 What is going on guys? It's your boy DPJ here today with another Destiny video. Now it was believed that there wasn't going to be any changes applied to weapons before the rise of iron. Everybody believed that there was gonna be like basically a massive patch after the rise of iron has dropped which would basically changed the way some of the weapons works or actually there will be a change to many of the weapons. Actually I think all the weapons especially the weapon archetypes across the board and now Bungie have just released a massive weapon tuning article which we will find linked in the video description but in this video we're going to go through it all. Now if you guys do enjoy the video do leave a like I do appreciate the support but let's just get straight into it and we're going to start with exotics and the Fabian strategy. Now this weapon will receive a buff kills this weapon now automatically load a portion of the magazine and increased base range by sixteen percent and stability by forty four percent. I'm going to have to get this out of all and try it out. It sounds like it's going to be pretty bad ass. Moving on to the phone now it's actually nerfing the phone once again I cannot believe this is actually happening. What they're going to do is they're going to reduce base range by twenty five percent. That to me I mean it's not amazing in PvP now it's never going to be the weapon it once was but it's kind of disappointing we're going to see it nerfed again so base range on the phone is going to be reduced by twenty five percent. Moving on to a big weapon right here the universal remotes. Now this is going to receive a nerf as well the Exotic perk range bonus reduced by seventy five percent no longer guarantees maximum shotgun range that is unbelievable and increased rate of fire but lower damage as a secondary effect so I don't know how this will work like the range is reduced by seventy five percent when aiming down sights which is a part of the Exotic perk reduced by seventy five percent is massive that's crazy as it really is. Okay we're going to move on to the drugs promise now this is getting a buff increased damage by eight percent and increased magazine size by three the touch of malice now the touch of malice is self-damaged in friction now removes blessing of light so when you use that blessing of light bubble step out of it shoot urex this will apply damage to your blessing of the lights moving on to the boolean Gemini added intrinsic perk to high caliber rounds moving on to the no time to explain added intrinsic perk head seeker well now we're going to talk about a weapon type sniper rifles so these are the things changing to them reduced damage on mid to high impact sniper rifles basically they're 1000 yards their family and they're reducing damage by six point nine five percent mid to high impact snipers can no longer reliably kill high armor guardians in super okay no land beyond is not affected by this damage reduction reduce the target acquisition for LDR 5001 the lung ball synthesis to bring in line with other snipers in the same family they talk about aim deflection aka flinch you get the drop an enemy sniper reduced him down a pixel of his life right before you pull the trigger for the last bullet to exit your scout rifle's chamber you see a glint and hear the sound of your head turning to mush you raise your fist in the air and release a silent scream as to not to wake the baby with these changes we want to give your primary weapon a better chance at contesting sniper rifles this is great in my opinion increased the starting strength for aim deflection aka flinch when players take damage while sculpting from 30% starting to 50% starting with every subsequent hits the strength of deflection increases until you hit 100% max deflection overall sniper ADS aim deflection multiplayer increased by 1.9 times was 1.85 times moving on to auto rifles with new auto rifles being introduced with the rise of iron play test reveals a decrease in the importance of reloading higher rate of fire auto rifle users had enough bullets for multiple encounters we do not want players feeling starved for ammo but creating an opening for opponents to attack is an important part of the combat dance for destiny middle rate of fire autos also received a small damage boost to help with damage fall off but the resultant damage does not drastically change its time to kill reduce the maximum magazine size for the highest rate of auto rifle family basically all weapons in the doctrine of passing family increased damage to middle rate of fire auto rifles by 1.5% moving on to shotguns whilst strong against combatants fast firing shotguns have generally experienced low up time in PVP the following changes are meant to sweeten the value proposition starting with everyone's favourite ties in class setup the immobius the crease spread of Titan class shotgun in ADS 0.1 zoom factor increase increased base stability by 60% reduce spread angle penalty on shotguns with the perk full auto infective is not being affected increased high rate of fire and middle low rate of fire shotgun damages by 2% I just thought we're gonna see a conspiracy theory nerf here but I have not mentioned the one moving on to pulse rifles and with higher rate of fire pulse rifles being strong contenders in the crucible we put our lens on a mid and low rate of fire pulse rifle models nudging them slightly forward whilst still maintaining pulses around the free burst kill increased rate of fire for the hackers pulse rifle the lurid melody mine increase the damage for the middle rate of fire pulse rifle family aka the no wins mercy family and they will receive a 2% damage increase moving on to sidearms a unified damage for all sidearm types increased damage for existing hacker sidearm families by 3% for lower rate of fire and 7% for higher rate of fire decreased damage for none hits scan sidearms by 5% for vesting dynasty and Queens choice minor extension of damage for all of point for sidearms across the board plus 0.5 meters mine increase of stability for sidearms across the board added damage bonus in pve 20 to 30% depending on combatant tier to accumulate two new fast-firing sidearm families releasing the rise of iron all current sidearm ratified bars will be slightly shorter this is so that we have more space to display the ratified differentiation does not change the actual rate of fire though just a step by representation moving on to rocket launchers and this is what they say while super satisfying cluster bombs are not always super reliable at times the bombs land inches after effective range and hit for single-point damages grenades and horseshoes by far the most popular rocket launcher per while decreasing the chance that a rocket misses it also removes and reduces many of the interesting combat prediction elements that make the weapon archetype interesting to play by making cluster bomb more reliable and grenades and horseshoes are less effective we hope to mix up the rocket launcher perk section and inject a bit more technique into the archetype increased effective range and the explosions for the cluster bomb perk and the grenades and horseshoes perk activation radius reduced by 1.3 basically a meter they're staying here and truth will not be affected by this change moving on to machine guns and a high rate of fire family of machine gun really hits the fantasy when it comes to face mounting crowd control weapons increasing their damage per second will also help me shine in other scenarios too basically bus battles increased damage and the highest rate of fire machine guns by 4% moving on to hand cannons now they state you will only find small bug fixes for the 2.4.0 patch for this weapon category however a preview to rise of iron new limited low rate of fire hand cannons have a higher maximum possible range that giving players a reason to choose that type of weapon so they fixed an issue where the hand cannon Zowley's Bayon rate of fire stat will display incorrectly fixed an issue with a taking king vanguard and arms they hand cannons down and doubts kuma k-talk stats would display incorrectly moving on to fusion rifles only small bug fixes here accelerated coils correctly reflects damage reduction now on the UI stat bars no change to gameplay effect fixed an issue where stat bars and detection rage displayed incorrectly now moving on to changes come to perks take a knee now activates after 0.5 seconds of crouching added flinch reduction 25% and increased aim down sight speed by 25% exhumed added an extra plus five seconds of total effect so 15 seconds total cascade functional change melee kills automatic reload a portion of the magazine surplus now increases carried ammo capacity grave rubber increased activation change to 25% it was 20% gorilla fighter increased ability and ranged bonuses by 200% think of it as a bonus hammer forge and perfect balance when a perk activates magazine perks magazine perks now give range bonuses reduced impact stat bonuses that had no effect on base damage and only on a UI on the PC rounds adds plus four range reduces minus four handling high caliber rounds adds plus three range reduces minus five handling skip rounds adds plus five range reduces minus three handling adds plus five inventory on flinching the critical efficiency of the perk from 25% flinch reduction to 15% flinch reduction and as a final off a state there are some bugs that require a more careful rollout that can be achieved through a small update the stakes are much higher when the issues lie deep within the foundation of the destiny engine this bug has been an incredible difficult one to fix and test we hope that we got this time and its firefly possible fix for the crash related to special effects triggered by the firefly perk and that is it guys that is all what they say about the 2.4.0 weapons update patch but guys I hope you enjoyed the video tell me what you think about it down below in that comments section thanks for stopping by as always do drop a like I do appreciate the support and I'll catch you on that next one