When Destiny 2 Season 17 begins, players can expect to see a number of changes to the game’s weapons. In a new edition of This Week at Bungie, the developer went into great deal about some of the changes fans can expect to see when Season 17 drops on May 24th. By the company’s own admission, these changes are a lot, and some players might not get a good idea of how they’ll work in the game until the update actually goes live. Readers can get a glimpse of the currently announced plans below:
Note: the Glaive shield grants 97.5% damage resistance in PvE, 75% in PvP.
Increased melee damage vs PvE enemies (except for bosses and vehicles) by 25%.
Reduced energy drain speed while shielded by 30%.
Increased projectile speed dependent on the range stat:
At 0 stat: increased from 30 to 60 m/s.
At 100 stat: increased from 80 to 100 m/s.
At 0 stat: increased from 30 to 60 m/s.
At 100 stat: increased from 80 to 100 m/s.
Titan Glaive, Edge of Action: players now gain a Void overshield while inside the bubble, Helm of Saint-14 now applies to this bubble as it does for Ward of Dawn.
Warlock Glaive, Edge of Intent: increased speed and acceleration of the healing turret projectiles.
Hunter Glaive, Edge of Concurrence: tripled the damage of the wave detonation, increased the number of enemies it can chain to from 4 to 8.
25%: Autorifle, Submachine Gun, Bow
20%: Pulse Rifle, Scout Rifle, Sidearm, Machine Gun
15%: Hand Cannon, Trace Rifle
10%: Fusion Rifle, Shotgun, Sniper Rifle, Grenade Launcher (both Breech and Drum), Linear Fusion Rifle (both Special and Heavy versions), Rocket Launcher
Note that a stability stat of below 20 will technically have a small flinch resistance penalty, but only around five weapons have a stability stat in that range.
A 100-stability-stat Suros Pulse Rifle (with Suros Synergy active), 10 Resilience, No Distractions and two Unflinching Pulse Rifle armor mods, while buffed by Rally Barricade:
0.8 * 0.8 * 0.9 * 0.65 * 0.7 * 0.5 = 0.1x, i.e., 90% flinch resistance.
A 70-stability stat Hand Cannon, 5 Resilience, one Unflinching Hand Cannon armor mod:
0.91 x 0.95 x 0.7 = 0.61, i.e., 39% flinch resistance.
0.8 * 0.8 * 0.9 * 0.65 * 0.7 * 0.5 = 0.1x, i.e., 90% flinch resistance.
0.91 x 0.95 x 0.7 = 0.61, i.e., 39% flinch resistance.
Aim Assist cone penalty angles (i.e. auto-aim angle, reticle friction/adhesion angle) – a high-penalty to this angle at 0 stat, and a low or zero penalty at 100 stat.
Accuracy cone penalty angle for Primary weapons: a lower penalty than currently at 0 stat, zero penalty at 60-100 stat.
Accuracy cone penalty for Special weapons: a slightly lower penalty than currently at 0 stat, zero penalty at 100 stat.
Headshot aim assistance: 0 at 0 stat, 1 degree at 100-stat on Primary weapons, Slug Shotguns, Linear Fusion Rifles and Machine Guns, 0.5 degrees on Sniper Rifles.
This controls how forgiving headshots are while airborne – if this is zero, you must be pinpoint aiming precisely at the head to get the headshot, otherwise you’ll get a body shot even if your aim assist cone overlaps the head.
Previously while airborne, players would get full aim assistance for headshots provided their aim assist cone overlapped the head at all.
Pellet Shotgun spread angle – +25% at 0 stat, 0 at 100-stat (i.e., more Shotgun spread at low Airborne Effectiveness stat).
Hand Cannon
Before, 0.667 degrees airborne accuracy penalty
After, 0 stat: 0.450 degrees
After, 60 stat: 0 degrees
Sniper Rifle
Before, 3 degrees
After, 0 stat: 2 degrees
After, 60 stat: 0.8 degrees
After, 100 stat: 0 degrees
Weapon:
The weapon’s base Airborne Effectiveness stat, with ranges varying from 0 to 10, and 0 to 30 depending on the weapon archetype.
Exotic weapons typically get bumped up, i.e., higher stat than Legendary weapons in that archetype (unless they’re already extremely strong).
The Icarus Grip/Adept Icarus weapon mod: +15.
Certain weapon perks, such as the redesigned Air Assault.
Valid stat ranges for Legendary weapons (Exotics sometimes exceed these).
Hand Cannon: 0-25
Sidearm: 0-30
Auto Rifle: 0-25
Pulse Rifle: 0-25
Scout Rifle: 0-20
Submachine Gun: 0-30
Bow: 0-20
Sniper Rifle: 0-5
Shotgun: 0-5
Fusion Rifle: 0-10
Breech Grenade Launcher: 0-5
Trace Rifle: 0-15
Rocket Launcher: 0-10
Machine Gun: 0-20
Linear Fusion Rifle: 0-15
Drum Grenade Launcher: 0-20
Glaive: 0-15
Higher tiers of Legendary weapons (Trials, raid, Nightfall) use the upper end of these ranges, as with other stats.
Some examples of Exotic weapon outliers:
Sweet Business: 27
Merciless: 15
Fighting Lion: 12
Sunshot: 27
Skyburner’s Oath: 35
Rat King: 30
The Huckleberry: 33
Ace of Spades: 14 (as an example of an Exotic that is already plenty strong enough and doesn’t need to excel here)
The Chaperone: 1 (ditto)
Thunderlord: 26
Traveler’s Chosen: 35
Some examples of hand-tuned Legendary weapon stats:
Frontier’s Cry: 19
Deliverance: 9
Submission: 27
Silicon Neuroma: 4
Cantata-57: 12
The Messenger: 20
Hung Jury SR4: 22
Ragnhild-D: 3
Igneous Hammer: 23
Subclass:
The Heat Rises ability: +70 while Heat Rises is active (i.e., on consuming your grenade)
The Tempered Metal ability: +20 after getting a Solar weapon kill
The Whisper of Hedrons Stasis Fragment: +20 after freezing a target
Exotic armor: armor that revolves around being airborne, or works on specific weapons, grants a bonus or penalty in the -50 to +40 range (or higher if conditional)
Foetracer: +20 to all
Mechaneer’s Tricksleeves: +50 to Sidearms
Oathkeeper: +40 to Bows
Sealed Ahamkara Grasps: +50 to all for 5 seconds after a melee hit
Lucky Pants: +20 to Hand Cannons after readying a Hand Cannon
ST0MP-EE5: -50 to all
No Backup Plans: +30 to Shotguns
Actium War Rig: +30 to Auto Rifles and Machine Guns
Hallowfire Heart: +20 to all
Lion Rampant: +50 hipfire only
Peacekeepers: +40 to Submachine Guns
Peregrine Greaves: +20 to all
Eye of Another World: +15 to all
Astrocyte Verse: +30 to all
Ophidian Aspect: +10 to all
Necrotic Grips: +30 to Weapons of Sorrow
Wings of Sacred Dawn: +50 to all
Boots of the Assembler: +30 to Lumina
redacted: +30 to Fusion Rifles and Linear Fusion Rifles
This controls how forgiving headshots are while airborne – if this is zero, you must be pinpoint aiming precisely at the head to get the headshot, otherwise you’ll get a body shot even if your aim assist cone overlaps the head.
Previously while airborne, players would get full aim assistance for headshots provided their aim assist cone overlapped the head at all.
Before, 0.667 degrees airborne accuracy penalty
After, 0 stat: 0.450 degrees
After, 60 stat: 0 degrees
Before, 3 degrees
After, 0 stat: 2 degrees
After, 60 stat: 0.8 degrees
After, 100 stat: 0 degrees
The weapon’s base Airborne Effectiveness stat, with ranges varying from 0 to 10, and 0 to 30 depending on the weapon archetype.
Exotic weapons typically get bumped up, i.e., higher stat than Legendary weapons in that archetype (unless they’re already extremely strong).
The Icarus Grip/Adept Icarus weapon mod: +15.
Certain weapon perks, such as the redesigned Air Assault.
Valid stat ranges for Legendary weapons (Exotics sometimes exceed these).
Hand Cannon: 0-25
Sidearm: 0-30
Auto Rifle: 0-25
Pulse Rifle: 0-25
Scout Rifle: 0-20
Submachine Gun: 0-30
Bow: 0-20
Sniper Rifle: 0-5
Shotgun: 0-5
Fusion Rifle: 0-10
Breech Grenade Launcher: 0-5
Trace Rifle: 0-15
Rocket Launcher: 0-10
Machine Gun: 0-20
Linear Fusion Rifle: 0-15
Drum Grenade Launcher: 0-20
Glaive: 0-15
Higher tiers of Legendary weapons (Trials, raid, Nightfall) use the upper end of these ranges, as with other stats.
Some examples of Exotic weapon outliers:
Sweet Business: 27
Merciless: 15
Fighting Lion: 12
Sunshot: 27
Skyburner’s Oath: 35
Rat King: 30
The Huckleberry: 33
Ace of Spades: 14 (as an example of an Exotic that is already plenty strong enough and doesn’t need to excel here)
The Chaperone: 1 (ditto)
Thunderlord: 26
Traveler’s Chosen: 35
Some examples of hand-tuned Legendary weapon stats:
Frontier’s Cry: 19
Deliverance: 9
Submission: 27
Silicon Neuroma: 4
Cantata-57: 12
The Messenger: 20
Hung Jury SR4: 22
Ragnhild-D: 3
Igneous Hammer: 23
The Heat Rises ability: +70 while Heat Rises is active (i.e., on consuming your grenade)
The Tempered Metal ability: +20 after getting a Solar weapon kill
The Whisper of Hedrons Stasis Fragment: +20 after freezing a target
Foetracer: +20 to all
Mechaneer’s Tricksleeves: +50 to Sidearms
Oathkeeper: +40 to Bows
Sealed Ahamkara Grasps: +50 to all for 5 seconds after a melee hit
Lucky Pants: +20 to Hand Cannons after readying a Hand Cannon
ST0MP-EE5: -50 to all
No Backup Plans: +30 to Shotguns
Actium War Rig: +30 to Auto Rifles and Machine Guns
Hallowfire Heart: +20 to all
Lion Rampant: +50 hipfire only
Peacekeepers: +40 to Submachine Guns
Peregrine Greaves: +20 to all
Eye of Another World: +15 to all
Astrocyte Verse: +30 to all
Ophidian Aspect: +10 to all
Necrotic Grips: +30 to Weapons of Sorrow
Wings of Sacred Dawn: +50 to all
Boots of the Assembler: +30 to Lumina
redacted: +30 to Fusion Rifles and Linear Fusion Rifles
Exotic weapons typically get bumped up, i.e., higher stat than Legendary weapons in that archetype (unless they’re already extremely strong).
Hand Cannon: 0-25
Sidearm: 0-30
Auto Rifle: 0-25
Pulse Rifle: 0-25
Scout Rifle: 0-20
Submachine Gun: 0-30
Bow: 0-20
Sniper Rifle: 0-5
Shotgun: 0-5
Fusion Rifle: 0-10
Breech Grenade Launcher: 0-5
Trace Rifle: 0-15
Rocket Launcher: 0-10
Machine Gun: 0-20
Linear Fusion Rifle: 0-15
Drum Grenade Launcher: 0-20
Glaive: 0-15
Sweet Business: 27
Merciless: 15
Fighting Lion: 12
Sunshot: 27
Skyburner’s Oath: 35
Rat King: 30
The Huckleberry: 33
Ace of Spades: 14 (as an example of an Exotic that is already plenty strong enough and doesn’t need to excel here)
The Chaperone: 1 (ditto)
Thunderlord: 26
Traveler’s Chosen: 35
Frontier’s Cry: 19
Deliverance: 9
Submission: 27
Silicon Neuroma: 4
Cantata-57: 12
The Messenger: 20
Hung Jury SR4: 22
Ragnhild-D: 3
Igneous Hammer: 23
19 + 25 + 15 + 20 = 79 Airborne Effectiveness
27 + 15 – 50 + 20 = 12 Airborne Effectiveness
23 + 40 + 20 = 83 Airborne Effectiveness
35 + 70 = 100 (i.e., capped)
Note, reputation resets each Season, so you’ll need to play these activities each Season to unlock the potential for extra perks.
No matter how much ammo a player was carrying on death, if you pick up a Special brick you can only get one ammo for a Shotgun/Sniper Rifle (or “one kill’s worth of ammo” for weapons that require more than one shot to kill, e.g., Forerunner, Trace Rifles)
Special Weapons have a slightly larger airborne accuracy penalty than Primary weapons at 0 Airborne Effectiveness stat, reduced to 0 at 100 stat.
Special Weapons have a similar airborne aim assist cone penalty to other weapons (around 50% at 0 stat), and this penalty can be reduced but not entirely removed by investing in Airborne Effectiveness.
Reduced Stow, Ready and Aim Down Sights times by 10%, i.e., all snipers are now snappier (there’s a matching change to Snapshot below).
Sniper Rifles have less access to ammo than Shotguns and Fusion Rifles (where kills drop ammo right in front of you), so we think ammo scarcity will prevent Sniper Rifles from spiking.
Reduced damage falloff start and end by 1m.
Reduced aim assist and magnetism falloff start and end by 2m.
Reduced damage falloff near distance.
2m at 0 range (~2.7m when ADS with a 15-zoom stat)
1.3m at 100 range (~2.275m when ADS with a 15-zoom stat)
Reduced damage falloff far distance.
1m at 0 range (~1.35m when ADS with a 15-zoom stat)
1.3m at 100 range (~1.75m when ADS with a 15-zoom stat)
Reduced recoil scalar variance between 0 and 100 stability.
0 stability: unchanged at 0.750
100 stability: increased from 0.500 to 0.550 (i.e., increased the recoil penalty slightly)
2m at 0 range (~2.7m when ADS with a 15-zoom stat)
1.3m at 100 range (~2.275m when ADS with a 15-zoom stat)
1m at 0 range (~1.35m when ADS with a 15-zoom stat)
1.3m at 100 range (~1.75m when ADS with a 15-zoom stat)
0 stability: unchanged at 0.750
100 stability: increased from 0.500 to 0.550 (i.e., increased the recoil penalty slightly)
High Impact: reduced unmodified High Impact charge time from 1.000 to 0.960s, increased damage per burst by 10.
Precision: increased unmodified charge time from 0.740 to 0.780s.
Rapid Fire: increased unmodified charge time from 0.460 to 0.500, decreased damage per burst by 20.
New charge time and damage per burst for all Fusion Rifle subfamilies:
High Impact: 0.960s, 330 damage
Precision: 0.780s, 280 damage
Adaptive: 0.660s, 270 damage
Rapid Fire: 0.500s, 245 damage
Increase Trace Rifle damage against non-red bar combatants by 20%.
Increased ammo picked up per Special ammo brick from 18 to 30.
High Impact: 0.960s, 330 damage
Precision: 0.780s, 280 damage
Adaptive: 0.660s, 270 damage
Rapid Fire: 0.500s, 245 damage
Auto Rifle
Increased damage falloff near distance by 0.75m.
Pulse Rifle
Increased damage falloff near distance based on the range stat:
0 range: increased from 15 to 16m.
100 range: increased from 22.5 to 24m.
(Note that this is the hip-fire falloff distance and is multiplied by the zoom value to get the aim down sights falloff distance).
Damage falloff far distance remains 40m regardless of the range stat.
Increased Lightweight (450RPM) Pulse Rifle damage per bullet from 15 to 16 (with a 1.65x precision scalar this will increase precision damage from 24.75 to 26.4).
This won’t change the optimal time to kill in PvP but will reduce the number of crits required.
Increased damage falloff by 1.5m
Adjusted zoom values on most viable Legendary Submachine Guns and one Exotic.
Shayura’s Wrath: 17 to 16
Multimach: With max zoom scope: 17 to 15 (second highest zoom will bring this to 14 instead)
Stochastic Variable: 13 to 14
Ikelos (just noting the change from The Witch Queen here): 13 to 14
Seventh Seraph: 13 to 14
Every Waking Moment: 13 to 14
The Huckleberry: 13 to 15
We like Adaptive Submachine Guns and are starting to make them again. But in their current form they kill a little too fast with body shots, so we’ve reduced body damage to increase their body shot time to kill by one bullet without impacting their optimal time to kill.
Decreased body damage from 12 to 11.25
Increased precision multiplier from 1.35 to 1.44
Intrinsic switched from a 75% airborne accuracy penalty reduction to +25 Airborne Effectiveness stat (this means that if you had a Frontier’s Cry with an Icarus Grip mod in it, you would be at 19 + 25 + 15 = 59 before factoring in armor or subclass).
Increased damage falloff near distance by 0.75m.
Increased damage falloff near distance based on the range stat:
0 range: increased from 15 to 16m.
100 range: increased from 22.5 to 24m.
(Note that this is the hip-fire falloff distance and is multiplied by the zoom value to get the aim down sights falloff distance).
Damage falloff far distance remains 40m regardless of the range stat.
Increased Lightweight (450RPM) Pulse Rifle damage per bullet from 15 to 16 (with a 1.65x precision scalar this will increase precision damage from 24.75 to 26.4).
This won’t change the optimal time to kill in PvP but will reduce the number of crits required.
0 range: increased from 15 to 16m.
100 range: increased from 22.5 to 24m.
(Note that this is the hip-fire falloff distance and is multiplied by the zoom value to get the aim down sights falloff distance).
Damage falloff far distance remains 40m regardless of the range stat.
This won’t change the optimal time to kill in PvP but will reduce the number of crits required.
(Note that this is the hip-fire falloff distance and is multiplied by the zoom value to get the aim down sights falloff distance).
Shayura’s Wrath: 17 to 16
Multimach: With max zoom scope: 17 to 15 (second highest zoom will bring this to 14 instead)
Stochastic Variable: 13 to 14
Ikelos (just noting the change from The Witch Queen here): 13 to 14
Seventh Seraph: 13 to 14
Every Waking Moment: 13 to 14
The Huckleberry: 13 to 15
Decreased body damage from 12 to 11.25
Increased precision multiplier from 1.35 to 1.44
Increased damage by 40% against PvE enemies (20% vs bosses).
Xenophage and Grand Overture receive this buff, except for the bonus vs bosses.
Fixed several inconsistencies in stat display between different Swords (this has no gameplay impact).
Increased the charge rate stat of Sola’s Scar from 20 to 50 to match Temptation’s hook.
Precision: -10% damage (both impact and detonation)
High Impact: no change (this subfamily has the highest blast radius)
Adaptive and Aggressive: +10% damage
Xenophage and Grand Overture receive this buff, except for the bonus vs bosses.
Reverted the Season 15 Breech Grenade Launcher blast radius reduction, but just for Fighting Lion, i.e., increased blast radius by 0.4m.
Increased damage by 5%.
Increased damage vs bosses and Champions by 30%.
The Archer’s Tempo perk from the catalyst now has increased effect (just on this weapon).
The standard draw time scalar for Archer’s Tempo is 0.75x, it is now 0.5625x on Leviathan’s Breath.
Added a small delay before detonation on Champions, minibosses, and bosses – this allows the impact to stun an Unstoppable Champion and the detonation to deal bonus damage against the stunned Champion.
Damage changed to be more of an even split between impact and detonation, and increased damage across the board by ~50%.
Overall damage vs Champions is roughly doubled (even more compared to shooting an un-stunned unstoppable Champion).
Increased zoom stat from 13 to 15.
Increased rate of fire from 100RPM to 120RPM.
Reduced damage per bullet to match the previous.
Doesn’t benefit from the Season 17 Machine Gun damage buff vs bosses.
Reduced poison tick damage vs players by 25%.
Changed poison damage type from burn to poison (this is largely housekeeping, not gameplay-significant).
Increased poison tick damage vs AI by 50%.
Reduced body shot damage against players by 20% (this will also prevent it from being a one-hit kill with a body shot while in an Empowering Rift, combined with that change).
Body damage reverts to old behavior when in the weapon’s damage mode.
Precision damage in any mode unchanged.
Increased ADS projectile speed to 9999 (i.e., this projectile is now hitscan).
Both ADS and hip-fire are now 150 RPM.
Hip-fire projectile no longer tracks, but arcs similar to a Grenade Launcher and has a larger detonation size than ADS.
The hip-fire detonation also applies a burn to targets.
The bonus range from the Masterwork has been rolled into the base stats of the weapon. The Masterwork now grants bonus reload speed instead.
Has the highest Airborne Effectiveness stat of any weapon in the game (35).
Reduced mouse and keyboard recoil penalty from 33% to 22%.
Reduced damage vs Champions by 25% (will still break barriers in one hit).
Catalyst changed from granting Hidden Hand to granting Vorpal Weapon and Turnabout.
Reduced time between bursts when in missile mode. Holding the trigger will now fire all missiles in a continuous burst, tapping will fire 5-round bursts.
Sustained damage creates an Ionic Trace and collecting an Ionic Trace grants energy to all your abilities.
Increased grace time before the damage ramp clears from 0.113s to 1.0s.
Sustained damage applies a more useful burn to targets.
Power level no longer cycles randomly, the default damage output is the same as the old middle tier.
Picking up an Orb of Power now grants 10s of maximum power and caps at 20s, up from 5 and 10.
Now suppresses targets while granted this mode by picking up an Orb.
Corrected rotation on the projectile model.
Reduced damage falloff start and end by 25%.
The standard draw time scalar for Archer’s Tempo is 0.75x, it is now 0.5625x on Leviathan’s Breath.
Overall damage vs Champions is roughly doubled (even more compared to shooting an un-stunned unstoppable Champion).
Increased ADS animation speed scalar from 0.5 to 0.75 for Special ammo weapons, Primary ammo weapons are unchanged.
Removed damage falloff scalar.
Increased range stat bonus from +20 to +25.
Other stats from this perk are unchanged (+20 aim assist stat, 5% reduced accuracy cone angle, 10% reduced accuracy cone growth).
Increased spread angle scale from 0.95 to 0.9625 (i.e., narrows the spread a little less).
Reduced spread angle scale from 1.1 to 1.075 (i.e., widens the spread a little less).
Increased fire recovery scalar from 0.415 to 0.7 (i.e., doesn’t fire as fast with the perk active).
Reduced duration from 7s to 6s, added a timer to the buff text.
Removed the PvE damage penalty.
Rebuilt now grants up to +60 Airborne Effectiveness stat when wounded (same trigger conditions as Eye of the Storm).
Increased chance to return ammo on a miss from 20% to 35% on Primary ammo weapons.
Unchanged on Special and Heavy ammo weapons.
Increased reload stat buff from +40 to +50.
Added a 0.95x reload animation scalar.
Reduced the damage bonus for Shotguns from 30% to 20%.
Removed airborne accuracy scalar, now grants +15 Airborne Effectiveness stat.
Adept Icarus Grip now grants +15 Airborne Effectiveness stat and +5 Handling.