Talk:Quanta/@comment-82.69.8.243-20140820182316/@comment-210.49.214.221-20140823085928

You didn't acknowledge the fact that the infinite range primary fire for the Mutalist Quanta is Physical damage (mainly Puncture bias) whereas the limited range of the normal Quanta primary fire is pure elemental. Subjectively I would say pure elemental weapons are more scalable at higher level mobs than physical damage.

I say this because all that 250 base DPS for Mutalist will start to change over time as enemies with higher armor will render the slash dmg component useless, higher level shielded enemies will make Slash dmg also bad and also leaving the Puncture component slowly drop off. But the pure elemental Electric dmg in Quanta which is easily moddable into Radiation/Magnetic/Corrosive for the 3 main Faction builds doesn't need to worry about individual dmg components dropping off.

Also from personal experience, trying to reliably place the Multalist Quanta infested cube to be shot through for buffing projectile damage isn't really consistent. This is because of the whole beach ball physics it has when it keeps bouncing around, more often than not ending up on the roof. Plus you can't control when it explodes which would render it's Radiation burst dmg kinda sluggush if you're in a fast paced scenario.

On paper Mutalist actually would be slightly better damage wise (especially at range), but we all know nothing is perfect and the way a weapon functions also affects your real DPS when you're actually playing the game as opposed to crunching the numbers.

But even after all these complaints, I agree with you that in the end both the Quanta and its enjoyably freaky cousin Mutalist are pretty close to each other overall