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DRG Analysis > Marked for Death

Marked for Death

Introduction

This is a new overclock introduced in Season 5 for the M1000 Classic. It makes the focus shot apply a x1.55 damage buff to the targeted enemy for 8 seconds (or 4 seconds on dreads) in exchange for removing focus shot damage, increasing focus shot ammo cost, and reducing clip size. (Yes technically it multiplies focus shot damage by x0.01 and not x0, insert nerd emoji)

Removal of all focus shot damage is a steep cost. However, when dealing with large enemies like stationaries or tanks, this overclock certainly has its strengths. I think of this as similar to Conductive Thermals but less extreme - making the weapon much worse against HVTs but in exchange much better against tankier threats. MFD has a lower power ceiling than Conductive Thermals (smaller achievable damage multiplier) but also makes less of a sacrifice. You can still directly kill things with hipfire, which is more than can be said for Conductive Thermals.

Build

Briefly:

Vs other M1000 builds

MFD starts winning the time-to-kill comparison at about 400 damage, which is the exact effective health of a frozen spitballer in Haz5p4, and slightly more than a frozen praet. However, it does not equal other M1000 builds in ammo efficiency until dealing around 600-700 damage.

Keep in mind that MFD can buff the damage of other players or weapons aside from just the M1000’s follow-up hipfires, so the focus shot is a bit more advantageous than the graphs alone suggest.

When to use focus shots

Because of the more costly focus shot, there is an interesting decision-making minigame about whether to use a focus shot or just spam hipfires.

The time-to-kill breakeven point depends heavily on whether your focus shot is already charged or not. The ammo efficiency breakeven point is between 500 and 600 health. For classic squishy HVTs that you would oneshot with a standard M1000, it’s probably not worth using the MFD focus shot.

Enemies where focus shots are better in all ways than hipfire include extremely tanky enemies like stationaries, as well as mid-tanky enemies where you don’t want to bother freezing or aiming for weakpoints. Some specific examples:

Enemy Health (5p4) Health hitting WP
Burst Turret 1125 450
Goo Bomber 1200 400-940*
Grabber 750 250
Menace 1050 525
Patrol Bot 1350 450
Praet 1125 1125
Oppressor 1350 1350
Repulsion Turret 900 360
Sentinel 675 450
Shellback 675 337.5
Stalker 432 or 540** 216
Stingtail 900 450
Warden 1200 400

*Goo bomber weakpoints are x3 but break after taking 50 base damage, meaning one MFD hipfire each. 940 is the damage you would need to spend to break each weakpoint + finish off the body, all with un-buffed hipfires.

**Stalkers have 432 base health but also have unbreakable armor covering much of their body that blocks 20% of damage.

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