Most endgame builds use Toxin over Magnetic since Toxin completely bypasses Corpus shields. That's not how the math works. They tried indirectly nerfing Slash by getting rid of the 4x proc priority of IPS which also indirectly buffed Puncture and impact because the Warframe community will throw a massive fit if they did nerf Slash directly as they tried to propose years ago. #Warframe New Impact to Slash Mods Hot or Not?! (It's weaker than pure Viral before you even pair it with Slash.). Icon everyone wants OP builds that pretty much trivialize the entire game. Proccing impact more than once in a single instance of damage will not allow this mod to proc more than once, nor will it increase the chance of the mod proccing. It is effective against all forms of flesh, but it is less effective against Grineer armor and Corpus Robotics. your option 2: secondary stat: regardless, if your build benefits from an extra elemental damage type mod, I'd say that should take precedent. 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. 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. 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. At low levels, IPS fine. Proto Shields are used by rather weak Corpus enemies, so you can use this as a reliable element for all factions. Gas clouds require Faction Mods and high base damage to deal respectable damage. Elemental mods do take from the total of the added physical damage, so a +10% fire would do an extra 15 fire damage. All stack counters should be rolling counters, e.g. 1. Learn everything about Warframe's Ash. Warframe and the Warframe logo are trademarks of Digital Extremes Ltd. It has massive damage multipliers against flesh and has the strongest status effect in the game, multiplying all damage dealt to the target's HP. Just about every endgame build uses Viral. Sad too because I already lvled up some of them thinking I was going to need them. It's not without its flaws though. If you had to choose one stat, which would it be? Released for Windows personal computers in March 2013, it was ported to the PlayStation 4 in November 2013, the Xbox One in September 2014, the Nintendo Switch in November 2018 and the PlayStation 5 in November 2020. 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. While it can't fully strip armor on its own, Corrosive's damage multipliers and status effect make it a fantastic element for fighting the Grineer and Infested. So the damage of a weapon can in a sense over ride the base status of the weapon. If an enemy is too heavily armored for Toxin's shield-bypassing damage to be effective, Magnetic is a great substitute. Who really mods for duration when the target is going to be dead in 6sec or less (base bleed 6sec)?, Stormbringer (+90% electricity), on the other hand,takes the damage to 100 Impact + 850 Electricity (2.125x / 112.5%of base Electricity, not1.9x / 90%). Impact Damage is one of the three physical damage types. I am not quite sure about Serration. That's because Corrosive has a +75% against Ferrite. Slash: Slash Damage is one of the three physical damage types. Next: Warframe: A Complete Beginner's Guide. It has solid damage multipliers that make it great against Infested, and its status effect makes Slash an excellent option for killing highly-armored targets across all content. If armor was a fixed value instead of being scaled, then Bleed wouldn't be so much of a problem. Credits Required To Max Press question mark to learn the rest of the keyboard shortcuts, http://warframe.wikia.com/wiki/Damage_2.0. Corrosive's high damage multipliers help counteract this, especially against enemies that can't have their armor stripped through Warframe abilities. New comments cannot be posted and votes cannot be cast. All in all - they're secondary mods, nothing more. Why take +impact and only 90% base damage, when we have Seration, Heavy Caliber and multishot to mod for?. Not too long ago I suggested a single melee mod change, in an effort to help with impact being so useless, some of the community didnt like that idea and someone said they would rather see the IPS be addressed, than see some Band-Aid solution. With Corrosive nerfed, Slash will be our only defense against the devil that is armor that has plagued this game from its inception. Against aLevel 8 Heavy Gunner with 500 ferrite armor, which is 62.5% Damage Reduction. Synoid Helicor. ), You need to be a member in order to leave a comment. Only increases the Impact damage of rifles. It will never reach 0, but when armor grants 99% damage reduction, it feels like 0. The chance is doubled if the fire rate of the weapon is BELOW two point five.These new mods synergize very well Critical Delay or Creeping Bullseye but keep in mind that the Internal Bleeding does not stack with Hunter Munitions. Official Drop Tables From gaming trends to the latest blockbuster anime, DualShockers keeps you ahead of the curve. New player here. 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. They can also be useful in pushing weapons like the Seer and Twin Gremlins into more 'specialized' roles, as the two guns have high damage in all three physical types. yes it should, but it shouldnt make enemy levelredundant. but due to how overpowered some statuses are, DE has started reducing how effective they are on certain enemies, the Lich system is a good example, the slash on shields, gas. Snipetron Vandal is a Puncture damage-dealing Sniper rifle with a base critical chance of an incredible 28%. They basically function like elemental mods in how they add to your damage, except they only use a part of your base damage instead of all of it (Accelerated Blast exception aside) and generally add a lower % than an elemental mod. - At maximum 10 stacks enemy is stunned. 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. There's a reason why you don't want to strip all of an Eidolon's armor with Shattering Impact Sarpa. Despite the nerf to scaling, a fundamental problem remains. Google search "warframe damage" and you will get back http://warframe.wikia.com/wiki/Damage_2.0. 2 mods = 10 stacks (retains the 5 stack bonus, but does not reset at 5 stacks, it resets at 10) 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. Option 2: Secondary stat increaseonthe IPS mods. i will make suggestions on elements depending on how this goes. i can still effectively kill level 160 heavy gunners with 0 slash build (bo prime) and no riven. Espaol - Latinoamrica (Spanish - Latin America). (~6x Neutral). The only real reason to use an 120% physical mod is if it's a slash mod that you want to increase the chance of getting slash on a status proc (which for weapons you could use this on and get around the same flat damage as a 90% element, you'd already have a very high chance of a slash status effect.) Impact: Impact Damage is one of the three physical damage types. Reloads are faster while sprinting, even more so in Gauss' hands. The symbol for impact damage is a hammer, so it only makes sense that one of them made this list. even Gas and Magnetic was ok, not as fast, but probably due to not havingarmour reduction that corrosive has. Common i can delete level 160 heavy gunnerswith 3 mods, because of slashand dont evenneed viral. The game features a fantasy open-world environment and action-based combat system. sooner or later, Slash will be nerffed againor become useless against enemies. Yet, anything someone says thatregards nerffing that power, isrejected by the community. A +10% slash would make the weapon deal 5 more slash damage. this effect is more of a boss killing effect, where it is only really effective on 1 tough enemy, not 20 or 50. Right now, because armor scales, 6000 ferrite (+5500 armor from base) means 100 Puncture will deal 13.5. Combining two elemental mods will create a combined element. New Movie News, Movie Trailers & upcoming Movie Reviews. puncture is for grineer and high armor targets, slash is for the infested in general and the crewmen and low grineer lancers and butchers, impact is for shielded enemies and the corpus robotics, though all of them fall a little short against the element dmg types, but make sure you scan the enemies and see the dmg info and what dmg type affects them the most. Could someone just explain to me what Slash, Impact, and Puncture are in the most detailed way possible? Charles Burgar is an expert on all things tech and gaming. Armor scaling makes all damageexcept Bleed eventually worthless including anti-armor damage types like Puncture. 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. Learn everything about the powerful Epitaph. We don't need complicated mods. But later this will all be bullshit and you will just want slash and elemental mods to deal with armor. Based on the limited selection you have right now, go with Convulsion, Heated Charge, Quickdraw, Slip Magazine. i hate resetting weapons over and over again, just as much as the next player, but imo, asking for so many more mods to be changed, seems like DE may put off doing anything until they feel like doing a huge update to mods. I'm not too big on fire rate mods, but again, personal preference, Mostly only ever worth it on melee weapons. 14,973 impact It's sad to say, but of the physical damage types, only Slash is genuinely worthwhile as all three major factions technically have weaknesses to it. Void damage strips Sentient resistances, although only Operator Amps can damage Eidolon shields. At high levels, Heavy Gunners are basically gods by comparison. 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. these suggestions keep getting chosen, but it is not resolving the actual issue, IPS is bad. Unique Feature: A two-handed Nikana with extended block angle. generally they aren't too helpful, because for whatever reason, they max out at just +60%. You can't use it against Infested or mechanical enemies. This is what i was intending to mean, i just didnt indicate it with so much detail. It helps if you can get used to one weapon and still get to use it when you need a different type of damage depending on the faction. Rupture is a mod that increases the Impact damage of Rifles. Enemies cannot recharge their shields naturally while Magnetized. The reason is because Slash and Viral status dont work on it , slash bleed is probablythe very reason they made it not work. If you can find a way to inflict incredibly powerful Gas DoTs on targets (such as with Baruuks' Serene Storm), it can be a useful AoE effect. 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. Out of the three i would say impact is the least important, unless you're fighting against corpus. (Quantity Chance), average item quantity on a roll attempt (successful or not), WARFRAME Wiki:Expected & Nearly Guaranteed Numbers. You lost people the second you said Slash does not bypass armor. Giving it any additional critical chance-boosting mods is unnecessary, and you will have more mods slots open for other useful things. with viral and slash how they are, it wont matter if the enemy is level 50 or 5000, you will still kill themwith little to no effort, due to the power of those statuses. 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. A mod for +10% puncture would do absolutely nothing. Each of these will have an elemental status tied to them. . All trademarks are property of their respective owners in the US and other countries. Stacks indefinitely, but only ten stacks are shown at a time. Puncture tends to be the most popular of the physical damage types since it deals bonus damage against armored targets which tend to become ridiculously tanky compared to unarmored enemies. BY: Erica Ziegler-Smith . Thanks! then make allIPS mods have +1 to the respective new status (like syndicate mods)and apply the new statuses to weapons that dont have base IPS statuses (since they would be taking mod space). Shattering Impact is not considered a status effect and hence is able to affect status effect-immune enemies, such as bosses. Against mobs, it isn't that big of a deal (3 Seconds vs 15 Seconds is still just Seconds) but when the Wolf of Saturn Six came down, the flaw of our Damage System was hard not to see. Enemies will get tankier just by scaling health. Before we give an explanation of what each damage type does, it's important to understand where these damage types come from and why they're important. why do people want to spend so much time in a single mission?, the rewards you get from wave 500 are the same you get from from like wave 20, rewards dontscale, drops dontreally scale. 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. Out of every elemental damage type, Blast is arguably the worst. 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. In the above example, applying a 90% Toxin Mod to the MK-1 Braton will grant 90% of the Braton's base damage as extra Toxin damage. Puncture WARFRAME Wiki is a FANDOM Games Community. Edit Preferences The Bronze IPS mods need to be reduced in drainso they'll actually be useful for new players. it seems to me that these issues only come into play around enemy level 500+, and anyone who wants those level enemies, should have the right weapons, rather than have 1 weapon that just deletes enemies of any level. Vaikka Plains of Eidolon avautui Warframe-kampanjan alussa, se ei ole oikea paikka uusien pelaajien viett aikaasi. Damage Modifier = (1+ Armor Modifier)*(1+Health Modifier)*300/(300+Armor*(1-Armor Modifier)). The reason for resetting counters, is so that your damage will always be fluctuating, none of this constant +325% damage, which is just OP. Including stuff like enemies that are affected by this or that, etc. Why is bleed important? (Half the damage of Puncture). Slash only seems broken because armor mechanics in this game are. 2 mods, each procapplies 5% Hack, which deals 5% more damage for every consecutive hit. The issue is that using the wrong damage type against armor increases your TTK by an order of magnitude. Magnetic doesn't have Slash's Bleed tics to compensate, so everyone pans it as the worst damage type that you should never touch outside of Shield Enhancement Sorties. Update 11: A new damage system was introduced along with new mods. 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. Sign up for a new account in our community. Most weapons in Warframe use Impact, Puncture, and Slash as their default damage types, although some weapon types (Lich and Tenet weapons, the Phage, etc.) with negative impact riven, you can make whipclaw to be slash-puncture only. 1 . My proposed impact and puncture rework It's an excellent damage type to pair with Viral or Corrosive. Explain why my friend said not to get the Cernos bow cause it impact damage. 2 mods, each procapplies 2% Pierce chance to deal damage that bypasses armour and shields, at 10 stacks 50% chance for your next hit and resets counter. Learn everything about Warframe's Ash. Sign up for a new account in our community. Toxin is also a solid choice for fighting unarmored Grineer. 2 mods, each procapplies 2% armour/shield/health Shred status, 10 stacks next hit does 100% more damage to armour/shield/health and resets counter. Against 6000 Alloy armor with 95% Damage Reduction: Against a Sortie level bombard in this example, Radiation deals 18x more damage than Magnetic. (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. A +10% slash would make the weapon deal 5 more slash damage. pretty basic question, I recently came across a guy in a mission that managed to 1 shot acolytes without armor stripping and he used a contagion but I cannot seem to replicate that I tried no strip with corrosive I used viral and stripped I even used eclipse arcane fury and void strike and somehow the damage does a measly 70k with a heavy attack and takes 5 to kill an acolyte but several . Posted by 5 years ago. This damage type causes bullets to magnetize to a certain location, making it much easier to land headshots or hit a target multiple times with a punch-through projectile. A +10% impact would do an additional 10 impact. Each proc has its own value. Graduating from Pikes Peak Community College in 2018 with an Associate of Science, Charles has spent his time dissecting popular video games, movies, and technology. Cons include low Impact and Slash damage, which makes the Warframe weapon less effective against shields and health. It's easy! Slash-focused loadouts tend to pair this damage type with Viral to increase Slash's bleed damage. the armour type wont matter, viral + bleed doesnt care what armour the enemy has. https://www.warframe.com/droptables Manage all your favorite fandoms in one place! r/Warframe. The problem with scaling armor is that damage types that have ways to deal with it become exponentially better than the other damage types as levels scale. Alloy armor which the Corpus love to use on some of their robots. So here it is, my suggestion to address IPS. It causes enemies to flinch and recoil backwards. In this guide, we're going to give a brief look at all 15 damage types present in Warframe, how to create certain elemental combinations like Blast and Viral, and explain what each damage type does. If armor didn't scale and was fixed, these numbers won't change regardless of level. Warframe and the Warframe logo are trademarks of Digital Extremes Ltd. IPS (Impact, Puncture, Slash) Status mods rework. bleed is damage you get for free, all DoT is like that, you hit once and if it proc's, you sometimes dont need to hit again, or the enemy is still dying while you reload(that sort of thing). 5 Base Capacity Cost 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. Slash vs Impact vs Puncture :: Warframe General Discussion Content posted in this community may not be appropriate for all ages, or may not be appropriate for viewing at work. Weapons like that let you make three different builds to focus on damage types rather than needing three different weapons. 1 mod, each procapplies 2.5% Hack, which deals 2.5% more damage for every consecutive hit. How to leave a lasting impression on the enemy. Update Infobox Data it starts becoming very complicated trying to talk about secondary effects with mods, becauseeveryone wants a mod that 'rules them all'in a way, besides that, we have so many mods that give you all the stats you want as secondary. Its damage modifiers make Radiation a fantastic choice against heavily armored Grineer, although it struggles against humanoid Corpus enemies and the Infested. Main: Roasted chicken with roasted potatoes and green beans. Only disadvantage of this melee is low impact and puncture damage. Most builds in Warframe take advantage of the Hunter Mods in some way. 100 Slash will deal 42. that being said, on weapons that have a very high base damage in one physical type (someone mentioned jat kittag as an example. (1.75x damage and 75% armor ignore) Try it on Bombards and you'll see how badly Corrosive was gutted. and if you dont have the elemental mods you need to build optimally. each stack has individual duration. They are factored in multiplicative of everything else; meaning, they are always a +30% damage increase. Unlike the other status . Learn how to create Viral damage, inflict bleed on enemies, and more with Warframe's various damage types. you wont be sitting for so long hitting the same target. A possible 3-course menu for 6 people who don't like nuts or seafood is: Starter: Vegetable soup with gluten-free bread. You'll need to build your loadout around Electricity procs and damage multipliers to make the status effect worth using. Right now, the +120% Impact on Collision Force is +120% of the weapon's Impact damage. Even with those ideas, with the way IPS currently is, those mods wont be used over other mods. And as of right now it would seem that other procs are better than other. Stacks multiplicatively with other armor reduction effects. If you're a new player, we recommend Corrosive and Heat. 2020 Digital Extremes Ltd. All rights reserved. normal +% Puncture mods only add based on the base Puncture stat, not total I/P/S). Max Rank Rupture Impact and Puncture are trash. Gaming News Guides Reviews Gfinity Tech Only Mobile Gaming Planet Crypto Sign Up . Has no effect on the other damage types, including elementals. Combined elements are created by applying two or more simple elements onto a weapon. Like my question is are one type of stat more values than other? Heat is considered by many as the best simple element in Warframe. - Each impact stacks increasesparazon finisher chance and parazon finisher minimum health threshold. IPS: +50% If armor didn't scale, and only health did, Slash would only be second to Magnetic as the worst damage against Alloy armor. Naramon Edit Preferences unfortunately this right here is the problem with people. +30% Impact The go-to source for comic and superhero movie fans. Personally, i think base IPS that you get for free, should not be more powerful than what you spend mod space on, otherwise why even bother using elemental. Fixed armor would actually be an indirect nerf to Slash as well as a buff to everything else. Slash is the best IPS damage type. (ammo matters a lot more in higher level missions, but its still perfectly fine to run vigilante supplies / regular [Rifle Ammo Mutation]. Primed Expel: A further 1.55 multiplier to hornet strike/deadhead and Devouring Attrition and double dips on slash DoTgiving them 2.4x multiplier.
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