

I will say that I'm seeing a lot of commentary and post re: The Last Word and DPS. Personally, from a data science POV, this has to be the most comprehensive and involving Exotic - there is a lot going on, and frankly I'm super impressed with the detail, technicalities, and consideration that has went into these boots. Bungie has performed yet another 180 with an underperforming Exotic (remember Aeons?). Note: Thorn's base impact damage is affected, just not the damage-over-time effects Soul Devourer (Buffed Poison damage-over-time) is NOT affected Mark of the Devourer (Poison damage-over-time) is NOT affected Note: Sunshot and Explosive Hand Cannons' impact damage is affected, just not the explosive damage Note: Sturm's base shots are affected, just not any that are buffed by the Overcharge Buff Overcharge Rounds overrides Lucky Pants' Damage Boost Overcharge Round bullets are NOT affected Note: Malfeasance's base impact shots are affected, just not the exploding slugs Stacks with Lumina's Empowering Buff effects (35% this Empowering Buff acts like other Empowering Buffs like Bubble, etc)Įxplosive Shadow exploding slugs are NOT affected

Stacks with The Last Word's Hip-Fire Damage Bonus (Hip-Fire Precision Damage = 30%)Įffectively benefits the most can use up to 2 magazines during the Damage Boost due to its RPM

Note: Hawkmoon's base shots are affected, just not any buffed final bullet stacks Paracausal Shot overrides Lucky Pants' Damage Boost
#Stack pants mod#
Hand Cannon Holster Mod does not affect Eriana's Vow Stacks with First Glance (33% Buff on ADS shot, and successive Precision/Shield Hits) Requires a bit of hoop-jumping but is possible when pulling your Ghost out, as detailed in this postĪs detailed, has reduced effectiveness when paired with Lucky Pants (30%, from 60%, per stack) Stacks with Memento Mori (Kill-Reload provides 6x Buffed Shots at 50% each) In this section I list how it interacts with special cases such as Hawkmoon, Explosive-perk Hand Cannons, etc. Lucky Pants can be paired with every Hand Cannon, but it may have varying effects versus others. Other effects like Handlings, Accuracy, and Holster bonuses do work in PvPĬurrently cannot change Elemental Affinity due to being unable to unequip the Holster Mod (this has been acknowledged by Bungie as being a bug) Other effects like Handling, Accuracy, and Holster bonuses are not affected and persist at all times While Debuffed, you are unable to start or gain more Damage Boost stacks Swapping Hand Cannon before, or during Damage Boostįiring outside of 5 second activation window Reloading while the Damage Boost is active is allowed and does not consume the Buff Stacks with Weapon Perks, Mod Perks, Activity Modifiers, and more Global Debuffs like Tether, Divinity, etcįont of Might Mod ( see my other post re: this change) This is not refreshed 5 seconds is TOTAL durationĮach Hand Cannon damage hit adds a stack up to 10xĭamage Boost effects stack with the following:Įmpowering Buffs like Bubble, Well, High-Energy Fire, etc Must be inside the 5 second window, else you are Debuffed (more on that below) Stasis Hand Cannons - existing in your "Kinetic" slot - requires matching Stasis Superĥ second window after readying to trigger Buffĭamage Boost activates on Combatant hit (see next section for % breakdowns) Hand Cannon must be matching your Subclass Element, or Kinetic (i.e.
