Up to 5-20% Strength based on the charge time of your heavy attacks. Stacks 3 times.
3.5-5% Strength for 3.5s on Hit. Stacks 5 times.
Point blank shots cause an explosion. Explosion Radius increases by 10-25%.
You can Hipfire with this weapon while Sprinting. 6-15% Close Damage while Sprinting. Also reduces weapon spread at all times by 30%.
So...turns out, Lethal Proximity effects throw grenades...this includes the frag grenade. This can be added on to the Grenade Tinkerer radius increase to make a super grenade, that can sometimes feel like a mini frag bomb. So, I decided to throw a build together that maximizes the frag grenade, and I will say this has grown to be one of my favorites.I always love just throwing grenades and wiping waves, and this is the best you'll ever see a Veteran build doing so. I even went so far as to take Skirmisher with Run 'n' Gun on the Bolt Pistol, so as to increase the grenades base damage EVEn further as you run up to your targets. I'd take the extra grenade to, but sadly with the dead crit pip that's needed, it ends up not quite working out/being worth it (as I rather value the ammo crate grenade refresh, as that can be quite helpful at various points especially if your team doesn't need the hits, as being able to just fill a end area with grenades has saved runs on more than one occasion, mainly in the power cell loading train/cargo yard). But either way, this is a grenade build. Always start a wave with a grenade. End it with one. Drop another half way through if you feel like it. If you're lucky, Demo Team will keep you topped up with Stockpile for every engagement, all you have to do is keep your bolt pistol out, and blow everything to bits.And use your Chain Axe on heavy armor and monstrosities too. (marking this here as well for future reference as well as for anyone else that cares, Surprise Attack also boosts grenade damage, but I found that trying to 'get over there' with the Frag grenade at the very least was really difficult, and resulted in the build feeling really bad because you had to drop Field Improvisation on top of taking Infiltrate, and that extra grenade did not make up the difference, mainly because you'd have to also drop another damage or Catch a Breath to grab one of the two 'essential' upgrades like Low Profile as well, thusly making it either feel terrible from a toughness survivability perspective or end up dropping your damage anyway for like 1 good grenade toss every 20-30 seconds. So while it's a '30% potential damage loss', I centered on this, taking Rending Strikes as well as that also boosts grenade damage against armor as well as help the bleed, plus Twinning Blasts, because while normally it's not great, when you're throwing THIS many upgraded grenades, getting a free double toss with this much upgraded damage can really feel awesome, makes your own mini frag bomb. Superiority complex should also effect your grenade against those targets as well, but trying to get over there didn't really feel worth it, since Close Quarter's Kill Zone also boosts grenade damage against close targets so it feels better to have that against everything after a shout + skirmisher anyway. So, just to make a more readable list, the things that boost grenade damage are:Fire Team, Grenade Tinkerer, Skirmisher, Focus Target, Redirect Fire (not in build), Rending Strikes (against armor), Close Quarters Killzone (against targets within 15m while active), Bring it Down (against Ogies/Monstrosities), Superiority Complex (not in build, against elites), Surprise Attack (not in build), Longshot (not in build, have to throw nad to far to get any use out of it), Competitive Urge I think, but I haven't tested given it's inconsistent and you're already so talent starved.Ohh, and Executioner Stance buffs grenade damage to as it doesn't deactivate when you swap off your ranged weapon, so you could make an even SUPER...er, frag grenade build that uses it. But to do so would require a 'lose of the builds identity' in my eyes, as you'd need to drop Demolition Team, Field Improvisation, and Twining Blast in order to get to it to get a 25% damage increase while it's active without even the ability to easily refresh it without sacrificing yet another talent. So, I decide not to use it, since 'making myself a frag grenade' with shout feels good too, on top of just keeping people away from you that much better for Catch a Breath. Things you think might but don't:The 5% range damage nodes, Agile Engagement, Kill Zone, and For the Emperor [I take it anyway to help with when I'm out of nades/need to melee and shoot stuff].)This went through a minor shift in iteration with Catch a Breath being usable. Now I take it instead of Out for Blood (as amazing as it is with the bleed continually feeding toughness into you) so I can save a point (since One Motion isn't really useful on this build) and as stated above, take twinning blast. One can also take Re-Direct fire instead, for 7.5% extra damage all the time, but I said it all above when it comes to my reasoning for taking Twinning Blast over it, I just love the chance at wiping a room especially with all the extra grenade tosses you get. If one feels they want more consistency, feel free to make that talent point swap, but with max Skirmisher you still wipe small enemies with the bleed with one grenade, so regularly tossing 1 to sometimes just wipe all the specials too for no effort is really good, so long as you take that into account every time you toss and don't muscle memory two grenades out before you actually need to.