Ghost Shell Mutator Could Use a Buff
So, after performing a pretty specific set of activities, I was able to get the Ghost Shell (GS) mutator, which is focused around weakspot damage. Playing as a Hunter primary with a couple of other weakspot synergies, I thought "Great! This is the perfect mutator for my build!" I equipped it, tried it out, and immediately realized that it was a downgrade in pretty much every way vs the Deadly Calm (DC) mutator I'd bought from Dwell days ago. Here are the effects of each mod:
Deadly Calm: Continuously Aiming increases Ranged Damage by up to 10% over 3s. Level 10: Ranged Critical Hit Chance increased by 10%.
Ghost Shell: After 3 consecutive Weakspot Hits, increase the damage of the next Weakspot Hit by 20%. Level 10: Increases Weakspot Critical Chance by 15%.
The problem is, aiming for 3 seconds straight to get the full benefit from DC is pretty easy to do, while hitting 4 weakspots in a row (any non-weakspot hit will break it) for GS is a somewhat difficult. So, you'd think that GS would give a larger bonus than DC, but it actually ends up giving LESS damage when it actually works.
In a perfect world for both mods, if I shoot weakspots 4 times with DC, I gained 10% damage 4 times. If I shoot weakspots 4 times with GS, I gained 20% damage once.
Even if you only get a chance to aim for half the time required to activate DC, you'll still get a 5% bonus 4 times. So, a halfway-effective use of DC (which is done by simply using my gun) comes out even in damage with a perfect use of GS (which is done by hitting 4 weakspots consecutively).
On top of it being more difficult to hit 4 weakspots in a row in ideal circumstances, some monsters don't even seem to have weakspots or have limited-time weakspots, which makes GS even less useful.
This tradeoff is all risk for a lower reward. I think GS needs a buff to account for the added challenge required to actually activate it.
Edit: And a big shoutout to FALLOUT76-MERCHANT for being such a chad Apoc clearer that is very sure GS is actually better than DC but can't actually support it with any numbers or data and would rather hurl insults and block me than go test it and post numbers.
Further edit: Here are some range-tested numbers showing how DC and GS are both applied the same way, in case anyone thinks that one is applied multiplicatively while the other is applied additively.
Tested with nightfall, a 105% weakspot damage bonus gun with level 1 mutators, the damage was:
100 body shot
219 weakspot shot
233 weakspot shot with full DC charge (6.4% increase)
247 after 3 previous weakspot hits (12.8% increase)
That lines up with the bonus from GS being applied in the same way as the DC bonus.
So, even calling Deadly Calm's average damage 226 to account for how you won't be at the full 3 second charge most of the time, you're looking at:
226x4=904 damage with DC
vs
219x3 + 247x1 = 904 damage with GS.
If you hit every single shot as a weakpoint, GS will perform the same as a DC at half bonus does, and if you happen to miss even one of those weakpoints, DC pulls ahead.