, this provides plus 40 range, plus 20 aim assist, and plus 10 stability. This also means at stack 5 it takes 36 frames to load a shot with the new reload speed increase.

Hip-Fire and PvP Adjustments

Now with the Catalyst, while hip-firing, they slightly reduced the accuracy benefits and increased the magnetism fall-off scale. Personally, I’ve been using DMT a bit in PvP, and it feels great even with the reduced accuracy. Now with the Catalyst, the hip-fire rate is 140 rounds per minute.

Damage Buff in PvP

In PvP, we finally get a damage buff at max stacks. It is a 15% damage boost, increasing our crits from 92 damage per crit to 105 damage per crit and our body shot damage from 55 to 63. This allows Guardians to be killed with one crit and two body shots for anyone with tier 9 resilience and below.

Testing Tier 10 Resilience

Killing tier 10 resilience Guardians is challenging. For others who have been testing this, we haven’t quite achieved that one crit, two body combination. I suspect there’s some level of rounding involved here.

Changes to The Colony

Next, we have The Colony. This now spawns additional insectoid robots upon achieving final blows. More robots, up to five, will spawn from tougher combatants. Pre-Final Shape, The Colony only spawned insectoid robots from the grenade launcher itself; no additional ones spawned from the final blow.

Robot Spawning Mechanics

Post-Final Shape, it works as intended: red bar enemies will spawn one insectoid robot on kill, orange bar enemies will spawn two, and mini-bosses and higher will spawn five insectoid robots on kill. It’s entertaining to watch these little things run around getting kills, but remember, they’re not very strong, dealing only around 31,857 damage.

Truth Adjustments

Truth has undergone some intriguing changes. Bungie increased the area-of-effect damage to ensure it doesn’t lose noticeable damage from not dealing impact damage. Additionally, they increased the total reserves by three. Pre-Final Shape, the damage was 93,636 with a base reserve of nine, which could be boosted to 11 with reserve mods.

Post-Final Shape Reserves and Damage

Post-Final Shape, Truth now deals 87,379 damage, but the base reserves have been increased to 12, with reserve mods allowing up to 14. The difference in damage is due to sandbox changes from pre- to post-Final Shape. The main benefit is the increased reserves, which enable more sustained use in combat.

Truth Buff Analysis

Overall, this is a net buff for Truth. You can hold a substantial number of rockets. The ability to hold 14 rockets is impressive. Will it be popular in PvE? Probably not.

Queenbreaker Buffs

Bungie increased the damage against bosses, mini-bosses, champions, and vehicles by 12%. They also increased reserve ammunition by three. Remember, Queenbreaker‘s bow has two different firing modes: Marksman, which is slower but hits harder, and Combat, which is much faster.

Marksman and Combat Modes

You might not trust these damage values as it appears to be a nerf across the board, but that’s not the case. These are merely sandbox adjustments, and we’ve tested Queenbreaker extensively. The main drawback in the linear fusion rifle landscape is the frequent need to reload, especially when using Combat sights.

Need for an Exotic Catalyst

At this point, we really need an exotic catalyst for Queenbreaker’s bow with perks like Fourth Time’s the Charm or Triple Tap, something to help with ammo efficiency.

Focus Fire Adjustments

Next, we have Focus Fire. It now activates on special reloads following a kill and no longer reduces range or rate of fire. Pre-Final Shape, you could activate Focus Fire at any time, simply by holding down your reload button.

Focus Fire Activation and Effects

Focus Fire now activates with less range and a reduced rate of fire. Previously, it operated at shotgun range. Now, you need to get a kill to activate Focus Fire, indicated by the weapon’s lights turning green. You have 7.5 seconds to activate its special reload. Once triggered, this refills the magazine and grants the Focus Fire buff, lasting for 8 seconds. The timer resets with each kill.

Focus Fire Damage Boost

While in Focus Fire mode, your shots gain a 50% damage boost. For those unaware, Cuirass has reverse damage falloff; it deals less damage the closer you are, but eventually falls off like normal auto rifles. This is somewhat subjective.

Suggested Improvements for Focus Fire

My main issue with it is that the Focus Fire buff doesn’t last long enough. Extending it to 10 or even 11 seconds would be better for this weapon.

Changes to Bastion

Next, we have Bastion. Bungie reworked the Saint’s Fist perk: dealing melee damage increases your charge rate, damage, and reload speed for a short duration. Landing a majority of pellets in a burst increases melee damage. This change is quite unique.

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Bastion Perk Overview

It’s almost like One-Two Punch but for a fusion rifle, and simultaneously, it resembles Trench Barrel. Pre-Final Shape, Bastion was known as a kinetic fusion rifle that did decent damage and could stun Unstoppable Champions. Post-Final Shape, Saint’s Fist is more interesting, combining elements of One-Two Punch and Trench Barrel with additional benefits.

Activation of Saint’s Fury

Dealing damage with any melee, including power melees, triggers Saint’s Fury, lasting for 8.5 seconds. This grants a 45% damage increase, boosting your fusion pellets from 3,587 to 5,187. This effect can be refreshed by dealing damage with another melee.

Charge Rate Improvement

Regarding charge rates, note that this is in frames, but you can convert them based on the charge rate. It takes 49 frames to charge at base. With the perk active, this reduces to 42 frames. We had questions about how these frames work. It’s at 60 FPS, and through Premiere Pro, you can convert it. Just use the formula: base frames over charge time equals perk frames over X, and solve for X. This results in approximately 668 to 669 charge rates with the perk active.

Activation of Saint’s Fist

When you land the majority of your pellets with Bastion, this triggers Saint’s Fist, lasting for 2.7 seconds and granting a significant damage boost.

Bastion Perk Details

Your melees gain a substantial 100% damage bonus, which is impressive. As shown, our base melee damage increases from 8,685 to 17,370. This functions similarly to One-Two Punch, with only certain melees being effective.

Melees That Do Not Work

The melees that do not work include proximity explosive knives, snare bombs, Tempest Strike, Withering Blade, Threaded Spike, throwing hammer, Consecration, Thunderclap, Shield Throw, Flechette Storm, and for Warlocks, everything except chain lightning. Overall, I love the Bastion rework. It aligns well with the season or episode focused on Saint.

Ariana’s Vow Updates

Next, we have Ariana’s Vow. Breaking a match shield or piercing a Champion’s barrier now causes the target to ignite. Pre-Final Shape, there was no 3.0 synergy with Solar. Now, it has Solar synergy, causing an ignition when breaking a barrier Champion shield or a Solar shield. This is a significant improvement for Ariana’s Vow.

Deterministic Chaos Adjustments

Next, we have Deterministic Chaos. This weapon is now intrinsically anti-barrier. The Heavy Metal and Vex Decimel perks have swapped locations and behavior. This change enhances the weapon’s versatility.

Deterministic Chaos Perk Changes

The Heavy Metal perk now makes every fourth bullet cause targets to become volatile, while Vex Decimel now makes every 16th bullet weaken targets. Pre-Final Shape, these effects were reversed: every fourth shot would weaken targets, and every 16th shot would make targets volatile. In my opinion, the post-Final Shape version is more logical. It helps with ad clear, then applies the weaken effect to tougher targets. Additionally, it now stuns Barrier Champions.

Quality of Life Improvements for Hard Light, Borealis, and Dead Messenger

The Fundamentals now maintain their state across death or respawn. Pre-Final Shape, one of the most annoying aspects about these weapons was that if you died, you would respawn with your elements changing. For instance, with Hard Light, if you died, upon respawn, it would automatically go back to Void. Now, when you die, whatever element you had actually swapped your weapon to will remain that element when you resurrect. I know this is a small, subtle thing, but it’s a good quality of life improvement for these weapons.

Splash Damage Reduction

Finally, Bungie reduced the splash damage by 10% on the following weapons: Sunshot, Trinity Ghoul, Polaris Lance, and Graviton Lance. This is very tough to test, considering the changes and the variations in gameplay.

Exotic Weapon Damage Comparison

We don’t have a one-to-one damage comparison sandbox, but keep in mind this is a very small nerf. These exotics are still very, very good. The splash damage from Sunshot is 8,782 against Carl. Trinity Ghoul is 3,643, Polaris Lance is 7,645, and Graviton Lance is a whopping 13,470. The point is, these weapons have always been great for ad clearing, and they’re still fantastic even in the current sandbox.

Polaris Lance Performance

The biggest factor contributing to Polaris Lance falling off, even though I personally use it from time to time, is the lack of mods like Flared Magwell. Last year, the artifact mods were heavily built for Solar and especially Solar weapons that could scorch targets. Polaris Lance had the ability to self-ignite over and over. But who knows, with Acts Two and Three of this episode, Bungie will present new artifact perks, so hopefully, we might see Flared Magwell in the future.

Conclusion and Future Outlook

Those are your exotic changes pre- versus post-Final Shape. I hate that the damage values have changed like this, but going forward we should be good. Sometimes, pre- versus post-expansion, there’s a big shakeup in the sandbox. But season to season, or in this case episode to episode, those pre-damage values should carry over no problem.

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