Mastering JAWS Build in Once Human

YOU HAVE BEEN USING JAWS WRONG! JAWS STATS EXPLAINED - BEST JAWS BUILD - Once Human

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    Summary

    In this comprehensive guide, Doomeris dives into the intricacies of the JAWS pistol in Once Human, explaining the various types of damage calculations including crit damage, weak spot damage, and the effects of PSI intensity. The video covers how to optimize your JAWS build by understanding the damage formulas and the right mods to use. It also highlights a bug with the Point Detonation mod and suggests alternatives until a fix is provided. This video is perfect for gamers looking to maximize their efficiency and damage output in Once Human.

      Highlights

      • Explains how PSI intensity affects damage calculations in JAWS. 🔄
      • Shows how to calculate crit and weapon damage bonuses effectively. 📊
      • Reveals a bug in the Point Detonation mod and suggests alternatives. 🐞
      • Offers tips on choosing the right mods for maximizing crit damage. 💡
      • Demonstrates the impact of reloading and headshots on overall damage. 🎯

      Key Takeaways

      • Crit damage and PSI intensity are crucial for maximizing JAWS effectiveness. 🧠
      • Understanding the damage formulas allows you to tweak your build for optimal performance. ⚙️
      • The Point Detonation mod is bugged—use alternatives for now. 🔄
      • Mod synergy is key; choosing the right mods can dramatically increase damage output. ⚒️
      • Reload bonuses and headshots can significantly boost your damage. 🔫

      Overview

      Doomeris kicks off the video by breaking down the damage types relevant to the JAWS pistol in Once Human. This includes crit damage, weapon damage bonus, and the special mechanics of PSI intensity. Understanding these concepts is key to crafting a lethal build.

        A significant part of the guide is dedicated to damage formula calculations. By delving into the specifics of weapon stats, Doomeris illustrates how different multipliers work together. Of note is the importance of calculating the right weapon damage and how various mods impact these numbers.

          The video concludes with a caution about a bug found in the Point Detonation mod, which means players must look for alternatives until an update is provided. Doomeris provides helpful suggestions for mods and strategy adjustments, emphasizing the importance of staying informed about game updates to maintain an effective build.

            Chapters

            • 00:00 - 00:30: Introduction and Overview The chapter titled 'Introduction and Overview' begins with a warm welcome by the presenter, setting the tone for an engaging discussion. The focus of this chapter is on the JW pistol, specifically how various types of damages are calculated such as crit damage, weak spot damage, weapon damage, status damage, and the meaning of unstable bomber damage bonus. The discussion will also encompass the analysis of mods, guiding on which to use or avoid, considering all the damage formulas related to the topic.
            • 00:30 - 02:00: Understanding Gun Mechanics The chapter titled 'Understanding Gun Mechanics' discusses the critical factors that affect the performance of a gun in a game setting. The primary attributes highlighted are crit damage, weapon damage bonus, and PSI intensity—a specific value which, in this case, is 125. The chapter details the process of accessing blueprints within the game context, specifically focusing on how to retrieve detailed information about a weapon, such as the pistol named 'Jaws.' The narrative explains how to view the list of keywords and their functions in the game, using the game interface via keyboard commands. Additionally, it explains the damage mechanics of the gun 'Jaws,' which relies on an element called 'unstable bomber' that triggers blast damage based on the player's PSI intensity.
            • 02:00 - 03:30: Damage Calculation Explained The chapter "Damage Calculation Explained" discusses how damage is calculated in a game. The key points include details on damage decay over a given explosion radius, specifically noting that damage decays over distance from the explosion center to a minimum of 50%. The chapter emphasizes the importance of crouching when opening the inventory to prevent any potential variance in damage output. The chapter also notes a bug affecting damage calculations against dummies, leading to a discrepancy between expected and actual damage outputs (440 vs. 418), and suggests this inconsistency is due to a bug.
            • 03:30 - 05:00: Crit Damage and Weapon Damage Bonus This chapter explains how gun attributes such as suppression type and penetration affect damage against different targets. Weapons with certain attributes, like the scar, may deal more or less damage against enemies like 'deviants' or 'Retta'. The chapter demonstrates a case where the 'scar' gun, listed to have 128 damage, effectively does 122 damage in a test scenario, highlighting the importance of understanding weapon filtering and damage calculation. By using blueprints and filters, players can better understand these mechanics and optimize their strategy.
            • 05:00 - 06:30: Understanding Damage Multipliers This chapter delves into the intricacies of damage multipliers, particularly highlighting an issue with suppression being bugged when interacting with a dummy target. It explains how suppression causes characters to inflict 5% less damage, while the impact grants 25% more damage. This anomaly is illustrated with a 'balce weapon' example: a weapon that deals 323 base damage ends up inflicting 404 damage on the dummy, precisely 25% more than the base damage, demonstrating the effect of the damage multiplier.
            • 06:30 - 08:30: Jaws Base Damage and Testing This chapter discusses the mechanics of damage calculations in a specific game context. It highlights a bug where suppression damage is intended to deal 25% more damage but currently only works for impact damage. During testing, if the expected damage calculations don't match, it may be due to the type of ammunition or suppression in use, like penetration or suppression types. The chapter exemplifies this by using a gun with copper ammunition, consistently dealing 440 damage against a target.
            • 08:30 - 10:30: Blast Damage Calculation The chapter 'Blast Damage Calculation' explains how weapon damage bonuses and critical damage bonuses are calculated in a game. It describes that these bonuses work the same way for 'Jaws' as for any other weapon. The example provided illustrates equipping an armor that grants a 9% bonus to both weapon and critical damage. The initial damage value is 440, and applying the 9% weapon damage bonus results in a final damage calculation of 480.
            • 10:30 - 13:00: Explosive Damage and Unstable Bomber This chapter discusses the calculations involved in determining damage in a game scenario, focusing on explosive damage and handling unstable bombers. It starts with calculating raw damage, applying a 5% reduction, and rounding off any decimal figures to ensure accuracy. The calculation is done using a base damage of 556, and after the reduction and rounding, the effective damage comes to 456. The chapter also touches upon categorizing enemies, specifically mentioning a type called 'deviant' which is treated as a 'normal' enemy when calculating damage. The narrative includes a personal anecdote or practical example of checking damage-specific attributes ('pants damage') with a reference to an equipment item having a 2% damage attribute relevant to normal enemy damage calculations.
            • 13:00 - 16:30: Mod Effects and Unstable Bomber Crit This chapter discusses the effects of modifications (mods) on weapon damage and the critical effects of an 'Unstable Bomber' scenario. The main focus is on calculating the final damage output against normal enemies. Firstly, a base gun damage of 440 is established, not including any PSI intensity. Two multipliers are applied: a 9% weapon damage bonus and an additional 2% damage bonus against normal enemies. This calculation rounds the final damage output to 489. The chapter provides a breakdown of how these percentages affect the overall damage calculation, offering insight into optimizing damage through mods.
            • 16:30 - 18:30: Calculating Crit and Blast Damage This chapter explains how to calculate critical and blast damage in the game. It simplifies the formula by dividing the weapon damage bonus by 100 to convert it into a multiplier form (e.g., 0.09). The number one is added in the formula to ensure the total multiplier adds up to the final damage. The key takeaway is to replace the numbers in the formula with your specific multipliers, like crit damage, to determine the final damage output.
            • 18:30 - 21:30: Equipment and Mod Calculations This chapter discusses how to calculate equipment and modification (mod) damage in a game setting. The process begins with establishing a base damage value. From there, additional multipliers are applied to this base damage to account for various factors such as damage against normal enemies and critical damage. Each multiplier is represented as a percentage increase, for example, 2% for normal enemies or 35% for critical damage. The key to the calculation is the ability to add multipliers by simply copying and pasting existing ones, allowing for flexible and customizable damage adjustments.
            • 21:30 - 24:30: More on Mod Calculations In this chapter titled 'More on Mod Calculations,' the focus is on understanding how to calculate damage after taking into account a percentage damage reduction. The specific example given illustrates a scenario where a number, 489, is reduced by 5% to determine the final damage output (465). Two methods are suggested for calculating this: directly reducing the original number by 5% or multiplying the original number by 95% (or 0.95). Both methods are valid and yield the same result, demonstrating the application of simple percentage calculations in modifying damage outputs.
            • 24:30 - 26:30: Testing Damage Calculations This chapter explains the nuances of testing damage calculations in a game. The main takeaway is that having a damage bonus against common enemies can inflate your damage output, meaning you might deal more or less damage depending on the type of enemy. The same principle applies to Elite enemies, and knowing how your damage bonuses apply can significantly impact your strategy, especially when fighting various bosses such as 'glute on' who has specific attack patterns like stomping the ground and shooting projectiles, or 'Great One' bosses that are found in locations like the Monolith.
            • 26:30 - 28:30: Concluding Damage Calculations The chapter discusses the concept of calculating damage in a game setting, particularly how different bonuses and conditions affect overall damage output. It emphasizes the effect of a 'deviant' condition on a target, which results in a 2% damage increase. Additionally, it illustrates how equipping certain items can lead to damage reduction, exemplified by a specific case where equipment choice causes a 2% damage decrease. The chapter also covers the calculation of critical damage, which stands at 34% initially, and how changes such as removing a 2% bonus can decrease damage output by a specified amount. The formula utilizes base damage figures and factors in weapon damage bonuses and specific damage against certain enemy types.
            • 28:30 - 32:30: Additional Equipment Setup The chapter provides guidance on setting up additional equipment, specifically focusing on calculating and adjusting critical damage against normal enemies. Users are instructed to copy existing multiplier settings and adjust only the relevant numbers for critical damage without altering other constants. A specific example demonstrates calculating the final crit damage using a subtraction method, resulting in an in-game damage output of 623.
            • 32:30 - 35:30: Perfecting Weapon and Mod Setup This chapter discusses optimizing weapon and modification setup to maximize damage output, particularly focusing on critical hit damage. It explains how applying a 5% damage reduction affects shot damage, uses an example of achieving 641 damage, and the importance of modding to boost critical hit damage. By equipping mods that increase crit damage by 4% and crit rate, and stacking a 15% crit damage mod with a 9% weapon damage bonus, the chapter guides on enhancing overall weapon performance.
            • 35:30 - 37:00: Conclusion and Recommendations In the Conclusion and Recommendations chapter, the discussion revolves around the statistics and calculations of a particular damage setup, potentially in a game scenario. It reviews the effectiveness of certain damage metrics, such as crit damage, weapon damage, and specific bonus damages against common targets. The chapter confirms these stats through a practical example. By calculating expected damage using a calculator, the chapter verifies a crit damage output to be 723, considering all metrics like Deadshot's effects. This demonstrates an evaluation of setups for optimizing damage output in gameplay.

            YOU HAVE BEEN USING JAWS WRONG! JAWS STATS EXPLAINED - BEST JAWS BUILD - Once Human Transcription

            • 00:00 - 00:30 [Music] howdy ladies and gentlemen welcome back to another one Su video today we're going to be covering the JW pistol on how the damage is calculated how what the crit damage weak spot damage weapon damage status damage what does unstable bomber damage bonus mean all of these sorts of things and I will go through mods and which ones you should put on which ones you shouldn't use or which ones you should consider using all the damage formulas today we're going to be covering and talking about about these
            • 00:30 - 01:00 first of all what's important for this gun is obviously crit damage and weapon damage bonus and mostly PSI intensity I have 125 let's go to blueprints let's click on the pistol right click on Jaws details press X on keyboard This is a list where you can see all the keywords in the game and how they work but you will also be able to see here how the damage works for this gun so Jaws uses unstable bomber that's why we're reading about it here it triggers one blast damage off your 100% PSI in density and
            • 01:00 - 01:30 then after .1 second with a blast radius of 1.5 M the damage Decay is over the explosion distance down to minimum of 50% that's it that's all we need to know how this unstable bomber works so first of all if you open your inventory while holding a gun obviously you want to crouch because if you don't Crouch sometimes you'll go FK and your damage might change over here so just make sure you crouch when you open inventory and then our damage is 440 with jaws that's our base damage however there is a bug with the dummy right now so if I shoot the dummy I will do 418 damage as you you can see and the reason for that is
            • 01:30 - 02:00 because guns that have a suppression type of deals more damage against deviants deals more damage against Retta which also the scar has is can see penetration deals more damage against Retta it's the same thing with these weapons they will do less damage as you can see our scar is 128 damage so if I shot we will do 122 damage as you can see that is because if I go to Blueprints and here you can filter basically the types so p penetration and
            • 02:00 - 02:30 suppression is bugged with the dummy they will do 5% less damage to the dummy while impact will do 25% more damage to the dummy and I don't know why this is still a thing but if I put my balce weapon right now and shoot at the dummy our balce weapon has 323 damage if I shot the dummy I will do 404 damage but our damage is 323 so 323 plus 25% it goes exactly to 404 now I don't
            • 02:30 - 03:00 know why but this is only for impact all suppression damages is supposed to do 25% more damage but this only works for impact so if you're testing your guns and your damage is not matching when you calculate it that is just because you'll have either penetration type on your gun or either suppression type and with these ones it's bucked against a dummy we have copper ammo on the gun so our damage is 440 every time if you want to calculate your damage against AB Demi you will
            • 03:00 - 03:30 have to put 5% less when calculating let's go through now how weapon damage bonus Works how crit damage bonus works for Jaws it's the same thing as any other weapon it's calculated the same way let me just put any random armor on it you can see that I have a armor equipped right now and it gives us weapon damage 9% and CR damage 9% so now we're going to take 440 origin 40 multiplied with 1.09 and this is going to be our damage 400 180 with weapon damage 9% obviously
            • 03:30 - 04:00 after the calculation you have to put minus 5% and we will do 556 damage after we shoot in the body there you go it's obviously 455 but there cannot be decimals so we have to Route it to 456 the final damage Dum is considered a deviant which means it's considered a normal type enemy so I'm going to put any pants right now and I'm just going to search on my pants damage against normal enemies let's put in just something that like as you can see this one has 2% you can see after we put the
            • 04:00 - 04:30 damage against normal enemies we have damage bonus against common enemies 2% now and the weapon damage bonus is 9% this is going to be the formula for it we're going to put in our base damage which is 440 that's our gun damage not PSI intensity by the way we're going to add a multiplier which was the weapon damage 9% and then we're going to add another multiplier which is our damage against normal enemies which is 2% that is our final damage right here which will round to 489 and you can see that the base damage is here then it's multiplied with 9%
            • 04:30 - 05:00 weapon damage bonus the divided by 100 is because we're turning it into 0.09 and this is basically just a multiplier in the brackets the one is just to add to the multiplier so we always include the one to add up to the final damage just ignore this number it's just basically the formula all you need to care for is replace the numbers here with a new multiplier so for example if it was crit damage you would put in the amount of crit damage you have so obviously this gets multiplied
            • 05:00 - 05:30 with our base damage right here then we'll get a new number then we have another multiplier which is our damage against normal enemies we put two in here because that's our 2% of damage against normal enemies same thing again and if you want to just add more multipliers you just you know add it like so let me copy this that's one multiplier then that's another multiplier and if you want to add more you just paste another one that's another multiplier could be like crit damage 35% there you go you want to add a new multiplier you just copy paste it and just keep adding these percentages
            • 05:30 - 06:00 whatever number you have but basically this is our damage right now so 489 let's take that number we're going to paste that in and just multiply it with 95 because that's obviously 5% damage reduction and that's the damage we're going to do to the dummy 465 as you can see now you can obviously do minus 5% in your calculator and it will give you the same results or you can just do multiply with 95 it will also give you the same results but but yeah that's our damage
            • 06:00 - 06:30 we're doing 465 so whenever you test your damage just remember that damage bonus against common enemies inflates your damage and you will do less or more if you have damage against normal enemies this works the same way to Elite enemies so let's say I was fing glute on here the dude that Stomps the ground you know and that shoots projectiles and spawns three minions at you or if you're fighting a great one boss which is bosses found in the monolith you'll just do more damage against them depending on how much damage bonus against an enemy
            • 06:30 - 07:00 you have so since the dummy is considered a deviant we do 2% more damage to it because of this bonus here now obviously if I equip this we will do 2% less damage just like we did before 456 so our crit damage right now is 34% let's add a multiplier of 34 that's our formula right here and you can see if I remove the 2% of damage against normal enemies our damage will decrease by 13 so that's our base damage 440 wide damage multiplied by 9% weapon damage bonus multi LLY by 2% damage against
            • 07:00 - 07:30 normal enemies and multiply by crit damage 34% all you need to do is just copy this if you want to add more multipliers to it and just change the number over here do not you don't really need to change the one or the 100 you don't need to care about those all you need to care about is the actual number over here if we just put this number in the calculator do minus 5% like so we will get our final crit damage which is 623 we go in game and shoot on the body we're going to do 623 damage in the body
            • 07:30 - 08:00 shot because we applied the 5% damage reduction you can see we did 641 right there and the reason for that I'm wearing a mod that increases my crit damage if I crit by 4% so it's going to go from 623 uh let me just equip something that gives me more crit rate okay this crit boost we have a 15% crit damage on it we basically have to add it up to our weapon damage bonus which is 9% would be 13.8 our cred damage would be increased
            • 08:00 - 08:30 by 49 like that if we check our stats 49 crit damage weapon damage 13.8 damage bonus against common is 2% and great everything's matching so how much damage we're going to do we're going to do 760 let's copy that quickly paste in calculator minus 5% we're going to do 723 crit damage to the body shot let's test it 723 as we calculated 723 now obviously it's increasing because we have Deadshot on remember
            • 08:30 - 09:00 it's 61 now after reload it drops back to 49 so that shot makes us crit damage more that's why it's increasing but our first crit is going to be 723 which is matching the calculations nice cool all right so now you know how crit damage works and how it's applied everything you see here in your inventory is multiplicative to base damage it's multiplicative to base damage common enemies to base damage weapon damage bonus to the base damage which is here this is your base damage over here do not look look at the damage your jaws is
            • 09:00 - 09:30 doing just look at your base damage on the primary weapon here just going to quickly explain that once you do a headshot damage it is additive with your crit damage however headshot damage is multiplying off your base damage so as you can see our weapon damage is 440 let's put that in here and then our weak spot damage is 60 right there and then our weapon damage again is 440 and our crit damage is 25 then we have our last final number which is base damage weapon damage which is 440 again let's take
            • 09:30 - 10:00 this formula copy it let's put this into the calculator and as you can see this is our final damage to the hgot with crit damage however if you do multiply by 95 you will get the wrong number so that's why I'd like to copy this number we have and then in the calculator just paste it and do minus 5% this is our head shot plus crit damage actual damage so 773 if we go in game and shoot on the head we're going to do 669 that's our weak spot damage now with crit it will
            • 10:00 - 10:30 be 773 so let's try to crit 773 as you saw 773 your base damage gets multiplied by crit damage all right that's one number and then your base damage gets multiplied by weak spot damage and then the two values that we have are additive and they get both summed up and added together which gives us the final result no crit damage does not multiply off your respot damage all right that's it now we're going to cover status damage bonus and expl load and blast damage
            • 10:30 - 11:00 bonus and then lastly unstable bomber damage bonus and then we're going to cover Point detonation mod which what it is which is unstable bomber final damage plus 25% what that is what does final damage mean let's read the guns passive you basically get 30% Elemental damage for 8 seconds after you hit a weak spot the unstable bomber can also crit and has crit rate plus 25% that is just a bonus for your crit rate for your unstable bomber it's not for critting on body shots like this it's for critting
            • 11:00 - 11:30 when you apply the bomb on the enemy like this one so it has 25% more crit rate that's basically what unstable bomber crit rate bonus is you can see in the Cradle perk after reloading instant damage power surg and unstable bomber is plus 25% for 4 seconds so as soon as you reload your gun and if you check in your inventory you will gain a unstable bomber damage bonus 25% now what that is is just a new multiplier for your damage
            • 11:30 - 12:00 so for example right now if we go to blueprints right click on our Jaws remember where we went your blast damage is dependent of your 100% PSI intensity which is this our intensity is 294 that's our base damage for blast back to the calculator let's put in our PSI intensity 294 we're also going to go into our cradle perk and put in the handgun enhancement damage plus 20% and what this actually does it gives you 20% status damage as you can see and weapon damage 20% as well our blast damage right now with the 20% status
            • 12:00 - 12:30 damage bonus is obviously the same way as we calculate other damage bonuses let's put in 20 and this is our formula base damage which is PSI intensity right there not damage 440 but PSI intensity this time because this is we're calculating our Elemental damage Elemental damage is status damage Elemental damage and unstable bomber damage so since we have 20% status damage that's what we're putting in so this is status damage right here put in it's the same formula and that's our
            • 12:30 - 13:00 final damage so always since we're using Jaws we have to do the minus 5% and now our blast damage is going to be 335 blast damage if I shoot 336 as you saw 337 now the problem with jaws our calculation is correct but the blast damage is going to be either higher or lower and this is just because you're going to shoot in the lower body you're going to do a little bit more damage you're going to shoot near the head you're going to lower damage you know
            • 13:00 - 13:30 blast damage is not consistent for some reason on this gun and you you cannot avoid it so this is our estimate damage would blast 335 it's either going to be 336 340 330 something like that but it's correct so right now we don't have explosion Blast damage bonus or blast damage bonus if I shot in the head once we will gain 30% damage increase so that means means our damage is going to
            • 13:30 - 14:00 be increasing so back to the calculator this since explosion Blast damage bonus is a new multiplier we have to add a multiplier that is going to be 30% we're doing more and that's our final damage right there this is the base damage formula for it we're just adding a new multiplier which is this just a new line and then do minus 5% that's our blast damage with the 30% so I have to shoot on the head again and I have to trigger blast as you can see 438 blast damage is 438 now it's 437 we did a crit damage so
            • 14:00 - 14:30 obviously now with the crit blast damage our crit is 25% right so as you saw if I don't shoot on the head our blast damage will be lower 335 but if I shoot on the head we get that 30% which means our blast damage is going to be 438 441 which matches the damage calculation it's just off by like three or six numbers again because it's inconsistent Jaws is inconsistent with the blast damage
            • 14:30 - 15:00 420 422 as you can see now obviously you have to consider the reloading as well so we did a little bit more damage because I shot on the head I reloaded the gun and then we're doing 554 damage of blast so obviously we have to take the 25% here as well now unstable bomber damage bonus is a different multiplier as well as you can see explode Elemental damage bonus is a another multiplier going back to our calculator we have to add that 25% and as you can see the damage matches this is the base formula again for it copy that and if I pasted
            • 15:00 - 15:30 that in this is our status damage 20% this is our explosion damage bonus 30% after you hit the weak spot of course and then this is our 25% unstable bomber damage bonus when you reload the gun so if you forgot obviously we have the 25% here after you reload our damage bonus is increased 25% there you go so that's our formula for the EXP blast damage let's yink that into the calculator here this is our damage let's copy that and and paste it over here do minus 5% and
            • 15:30 - 16:00 this is going to be our blast damage rounded to 545 so if I have to shoot I have to first reload the gun like this shoot in the head and now and now we trigger blast damage 543 let me do this again reload the gun shoot on the head and Trigger blast we're doing 546 which again matches the numbers it's around 540 to 550 blast damage is inconsistent but that's the closest number we get so it's matching
            • 16:00 - 16:30 now how do we calculate crit damage same way you just basically take crit damage you have it's a new multiplier so we go back in now again add a multiplier this is going to be our crit damage bonus here although I should be actually putting it let's put it like this crit damage I'm going to put it above here so this is going to be our crit damage which is 25% let's copy this final damage based in the calculator do minus 5% and it's rounded to 681 blast damage crit damage so shoot the gun reload
            • 16:30 - 17:00 shoot on the head boom let's hopefully hope we got a crit we did not get a crit so let me equip gloves that have crit rate on it now obviously this one has crit damage 15% by the way your weapon damage bonus does not work for a blast it's only for your base damage so only crit damage works for your blast damage if you're wondering now since we added a 15% with crit rate we have to add that up to the multiplier so we have 40% crit damage now instead so I'll actually change this to from 25 to 40 now
            • 17:00 - 17:30 obviously since I equipped the gloves you have to consider the fact that we increased our PSI intensity we have 363 now before we didn't have gloves on we had 294 so if we equip the gloves our base damage is increasing of the blast so as you can see all right let me show you let's shoot again then shoot in the head and quickly shoot in the body hopefully we're going to crit look at this you can see we did 942 crit damage with the blast when the number is supposed to be this so we have to change
            • 17:30 - 18:00 the PSI intensity now since we equipped armor don't forget that so our base damage old one was 294 without the gloves again I'm going to equip it to show you 294 PSI intensity now I'm going to put gloves back on 363 so we have to change this to 363 and you can see our damage is now matching let's copy this paste it in the calculator and do minus 5% we're doing exact damage just like we were doing the dummy it's rounded to 900 41 so I have to reload my gun shoot in
            • 18:00 - 18:30 the weak spot and now we're doing 988 crit damage so let me do it again shoot reload shoot in this we're doing 988 as you see 977 you can see how blast damage is inconsistent but our damage is matching that's the estimate blast damage we're going to be doing now I'm going to equip myself a helmet just any helmet it doesn't matter really actually Lone Wolf is going to be okay cuz I'm going to get more crit rate but let's say I'm going to put in fateful strike
            • 18:30 - 19:00 and it has 12% more crit damage okay let's put that on so our PSI intensity increased again 455 all right okay then so let's change our base damage to 455 crit damage is to 82% now so we have to change 82 like that so this is our final damage with crit damage status damage this is our blast damage after shooting in the head 30% and this is our 25% unstable bomber damage when reloading let's copy this now all right going back game Let's space the number do minus 5%
            • 19:00 - 19:30 and this is our final damage rounded to 1,534 this is our blast damage crit so let me shoot in the head reload my gun and I'll shoot in the body as you can see we're doing 1,542 blast crit damage which again matches our calculation it's again estimate so from 1,540 to 1,520 something around that number but it's matching so that's what matters now I'm going to actually equip my full armor but I do not have like the full
            • 19:30 - 20:00 armor I do not have Shaman because I lost it so I'm just going to equip let's say just a lone wolf jacket or something as soon as I crit my crit damage increases so it's hard to calculate that I would have to change it to something else let's say let's put on actually this mod for the first three hits yeah let's put this on so we won't rely on Deadshot now our crit damage is 97% and we changed and now we have damage bonus against common enemies 10% so I'm just going to change the 4% which is our damage bonus against common enemies to 10 and I'm going to change the crit
            • 20:00 - 20:30 damage to 97 and then obviously we have to change the elemental damage bonus back to 30 because we un equi the mod this is our crit damage status damage Elemental damage unstable bomber damage bonus damage against normal enemies this is our blast damage crit damage based into the calculator do minus 5% and it's rounded to 2,521 so shoot once shoot in the head boom boom boom boom boom 2523 see the damage is very very close
            • 20:30 - 21:00 it's matching so there you go that is how we calculate jaw's damage obviously now let's put on a most important mod which is the point detonation when unstable bomber hits only one enemy unstable bomber final damage is plus 25% I'm going to put this on and as you can see right off the bat we have 15% crit damage and 4% damage against normal enemies so let's put that on now if I go check my stats again we have crit damage is 112% so I'm going to quickly change the crit damage damage from 97 to 112
            • 21:00 - 21:30 our status damage bonus is still 20% so we leave it at 20% the 30% is again when you shoot on the weak spot that's the explosion Elemental damage bonus so that's why we keep this here 25% is our unstable bomber damage bonus when you reload so I reload my gun and as you can see as soon as it reloads boom we got unstable bomber damage bonus 25% and then lastly damage bonus against common enemies is 14% so updated from 10 to 14 now our mod is unstable bomber final damage 25 % what does that mean that
            • 21:30 - 22:00 means it's a new multiplier it does not show up in your inventory at all that's why we have to add a new multiplier and just put in 25 now let's copy the formula and paste it over here now you can see how long it is but again it's just our PSI intensity here this is our crit damage this is our status damage bonus this is our explosion Blast damage bonus this is our unstable bomber damage bonus this is our damage against normal enemies this is our Point detonation final damage 25% but yeah that's our formula and if we pasted this formula into the calculator
            • 22:00 - 22:30 over here you can see that we get the final damage 3,699 so I have to copy this whole thing by the way what are you looking at brother so we do minus 5% and that's the final damage with the point detonation all right let's shoot bullet shoot in the head and so you want to know what's funny look
            • 22:30 - 23:00 I'm going to shoot my gun shoot on the head and we're doing only 2,820 damage which if I remove the multiplier took this damage here base this minus 5% that's our actually crit damage BL last damage but where's the 25% if we added the final damage bonus 25% we would we would be doing more damage but guess what it doesn't work so this mod Point detonation is actually bugged the 25% un stable bomber final damage bonus is not working you don't
            • 23:00 - 23:30 get no 25% damage bonus all you're getting from this mode is just the sub stats the core effect is completely not working take a look at this I'm going to shoot again like where's the damage we're not doing that damage for some reason so what's going on so take a look at this I made myself a dual Fury all right we have a crit damage plus 40% against enemies with burn and then a 9% crit damage so I'm going to add a Embers on my dual Fury when burn is removed
            • 23:30 - 24:00 Stacks only 50% so I'm going to have to stack the burn Stacks to show it to you guys on how it works because the burn is going to end until I proc my stuff on jaw so let me shoot this like couple times make it the burns you know get the stacks going all right nice it's burning all right so now we're going to shoot Jaws reload shoot in the head boom and you can see we're doing 3,000 damage 3,100 52 with
            • 24:00 - 24:30 jaws let's try it again when the target's not burning 2,639 so you can see the difference I'm going to make it burn again let's do it again shoot a little bit inflict burn to the Target is going at least three stacks or something there you go now we swap to jaw shoot reload shoot on the head you can see we're doing 3,002 280 blast damage okay all
            • 24:30 - 25:00 right our crit damage is 106 the way I'm going to calculate this is this right here is our Point detonation we're supposed to do 3,700 damage but it we're not so the 25 is useless that's how much we're doing with a point detonation right here so obviously since we have the burn mask mod we're going to put in 146 total crit damage and as you can see as we put the 40% of crit damage our damage is 3,300 instead of using Point detonation we're going to use retrusion explosion uh somehow you're going to
            • 25:00 - 25:30 have to like just trigger the burn on the enemy and swap to your jaws in Blast git damage is going to be higher when the enem is on burning State you know now ideal would be to just have one bullet on the Dual Fury if you're running Jaws so you basically just shoot once inflict burn and then you just swap your jaws you can also see wall hack you have Wall hacks when the enemies burning so basically that's what you do you just inflict burn like this boom boom Target's burning you have wall hack you do this and your blast damage is going
            • 25:30 - 26:00 to be increased whenever the target is just burning obviously it has to be burning to do that extra 40% crit damage but yeah basically Point detonation is useless for Jaws the 25% just doesn't work I don't know if this is a new bug eventually they will fix it but for now for this day for this second since it's not working the replacement could be literally what I just shown you the crit damage 40% against enemies with burn obviously this might get fixed so Point
            • 26:00 - 26:30 detonation will work again maybe in like a week or maybe like 5 days or maybe in the next patch who knows but that's just really interesting to me man but yeah now I'm going to equip my full armor my full everything I cannot use Deadshot to demonstrate the calculation so I'm just going to use whatever I'm using right now I'm going to put a crit amplifier on my top let's say this one damage against normal enemy 6% and crit damage 12% and 9% and on my helmet I have a faithful strike all right these are the mods so let's calculate how much damage we have total with jaws we have 127 crit damage
            • 26:30 - 27:00 so obviously 127 + 40 is 167 because of the burn mask mod our status damage bonus is 40% that's because of covered advance so let's put 40% here now I'm going to remove the 30% explosion damage bonus because we're not going to shoot in the weak spot to the dummy so let's remove that 25% just for reloading the gun actually I'm going to remove it yeah let's remove it and then the damage bonus against common enemies this is 16% so let me put that in there and same goes for the right side I'm going to
            • 27:00 - 27:30 remove this remove that so this is our crit damage this is our status damage this is our damage against normal enemies same here crit damage status damage normal enemies since we have new armor I have to change this from 628 to 674 there you go 674 you know what I'm actually going to include the 25% here because that's our reload bonus for the jaws and I'm actually going to include the 30% as well so screw it I'm going to include these all over here so this is our blast damage crit damage with all of these things here so this is with the
            • 27:30 - 28:00 burn while the enem is burning if it's not burning it would be this which Rel 600 damage so let's do it again shoot shoot reload shoot on the head 4,52 which matches the damage so let me just copy this number and as always paste that in do minus 5% and as you can see it completely matches the damage it's again estimate because 5 by 6 by 10 numbers the damage is going to be lower or higher but the calculations are
            • 28:00 - 28:30 correct so if I did not use the mask of burning I'm going to put Point detonation which is this our damage is back to 133 so I'm going to update that here damage bonus against common enemies is 20 so we're going to change 14 to 20 so you can see with Point detonation mod we would be doing 25% more but as you can see right now we will not do that Dam damage so let me demonstrate you again and of course status damage bonus
            • 28:30 - 29:00 has to be changed to 40% right there one thing I forgot to change is PS sign intensity you can see how this is 628 but here it's 674 so let me just quickly update that 674 and as you can see this is the damage we're going to do total with our Point detonation remember we did not include the 25% damage which is this right here 25% damage it's not there if we included the 25 this is the damage we're going to do and it's going to be higher then the burn damage with the mask this is our burn mask mod with
            • 29:00 - 29:30 dual Fury but this is with Point detonation so remove the 25% from the mod Boom the damage is lower Let's test it watch this shoot reload boom boom boom boom boom 4,000 damage only where is the 25% damage brother hello so this damage is obviously not correct I need to apply the damage reduction minus 5% now it's correct 4,000 damage so ladies and gentlemen the entire time you've been using Jaws the wrong long way man Point detonation doesn't work congratulations
            • 29:30 - 30:00 you wasted your time farming for this useless mod that is completely bugged in the game for now replacement is retrusion explosion and by the way to get one bullet in dual Fury all you need to do is put a calibration on it another thing is you don't have to use retrusion explosion if you use Bingo or vfire you can swap to Target a strike which is the exact same thing so for example let's use this one right and let's input all the numbers again to the calculator so
            • 30:00 - 30:30 133 crit I'm going to basically remove every single thing our status damage bonus is 40% with covered advance so 40 damage bonus against common enemies is 16 so 16 and then no cradle perks this time I'm not going to shoot in the head I'm not going to reload the gun so let's remove these now let's copy this and then we have Point detonation we're going to compare these two again while this one has 20% damage against normal enemies so 20 here status damage bonus is 40% so 40% here and lastly 30 133
            • 30:30 - 31:00 crit damage again so this is going to be our targeted strike here on calculator 1 and this is going to be Point detonation on calculator 2 now we need to add new multipliers and we need to change the crit damage because targeted strike which is going to be this one has 25% more crit damage so we have to change 133 to 158 and we have to add a vulnerability amplifier as well so 1 six it depends on what you use though like on vfire if you're using a vulnerability
            • 31:00 - 31:30 amplifier which adds vulnerability plus 8% then yeah that's what you use so we're using that this is the going to be the damage with Target is Strike now all right let's mark the target we marked it swap to Jaws our damage with crit damage is 3,100 something like that 3,100 can see the damage matches completely so let's copy this paste it minus 5% yeah the damage matches with targeted strike this is our targeted strike right there put that there new calculator this is going to be Point detonation let's copy this
            • 31:30 - 32:00 paste it minus 5% there you go that's going to be our damage rounded to 2,56 point detonation there you go let's wait for covered Advance all right there we go so our damage is 2519 16 completely matches the calculations estimate from 2,500 to 2530 is targeted strike back to this one marked enemy
            • 32:00 - 32:30 willfire there you go and blast damage is 3,100 there you go that's it ladies and gentlemen Point detonation is useless for now the best mods to use for Jaws for PVP is fateful strike targeted strike crit boost violent or crit amplifier it depends on your substats obviously if you have a lot of crits already just go with crit amplifier if you're missing some crit rate go with crit boost so you have higher chance to get crit rate but I would go with crit amplifier to be
            • 32:30 - 33:00 honest for the Boost you want to have covered Advance crit damage obviously not weak spot damage like that one for the top you want to have either crit damage or you want to have any defensive mod that gives you like makes you tankier like HP or something or whatever or this one when using a healing shot damage reduction by 40% for 2 seconds obviously it has to be crit damage and for the pant you want to use a mod called Deadshot which is this the substats is going to be damage for every single mod and weapon damage and then on
            • 33:00 - 33:30 at least two you want to have elemental and Status damage for example on Jaws you want to have elemental and Status damage or if you can't get it on that then you can get it on like a mask or a gloves you basically want to have five violent suffixes on any of your five mods and you want to have two talents which is Elemental and Status damage on any of your two mods 5 to2 ratio violent and talents basically that's the mix we have to use you cannot go in all on crit
            • 33:30 - 34:00 and you cannot go in all on talents you want to have a mix which is 5 to2 then obviously for the Cradle perk what you want to use for Jaws is this you want to use this this this you want to use first round blast you want to use serious detonation you obviously also want to use tactical combo status enhancement these ones will add up and if you can somehow some way fit in another ones you can use the Steady Hand and the Bounty Hunter but however it will benefit only for your base one damage it will not benefit you for your blast damage these
            • 34:00 - 34:30 are the Cradle perks for the server I am in now obviously for the armor you want to use for PVP is for savior which is what I'm using like so for savior you want to have it like this and instead of the top you want to have Shaman and the shaman vulture chop is this that's what you want to have I have it on my alt account I don't have it on my main account I'm saving my star Chrome is you can see we have 20k that's the armor set you want to use for PVP for Jaws obviously for PVE if you use Jaws for PVE you want to have either momentum up
            • 34:30 - 35:00 which is this with crit damage weapon damage or you can have a deviation expert personally deviation expert versus momentum up it's almost the same but the fire rate you get for momentum up is only for half of the max so and then after that you will just gain some weapon damage but both is okay I guess I mean I think momentum up might be better for PV because you always shoot your weapon you know you don't always trigger blast damage so momentum up would be better than deviation expert I guess as this is for PVE by the way these are PVE
            • 35:00 - 35:30 mods for the mask you want to use obviously again either targeted strike with crit damage and weapon damage not Point detonation you don't want to use Point detonation until they fix it and then for the gloves you want to use again either crit amplifier or crit boost whatever the sub stats you have better for the boots you want to use again covered Advance crit damage weapon damage for the top piece you want to use Shaman Walter top obviously and the M you want to use is either status enhancement with crit damage on it substance or status damage Elemental damage or you just use basically a crit
            • 35:30 - 36:00 damage amplifier fully which is this and for the pants you obviously want to use Deadshot for Jaws calibration you obviously want to go over a fire rate to plus 25% magazine capacity basically just rapid shot style and you want to have two crit rates on it and for the accessories for Jaws you want to go with muzzle tactical flash hider you want to go with reflex side you want to go with infr indicator and gold mag and that's it I advise you to pair Wildfire or bingo with jaws so you appli that that Bullseye effect you mark the enemy and
            • 36:00 - 36:30 then you swap your jaws as soon as you apply it now obviously in PvP you won't be able to do that as much because first five to six shots is what matters really in PvP so it could still work if you mark an enemy and go behind cover and whip out your jaws and just destroy the enemy you could still do that but in an open area first shots is what matters if you have no cover for PVP but yeah that's it for this Jaws video guys that's the updated guide I mean Point detonation is just bucked for the mass mod so that's the only option you have right now until they fix it use targeted
            • 36:30 - 37:00 strike and as soon as they fix it go back to using Point datation as always guys thanks for watching I'll see you guys in the next one take care and peace out [Music] [Music] I