I'm going to be fairly busy all weekend and possibly the coming week as well, but I'm trying to get as much testing as I can get in. For the time being this is what I have:
-Armageddon's ideal range (strikes true pummeling <t> for xxx points of damage) is 5. I'm pretty sure all the guns I used before had an ideal range of 8, but armageddon is definately 5, which is conveniently in melee range of some larger enemies.
-Wildfire is not as zomgpwn as I had hoped it would be. It does around 1,250 damage with my current setup to level 0 enemies, but doesn't seem to go down very much for higher level enemies (I was doing 1,113 and 1,115 to max level froggies in aby-theine).
-Wildfire has a max range of around 17'. Anything larger than that will take your TP and not give you aftermath.
-Wildfire's damage is not affected by the range it is used from, how much TP you have when you use it, or the bullets you use for it, so stock up on cheapies.
-Wildfire deals "true" elemental damage unlike Hot Shot. That means it cannot be evaded, it gives amber light in abyssea, and it will ignore invincible. I have not yet tested if magic shields block it. I have not been resisted yet, but won't say it can't be resisted until I've done about 10,000 more. However, enemies with fire damage reduction (such as fire elementals) still take only about 5% damage from it.
-Wildfire's TP mod is some sort of enmity reduction which appears to only affect the enmity generated by wildfire itself. For the damage it does, it already seems to build ludicrously low amounts of enmity even at 100 TP, but at 300 TP, the enmity is nearly non-existant. In one instance, a PUP engaged and did one round of attacks on a frog, and I fired a 1115 damage wildfire with 280 TP, and the frog stayed on the PUP.
-Aftermath has 3 levels depending on how much TP you have when you use wildfire. Aftermath 1 is 100-199 TP and lasts 30 seconds, aftermath 2 is 200-299 TP and lasts 60 seconds, aftermath 3 is 300 TP and lasts 90 seconds.
-The aftermath effect is "Occ. deals double damage" which appears to affect only regular ranged attacks, not melee attacks, not quickdraws, and not even weaponskills. The proc rate also seems relatively low, but my sample size is very small and purely observational at this point. I suspect the proc rate might be affected by the level of the aftermath.
Next I hope to doublecheck the info on its mods and SC attributes, though I'll have to recruit Kirschy's help for that since I don't know the first thing about testing WS mods...
So far my thoughts are that it's a solid, all-around gun that will fit my playstyle pretty well (am melee COR). I get a reasonably powerful WS that I'll never take hate with no matter how much I spam it, and I don't have to spend a fortune on oberon bullets. It's high base damage means my normal attacks, QD, and slugs all do fairly well. I would really like it if it had a higher delay so I could get more TP return off my WSs though...
Is there anything else I should be adding to my list of things to test?
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