Big Iron's playin' in the background and it looks to be 20 past 11
My "Big Irons" Regulators Prime build is meant to be used with my "Billy The Kid" Mesa Prime, "Gun-Fighter" Furax Wraith, "The Master's Call" Adarza Kavat and "In The Valley" Claws builds.
Viral Damage was chosen for it's RIDICULOUS 325% Damage Taken debuff as well as to mod for Heat Damage and since everything has Health but not everything has Shields or Armor Viral Status is the obvious choice over Magnetic Status or Corrosive Status.
Heat Damage was chosen because of Heat Status's INSANE damage potential since it has no stack cap and refreshes all currently applied stacks with each subsequent application of one.
The Regulators Prime aren't JUST an Ability, they also count as a Secondary Weapon, Dual Pistols AND a Burst Fire Weapon, firing twice per displayed Fire Rate, effectively DOUBLING all Multishot bonuses they receive, since firing doesn't alternate between each of them like other Dual Pistols do, instead firing each of them at the same time (also their actual base damage is 50, the 125 you see in the arsenal is just adding in the 150% passive damage ramp up).
Mesa Prime's Passive Ability gives your Dual Pistols 15% Fire Rate and your Single Pistols 25% Reload Speed (we don't talk about that other third THING that's attached to this passive since it's utterly useless, ESPECIALLY within the context of this build).
Roar gives your AND your Teammate's Weapons, Abilities AND Status Effects 85% FACTION DAMAGE, meaning it shares a multiplier group with mods like Primed Expel Corpus, and since it effects both Weapon Damage AND Status Damage that means instead of Status Damage just being boosted by 85%, it's effectively boosted by 242.25%, making this an effective buff no matter the circumstance or the team composition.
Shooting Gallery gives your AND an additional Teammate's Weapons 71% MULTIPLICATIVE MODDED WEAPON DAMAGE, meaning it DOESN'T share a multiplier group with Mods and Arcanes like Galvanized Shot and Cascadia Flare or Elemental Damage Mods like Primed Heated Charge and since there are only 12 buffs within it's multiplier group and none of those will be coming from you they can only be beneficial to you when you get them, same goes for Shooting Gallery, once again making this an effective buff no matter the circumstance or the team composition
Archon Vitality gives your Mesa Prime 100% Bonus Health and makes your Regulators Prime apply DOUBLE Heat Status procs.
Growing Power was chosen because the 25% Ability Strength it gives effects 3 DAMAGE MULTIPLIERS and the 27% Pistol Damage that Pistol Amp gives only effects 1 DAMAGE MULTIPLIER and not only that, the gain is proportionally larger too since Ability Strength would be 259% without Growing Power and Pistol Damage would be 600% without Pistol Amp, so Ability Strength just gains more anyway.
Arcane Velocity gives you a 90% chance on Crit to increase Pistol Fire Rate by 120%.
Molt Augmented gives you 60% Ability Strength building up over 250 kills.
Wellspring & Hardened Wellspring give you 5 Energy per second for 30 seconds & 20% Ability Strength while inside the bubble, increasing your Roar & Shooting Gallery buffs to ~91% & 76% respectively as long as they're cast from inside it.
5 Tauforged Topaz Archon Shards give your Secondary Weapons 375% MODDED CRIT CHANCE building up over 50 kills against enemies effected by Heat Status, meaning it's in the same multiplier group as mods like Primed Pistol Gambit and requires nothing but playing the game.
Amalgam Furax Body Count gives your Secondary Weapons 45% Fire Rate (and it only requires getting rid of that other third THING attached to Mesa Prime's Passive that we don't talk about).
Cat's Eye gives you AND your Teammates 60% FLAT CRIT CHANCE for all Weapons and Abilities capable of Critical Hits for 10 seconds and has a 20 second cooldown (Update: I've realized via the comments on my "Billy The Kid" build that the cooldown of Cat's Eye starts when the buff ENDS and so the actual uptime of the buff is (10 / (10 + 20)) x 100 = 33.33% uptime).
Tek Enhance increases the duration of Cat's Eye by 30% for a total of 13 seconds (Update: I've realized via the comments on my "Billy The Kid" build that the cooldown of Cat's Eye starts when the buff ENDS and so the actual uptime of the buff is (13 / (13 + 20)) x 100 = 39.39% uptime).
Tenacious Bond gives you 1.2x FLAT CRIT DAMAGE if your Adarza Kavat Claws have at least 50% Crit Chance.
Reinforced Bond gives you 60% Fire Rate if your Adarza Kavat has at least 1200 Shields and/or Overshields and reloading grants them 150 Overshields (Update: I've realized via the comments on my "Billy The Kid" build that this DOESN'T work with the per shot reload of the Epitaph Prime and I'm currently looking for a suitable replacement primer, possibly a bow such as the Prisma Lenz, but more testing is required).
(Update: Duplex Bond has been removed, as through the testing of commenters on my "Billy The Kid" build it's been found that the buffs don't stack as had been intended with it's addition).
And now that we've gotten through all of the external modifiers that aren't actually shown on this page we can get to the actual math.
Direct Non-Crit Damage Per Burst Calculation:
- Base Damage x (1 + Peacemaker Damage Passive x (Bursts Fired up to 20 / 20)) x (1 + Base Peacemaker Strength x Ability Strength + Weapon Damage Mod) x (1 + Elemental Damage Mod) x (1 + Multiplicative Weapon Damage Mod) x (1 + Faction Damage Mod) x (1 + Multishot Mod) x Peacemaker Burst Count x (1 + Viral or Magnetic Status Mod) = Direct Non-Crit Damage Per Burst
Direct Crit Damage per Burst Calculation:
- Direct Non-Crit Damage Per Burst x (Base Crit Damage x (1 + Crit Damage Mod) + Cold Status Mod + Flat Crit Damage Mod) = Direct Crit Damage per Burst
Average Crit Damage Calculation:
- Direct Crit Damage per Burst x (Base Crit Chance x (1 + Crit Chance Mod) + Puncture Status Mod + Flat Crit Chance Mod) = Average Crit Damage per Burst
Average Pre-Mitigated Direct DPS Calculation:
- Average Crit Damage per Burst x (Base Fire Rate x (1 + Fire Rate Mod)) = Average Pre-Mitigated Direct DPS
Combined Direct Damage Calculations:
- Base Damage x (1 + Peacemaker Damage Passive x (Bursts Fired up to 20 / 20)) x (1 + Base Peacemaker Strength x Ability Strength + Weapon Damage Mod) x (1 + Elemental Damage Mod) x (1 + Multiplicative Weapon Damage Mod) x (1 + Faction Damage Mod) x (1 + Multishot Mod) x Peacemaker Burst Count x (1 + Viral or Magnetic Status Mod) x (Base Crit Damage x (1 + Crit Damage Mod) + Cold Status Mod + Flat Crit Damage Mod) x (Base Crit Chance x (1 + Crit Chance Mod) + Puncture Status Mod + Flat Crit Chance Mod) x (Base Fire Rate x (1 + Fire Rate Mod)) = Average Pre-Mitigated Direct DPS
w/ the numbers from the "Billy The Kid," "Big Irons," "Gun-Fighter," "The Master's Call," & "In the Valley" builds:
- 50 x (1 + 1.5 x (20 / 20)) x (1 + 1.5 x 2.84 + 6) x (1 + 2.85) x (1 + .76) x (1 + .91) x (1 + 2.9) x 2 x (1 + 3.25) x (3 x (1 + 1.1) + 1 + 1.2) x (.25 x (1 + 5.62) + .25 + .6) x (14.8 x (1 + 3)) = 761,179,465.07 Average Pre-Mitigated Direct DPS
For Heat Status Damage, first we have to find the Modded Base Damage of the Weapon:
- Base Damage x (1 + Peacemaker Damage Passive x (Bursts Fired up to 20 / 20)) x (1 + Base Peacemaker Strength x Ability Strength + Weapon Damage Mod) x (1 + Faction Damage Mod) = Modded Base Damage
Then we can solve for the Average Heat Status Damage per Tick on Non-Crit:
- Modded Base Damage x Heat Status Damage Multplier x (1 + Heat Damage Mod) x (1 + Faction Damage Mod) x (1 + Status Damage Mod) = Average Heat Status Damage per Tick on Non-Crit
Now we can add in the Crit Multipliers to see the Average Pre-Mitigated Heat Status Damage per Tick on Crit:
- Damage per Tick on Non-Crit x (Base Crit Damage x (1 + Crit Damage Mod) + Cold Status Mod + Flat Crit Damage Mod) x (Base Crit Chance x (1 + Crit Chance Mod) + Puncture Status Mod + Flat Crit Chance Mod) x (1 + Viral or Magnetic Status Mod) = Average Pre-Mitigated Damage per Tick on Crit
Since we know how to get our Average Pre-Mitigated Heat Status Damage per Tick on Crit we can move on to our Status per Second w/o Archon Vitality:
- Base Status Chance x (1 + Status Chance Mod) x (Base Fire Rate x (1 + Fire Rate Mod)) x (Base Multishot x (1 + Multishot Mod)) = Status per Second w/o Archon Vitality
- .1 x (1 + 2) x (14.8 x (1 + 3)) x (1 x (1 + 2.9 + 1)) = 87.024 Status per Second w/o Archon Vitality
With all that out of the way we can start taking into account the Heat Status procs being DOUBLED by Archon Vitality, if we divide Heat Damage by Total Damage we get our percent chance to proc Heat Status specifically, in other words, our Heat Status Probability.
Now that we know our Heat Status Probability we can solve for Status per Second w/ Archon Vitality
And since we now know our Status per Second w/o Archon Vitality and our Heat Status Probability we can figure out how many of those are actually Heat Status Procs
With all the numbers now in our possession we can finally do the Combined Average Pre-Mitigated Heat Status Damage per Tick Calculation:
- Base Damage x (1 + Peacemaker Damage Passive x (Bursts Fired up to 20 / 20)) x (1 + Base Peacemaker Strength x Ability Strength + Weapon Damage Mod) x (1 + Faction Damage Mod) x Heat Status Damage Multplier x (1 + Heat Damage Mod) x (1 + Faction Damage Mod) x (1 + Status Damage Mod) x (Base Crit Damage x (1 + Crit Damage Mod) + Cold Status Mod + Flat Crit Damage Mod) x (Base Crit Chance x (1 + Crit Chance Mod) + Puncture Status Mod + Flat Crit Chance Mod) x (1 + Viral or Magnetic Status Mod) x Base Status Chance x (1 + Status Chance Mod) x (Base Fire Rate x (1 + Fire Rate Mod)) x (Base Multishot x (1 + Multishot Mod)) x Peacemaker Burst Count x Heat Status Probability x (1 + Archon Vitality Mod) = Average Pre-Mitigated Heat Status DPS
w/ the numbers from the "Billy The Kid," "Big Irons," "Gun-Fighter," "The Master's Call," & "In the Valley" builds:
- 50 x (1 + 1.5 x (20 / 20)) x (1 + 1.5 x 2.84 + 6) x (1 + .91) x 0.5 x (1 + 1.65) x (1 + .91) x (1 + 0) x (3 x (1 + 1.1) + 1 + 1.2) x (.25 x (1 + 5.62) + .25 + .6) x (1 + 3.25) x .1 x (1 + 2) x (14.8 x (1 + 3)) x (1 x (1 + 2.9)) x 2 x 0.4285 x (1 + 1) = 73,091,182.53 Combined Average Pre-Mitigated Heat Status Damage per Second per Second (Y'know, like acceleration due to gravity, except there's NO TERMINAL VELOCITY LIMIT)
And lastly we can bring the two numbers together to get the final Average Pre-Mitigated DPS
- Average Pre-Mitigated Direct DPS + (Combined Average Pre-Mitigated Heat Status DPS x Seconds Fired) = Average Pre-Mitigated DPS
w/ the final numbers:
761,179,465.07 + (73,091,182.53 x 1) = 834,270,647.6+ Average Pre-Mitigated DPS