If the weapon's fire rate is exactly 2.5 it won't count towards the 70% chance. 100 Slash will deal 42. Request. This is a fantastic element for fighting the Corpus, amplifying the damage their shields take tremendously. Thanks! Its damage modifiers make it solid for Corpus enemies, although this element seriously struggles against armored and Infested enemy types. Confused targets deal 100% damage to allies, Enemy auras stop affecting nearby targets while confused, Punch-through projectiles ricochet inside the dome, The dome is centered on the point of impact. Base Capacity Cost Overall it's a pretty balanced damage type, and most of the bonus damage is on heavy armor. If armor was fixed we won't have stupid scenarios where Radiation deals 18x more damage than Magnetic against 6000 Alloy armor. 0 coins. [ Hunter Munitions] doesnt deal much damage vs shields but the burst mode can already deal decent damage Recommended videos Powered by AnyClip AnyClip Product Demo 2022 AnyClip Product Demo 2022 Feature Vignette: Live Feature Vignette: Management Feature Vignette: Marketing A possible 3-course menu for 6 people who don't like nuts or seafood is: Starter: Vegetable soup with gluten-free bread. i will make suggestions on elements depending on how this goes. 14,973 if they remove armor scaling as you have suggested, if they dont do something like add 10x or more health scaling, it will still be useless. It's easy! Right now, the +120% Impact on Collision Force is +120% of the weapon's Impact damage. Simply selecting the proper config for the occasion ~ been working well for me so far. Corrosive used to be able to peel that scaling armor right off, but it has been nerfed with a cap. The only thing keeping it from being on the number one spot in this tier list is that it's very situational. Don't warn me again for Warframe View Page Cancel Your preferences are configured to warn you when images may be sensitive. I feel like now its just a waste of mod space and elemental damage, plus damage, and multi shot mods are the only real options for increasing the damage on weapons (also reload speed/firing speed mods). In high-level content like Steel Path, Impact's main use is to trigger mods like Internal Bleeding and Hemorrhage, inflicting a Slash status on the target whenever you inflict an Impact stagger. If all players aren't using corrosive projection then i would go with puncture so it would help out with high armor, and if everyone is using corrosive projection then go with slash, the bleed proc is nice. Duviri isn't just another open world - it's an entirely new way to experience Warframe. You may have heard the craze that is the Impact based Kuva Nukor and may have wondered how it actually compared to a "normal" Kuva Nukor, so in this video i . Slash only seems OP since it ignores armor scaling, but if armor didn't scale, it would be on the same playing field as every other damage type. Heat is considered by many as the best simple element in Warframe. ( (100 + 50) * 10 / 100 = 15) its the same reason you take toxin now (used to be gas/slash) for corpus. My proposed impact and puncture rework As above, you dont generally want to use them. Increases effectiveness against enemies with Shields, especially Corpus units. To do this you will have to go to Cetus on Earth, with Fisher Hai-Luk and select the "Cut fish" option. *(Side-note / proof: Elemental mods calculate off base damage even if the weapon already has the given element. Impact/Puncture/Slash mods don't make a difference because the weapon has no base IPS to amplify. Sourced from official drop table repository. Update Infobox Data Increases effectiveness against enemies with Shields, especially Corpus units. Yes I know that, but does it matter? its like having cheats that the game just gives you, instead of having to hack it, only thing missing is "God Mode", but wait, we have invis, so thats not needed. The problem with IPS mods working like elementals would be the fact everyone would just throw on Slash on everything with even a bit of status chance and not even bother with Puncture or Impact, but that is just the symptom of Bleed being that good. Applying additional status effects will refresh the duration. Impact and Puncture are trash. With an understanding of games for as long as he can remember, Charles has a large interest in understanding what makes things fun. All rights reserved. 5p33dy_01, June 26, 2020 in Weapons. Pierce status chance to bypass armour and shields and a damage increase, which will also add the damage type to weapons that dont have Puncture (Phage), which will go very nicely with viral. However, the actual effects from the armor stripping are applicable for the whole squad. The mod is most useful either on certain Gunblades (, Both ranged and Heavy Attacks of these Gunblades and, The mod is most useful on melee weapons with high attack speed, and on. We can try nerf bleed status effectto make it no longer ignore armor, but that will attract some backlash. Log In Sign Up. Credit to the Warframe Fandom Wiki for the IPS damage icons provided below. Slash - Causes the Bleed status effect, dealing True damage for six seconds equal to 35% of the weapon's base damage after a one-second delay. At sortie level, reducing 6000 armor to 1200 is still 80% damage reduction. Piercing Hit: +90% Puncture, +0.9 Punch-through In terms of status procs puncture causes the enemy to do less damage, slash provides an armor ignoring DOT, and impact causes a stun. +30% Impact elemental damage is calculated from the total base physical damage (impact+puncture+slash), so 60% of that is generally higher than 60% of just slash, for example, but this is only if you want that extra element on it. At Sortie level, the +50% against Ferrite Puncture has makes it 3x neutral and Corrosive's +75% against Ferrite a 6x neutral, but Bleed just doesn't care about that pesky 20x ehp multiplier armor gives. The problem with just adding secondary effects is how thesystems work, you start getting diminishing returns, and that is pretty much the same in every game, so that everything has a balance,additives also become overpowered when used by certain frames, besides that, we already have so many mods for these secondary effects, which will make them more for meme builds, than actually be useful. Certain people were saying get this weapon cause it has puncture damage and other don't, so I was wondering if there is one damage that is more important than another. 1 . Sounds weird doesn't it? It has well-rounded stats, and you will get a low impact, slash damage, and a good headshot bonus. Most endgame builds avoid using Blast altogether since it has terrible damage multipliers. Credit to the Warframe Fandom Wiki for the IPS damage icons provided below. Some weapons are split down the middle for what they provide for damage. Armor is a health multiplier and just creates a huge eHP disparity between armored and unarmored units. (Quantity Chance), average item quantity on a roll attempt (successful or not), WARFRAME Wiki:Expected & Nearly Guaranteed Numbers, Cannot produce multiple procs in a single instance of damage alongside any other. By default, this damage type will cause enemies to flinch for one second but can be increased with continuous hits or investment. True damage is an unlisted damage type that some Warframe abilities possess. If an enemy is too heavily armored for Toxin's shield-bypassing damage to be effective, Magnetic is a great substitute. Viral is the result of combining Toxin and Cold. Damage Modifier = (1+ Armor Modifier)*(1+Health Modifier)*300/(300+Armor*(1-Armor Modifier)). keep in mind that, they will effectively be doing the same thing with HP as they are with armour, soon viral and slash would be your ONLY option, dueto how high their HP would be, yet almost non existing armour. Even with those ideas, with the way IPS currently is, those mods wont be used over other mods. For example, I wouldn't put Piercing Hit on the vast majority of my weapons, if any at all, when a regular punch-through mod will do its extra bonus part just fine and also not skew my status away from Slash. Introduced Altered the text of the Shattering Impact Mod to be in line with the other parkour Mods. Why take +impact and only 90% base damage, when we have Seration, Heavy Caliber and multishot to mod for?. It's easy! However, this is a total guess, I personally have never used them at all. It is highly effective against Grineer Armor and Corpus Robotics, but suffers against Corpus shields. Zetooo94 2 yr. ago The physical damage mods are only worth equipping on weapons with very high base damage in that area - so say, with the Jat Kittag, sticking a +90% impact bonus on it gets a MASSIVE boost in damage when compared to something like the Cronus. Zugang! people who point to DPS will say use just elementals, multishot, fire rate, and base damage (unless it's a crit build), but for practicality, I'd say you generally want some punch-through and some weapons really benefit from reload speed. Combining two elemental mods will create a combined element. With the way IPS currently is,Accelerated Blast is only good on a handful of weapons, unless you are going for fire rate, however, with my suggestion, it will have 1%Pierce status chance to bypass armour and shields and a damage increase, which will also add the damage type to weapons that dont have Puncture (Phage), which will go very nicely with viral. these suggestions keep getting chosen, but it is not resolving the actual issue, IPS is bad. The Orthos is a double-bladed staff with great striking distance, giving it the ability to hit multiple targets. You might be able to make an argument for the 90% melee ones since they both have much higher values than the rest of the I/P/S mods and some melees are extremely weighted in one damage type (ex. Elemental mods do take from the total of the added physical damage, so a +10% fire would do an extra 15 fire damage. Since everything in this game is based on the certain situation, you should know what weapons to use with these criteria, but if i was forced to pick one then i would go with puncture, since its always good for the long run. That's because Corrosive has a +75% against Ferrite. 2020 Digital Extremes Ltd. All rights reserved. While Corrosive doesn't see much use in endgame builds, Corrosive is a solid choice if you're fighting tougher foes that are resistant to status procs. Max Rank For safety, rockets arm after traveling a safe distance. i can delete level 160 heavy gunnerswith 3 mods, because of slashand dont evenneed viral. Each of these will have an elemental status tied to them. first remove all stacking from base IPS statuses,including slash (make bleed status cause the enemy to take 10% extra damage). if they remove armor scaling as you have suggested, if they dont do something like add 10x or more health scaling, it will still be useless.i can kill level 160 demolysts pretty fast and they have base HP of 2500, which is 3.5x more base HP than heavy gunners. Because it bypasses all shields and armour and attacks health directly, making it one of the best ways to deal with high level enemies of basically any faction. Double Jump - Push jump twice to perform a second jump in mid-air. Rupture is a mod that increases the Impact damage of Rifles. Impact is a stagger, puncture decreases enemy damage, and slash causes bleed. 1 (Newbie) Can anyone help me understand how Slash, Puncture, and Impact work when it comes to a primary? They are the physical elements of the game. even if they revert corrosive back to armour stripping, due to the power of viral + slashbleed now, it still makes it pointless to mod for now. On the other hand, I would assume that hardcore survivalists would just use four Corrosive Projection auras, effectively removing enemy armor and making Slash damage more ideal as slash deals bonus damage to flesh which is basically what every enemy in the game is made of, save for robots. In terms of status procs puncture causes the enemy to do less damage, slash provides an armor ignoring DOT, and impact causes a stun. I was wondering if the mods that increase impact, puncture, or slash are worth equipping? But, throw on even an Unranked Sawtooth Clip (+5% Slash) and now it can. If armor was a fixed value instead of being scaled, then Bleed wouldn't be so much of a problem. Impact = Shred status reduces armour/shield/health (4sec duration), Puncture = Pierce status chance to bypass armour and shields (4sec duration), Slash = Hack status deals more damage(4sec duration) (does not bypass armour or shields), The reason for this, is to make it a contender for the other 2, and the reason it seems low is because it has infinite stacks (only based onduration and your attack speed). Based on the limited selection you have right now, go with Convulsion, Heated Charge, Quickdraw, Slip Magazine. 599K subscribers in the Warframe community. - Puncture status effect creates sonar like hotspots that when hit amplifies the damage by 4x. Why get 90% puncture with only 0.9 punch-through, when you get 30% fire rate and 1.2 punch-through with shred?. WARFRAME Wiki is a FANDOM Games Community. Ergonomic design for optimised comfort. Gas is created by combining Heat and Toxin. With a guaranteed Impact proc with enemies at 9 meters, and a 30% critical chance, the Fulmin is a powerhouse weapon under the right conditions. Has no effect on the other damage types, including elementals. Only increases the Impact damage of rifles. that is why i am suggeting removing stacks from unmodded statuses, reworking bleed to only give 10% increase in damage. We don't need complicated mods. For example, applying a 90% Electricity mod and 90% Toxin mod onto a Braton makes Corrosive damage, which will deal 180% of the weapon's base damage as extra Corrosive damage. 310 as well as just because you have one and you Yeah though I put most of my mods towards puncture on my bows, cause at a certain point it doesnt matter, youll skewer 5 in a row sometimes and its funny as heck. Corrosive will destroy most Grineer targets you come across, and Heat will shred through Infested targets. Anything with more than 50% of its IPS damage as Slash should split bodies. Classic and satisfying dish with garlic, lemon, and rosemary. Why is bleed important? Void damage strips Sentient resistances, although only Operator Amps can damage Eidolon shields. If armor didn't scale and was fixed, these numbers won't change regardless of level. it is the same reason people will hate my suggetion to remove the power of bleed, even though in that same suggetion, i provided a way to still bypass armour and shields with 1 status (which is what slash used to be). ok, and from your experience, when does a corrosive build become useless? 1 mod, each procapplies 1% Pierce chance to deal damage that bypasses armour and shields, at 5 stacks 25% chance for your next hit and resets counter. This element is fantastic for all situations, causing all targets afflicted to take increased damage from all sources. that is pure and simple, OVERPOWERED! Damage types are divided into certain categories: Status staggers targets and increases HP threshold for Parazon finishers, Status reduces the target's damage output, Status shocks enemies, chaining electricity to nearby targets, Effective against flesh and bypasses shields, Status creates an AoE that deals damage over time, Effective against Overguard and resets Sentient resistances, Status creates a dome that magnetizes projectiles toward the dome's epicenter. Yet, anything someone says thatregards nerffing that power, isrejected by the community. That was what I was looking for. 2 mods, each procapplies 5% Hack, which deals 5% more damage for every consecutive hit. Caps at 75% armor reduction at x10 stacks. WarFrame PvE MMO-Lite . A +10% impact would do an additional 10 impact. Learning the usefulness and status effects of each element is key to making your weapons as powerful as possible. User account menu. At max 10 stacks the parazon finisher chance is 100% and finisher health threshold is 33% of maximum health. If you had to choose one stat, which would it be? The mods that increase the damage of a type is the percentage of that damage type, not total. thanks for the help everyone! i can still effectively kill level 160 heavy gunners with 0 slash build (bo prime) and no riven. So the damage of a weapon can in a sense over ride the base status of the weapon. - Puncture status effect creates sonar like hotspots that when hit amplifies the damage by 4x. It is effective against all forms of flesh, but it is less effective against Grineer armor and Corpus Robotics. "once a mod for the respective IPS has been placed on a weapon, it will convert the base IPS, into a different name and adding the damage increase.". Could someone just explain to me what Slash, Impact, and Puncture are in the most detailed way possible? FeaturesCE certifiedSpecially designed for use in cold conditionsNitrile foam coating for excellent grip in wet . 1. Genshin Impact is a free-to-play action RPG developed and published by miHoYo. 460k dps viral+slash crescent slicer. Whether you're a veteran of the Origin System or a brand new Tenno taking the first are the mods that increase damage to certain enemy types worth it like expel corpus? Puncture vs. Impact vs. what point does it become 0?, like what level? WARFRAME Wiki is a FANDOM Games Community. The Glaive is very good cause slash procs ignore armor, and deal dmg direct to health. Explosions from the gun inflict self . This is even though Fulmin already has innate Electricity.). might have an elemental damage type that coincides or even replaces Impact, Puncture, and Slash. If that isn't enough, I tend to agree with @DealerOfAbsolutesabove: the mods could probably use some secondary effects to be made better choices. Cons include low Impact and Slash damage, which makes the Warframe weapon less effective against shields and health. At 6000 ferrite armor, 100 Corrosive deals 29 damage. Im sorry for the long post, im just trying to reply to everyone without double posting . Slash as a base element is good against bare health. The only sensible choice which would bring down Slash to the level of the other damage types would be to get rid of Armor scaling altogether and only scale health. New player here. In incarnon mode, this build procs Impact, Slash, Viral and Radiation giving +480% dmg after only 1-2 hits. When you use a puncture weapon against an armoured target you do more damage and vice versa.
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