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The original was posted on /r/destiny2 by /u/Pman1324 on 2025-06-25 02:31:48+00:00.
So we all know Gambler’s Dodge is getting a less than desirable change with the release of the Edge of Fate.
I wanted to come and show those who agree and disagree with the change what has been gathered (to the best of a few dedicated people’s ability) about Gambler’s Dodge specifically while also relating it to the rest of the ability energy sandbox.
First off, I want to state that I believe that Hunter as a class is in a poor PvE sandbox state in comparison to both Titan and Warlock (specifically in the neutral game), so this information by no means is meant to devalue or undermine those who also believe Hunter is in a poor state.
So, on to Gambler’s Dodge.
Currently, Gambler’s Dodge states:
Gambler’s Dodge in The Edge of Fate states (As per the 6/24/2025 EoF Dev stream):
So yes, Gambler’s Dodge will not fully refund your melee charge.
However, they are removing the requirement to be within proximity of an enemy to gain melee ability energy.
A great quality of life change. This, of course doesn’t fully justify the change to Gambler’s Dodge.
I want to relay a bit of information gathered, analyzed, and presented by u/engineeeeer7 in one of his recent videos - An Update on Math with Armor 3.0! Get the latest Updates on Edge of Fate Armor Benefits | Destiny 2
Ew, data? Graphs? What is this? Math class?
So, what does this all mean? Well, the most important piece of information is the line that states, “All flat gains and regens will give 49.1%, not 0% value at 0 stat”.
Luckily, with some stat investment, you can achieve the equivalent of 100 of our existing stats at 70 points. This value also means that ability refunds will provide 103.7% of an ability charge.
49.1% is the amount of ability energy gained at 0 of the melee stat before melee ability Flat Gain Factors (FGF), which varies on a case-by-case basis.
Note: These percentages are based on if Flat Gain Factors are still a mechanic in The Edge of Fate. If they are not, I will cross out this section of the post. Also provided by u/engineeeeer7:
- Weighted Throwing Knife - .6 FGF = 29.46% melee charge
- Proximity Explosive Knife - .7 FGF = 34.37% melee charge
- Lightweight Knife, Withering Blade, Threaded Spike - .8 FGF = 39.28% melee charge
- Disorienting Blow, Fan of Knives, Smoke Bomb - .9 FGF = 44.19% melee charge
- Combination Blow - 1.0 FGF = 49.1% melee charge
So with all this laid out, what’s the verdict?
Well, for everyone’s (but me) favorite melee ability, Combination Blow, at 0 melee stat will receive just under half of a melee charge. Two Gambler’s Dodges.
For every other melee, that ranges from just under three Gambler’s Dodges all the way up to just barely avoiding four Gambler’s Dodge uses accounting for passive regen.
These same factors, from the graph to the flat gain factors apply to all abilities in the game.
So, when a Titan goes to pick up their Throwing Hammer in The Edge of Fate, at 0 melee stat, they will receive 44.19% of their Throwing hammer melee charge. (Sorry Warlocks, y’all don’t have a melee refund).
The ability hit possibly the hardest is going to be Knock Em Down, as the majority of its identity is that melee refund.
So, in conclusion, all ability refunds, more specifically Gambler’s Dodge will not give nothing when utilized. However, the additional stat investment will be jarring at minimum in the Edge of Fate.
Side note: After writing all this out, I have realized that Solar Hunter, Gunslinger, is going to get absolutely dumpstered by all these stat changes. Unless Bungie does a massive overhaul to Gunslinger in The Edge of Fate, it will become the definitively worst subclass in Destiny 2.