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. Warframe and the Warframe logo are trademarks of Digital Extremes Ltd. (people will use vigilante armaments over this Rupture any day, its the same reason augur pact is hardly used). I'm not too big on fire rate mods, but again, personal preference, Mostly only ever worth it on melee weapons. The Synoid Helicor deals the most impact damage of the hammer-type weapons. 4) Orthos Prime This weapon was introduced in Update 9.0 and it can inflict a lot of damage. Log In Sign Up. Stat-wise, the Tenet Livia is a fantastic melee weapon. 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 as a base element is good against bare health. Consider using buffs like Rhino's Roar or play Gyre to get the most out of Electricity in difficult activities. Everything falls apart against armor class modifiers (%boost and %armor ignore) and Bleed though (100% armor ignore). Instead, True damage ignores all armor that an enemy possesses. these suggestions keep getting chosen, but it is not resolving the actual issue, IPS is bad. 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. Gaming News Guides Reviews Gfinity Tech Only Mobile Gaming Planet Crypto Sign Up . The nitrile micro foam palm gives superior grip and protection against liquids and water penetration. (1.75x damage and 75% armor ignore) Try it on Bombards and you'll see how badly Corrosive was gutted. Polarity It's easy! basically, the idea behind this is, if you use mod space for a stat, you should be compensated for it and if you use 2, then you should be double compensated. Slash tiberon Grants a high burst of damage on certain enemies. 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. It deals 247.5 base damage that can be enhanced further with the progenitor element bonus Liches give, and most of the Livia's damage is Slash. even if armor was a fixed value, anything that bypasses it makes it pointless to mod for both, when you can just mod for 1 and be better off than modding for both. 1. (so if Slash > Impact + Puncture, you should be good) For an interesting case, take the Soma Prime. 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). Armor and health scale with level, but Bleed is only stopped by health scaling. The game features a fantasy open-world environment and action-based combat system. #Warframe New Impact to Slash Mods Hot or Not?! Tradeable 1 mod, each procapplies 2.5% Hack, which deals 2.5% more damage for every consecutive hit. Applying additional status effects will refresh the duration. Puncture I thought that this was the principle idea behind having 3 seperate mod configurations with each weapon, no ? Overall it's a pretty balanced damage type, and most of the bonus damage is on heavy armor. The reason is because Slash and Viral status dont work on it , slash bleed is probablythe very reason they made it not work. By default, this damage type will cause enemies to flinch for one second but can be increased with continuous hits or investment. thehotsung8701A,April 12, 2015. 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. Otherwise, Gas is best used on status primers to scale Condition Overload and similar mods. So here it is, my suggestion to address IPS. It scales off of your entire base damage instead of just Puncture, which makes it unique (and even adds Puncture to Phage, which Phage has none of), and of course also has the +60% fire rate. 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. 1XIV. Like my question is are one type of stat more values than other? they might was well just have level 50 enemies and be done with it, if they have damage that doesnt care about enemy level. Trading Tax General Information We can try nerf bleed status effectto make it no longer ignore armor, but that will attract some backlash. Corrosive got nerfed with a cap and is now weaker than Viral against Bombards. Despite the nerf to scaling, a fundamental problem remains. For example, unless you really want a specific double elemental combo to exploit a certain weakness or for a status proc, a faction mod + 3x 90% elementals will give you a higher raw damage than 4x 90% elementals. Using a barrage of rapid-fire plasma rockets, Gauss' signature weapon lays down a path of destruction. 50 slash 100 impact A mod for +10% puncture would do absolutely nothing. Archived (Newbie) Can anyone help me understand how Slash, Puncture, and Impact work when it . 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). are the mods that increase damage to certain enemy types worth it like expel corpus? (+Base Damage, +Fire Rate, +Punch-through) We already have things like Accelerated Blast and it needs to be buffed. people should be welcoming to ideas that makeitsooner, if those ideas still give a decent result. 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. Including stuff like enemies that are affected by this or that, etc. Its status effect can stack with other slows, although most players opt to combine Cold with Toxin to create Viralone of Warframe's combined elemental damage types. If armor was fixed we won't have stupid scenarios where Radiation deals 18x more damage than Magnetic against 6000 Alloy armor. Impact is a stagger, puncture decreases enemy damage, and slash causes bleed. If slash gets nerfed again, it would ruin Titania, Ash and other slash ability warframes well Titania won't be ruined as much as the other warframes since the damage input she does still do alot of damage. This chance is doubled when the weapon's fire rate is below 2.5. It's easy! It has no effect if the melee weapon's Impact damage is zero (for example ranged attacks of Redeemer ). When you use a puncture weapon against an armoured target you do more damage and vice versa. Scaling armorbreaks the balance between damage types. If you're doing a long survival run, then there are certain requirements. Unable to move or attack for 3 seconds. That said, it is beneficial to put a physical damage mod for the damage that it is the highest. . generally they aren't too helpful, because for whatever reason, they max out at just +60%. Fixed armor would actually be an indirect nerf to Slash as well as a buff to everything else. Against aLevel 8 Heavy Gunner with 500 ferrite armor, which is 62.5% Damage Reduction. Warframe and the Warframe logo are trademarks of Digital Extremes Ltd. Impact, Puncture, And Slash Mods Question. 1/6 the damage it used to deal, but Bleed remains the same at 35. Some endgame builds pair Electricity with Gas to double as a crowd control effect and extra source of damage. 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. . With Corrosive nerfed, Slash will be our only defense against the devil that is armor that has plagued this game from its inception. block forward: first hit procs impact, second hit procs slash, third hit knocks down Vengeful Revenant neutral: fourth hit procs impact, fifth hit knocks down forward: third hit procs slash, fourth hit procs impact neutral block: second hit procs slash and lifts, forward block: first hit procs impact, third input knocks down Swooping Falcon 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. 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. 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. Toxin is also a solid choice for fighting unarmored Grineer. Gas is created by combining Heat and Toxin. My proposed impact and puncture rework 5p33dy_01, June 26, 2020 in Weapons. If an enemy is too heavily armored for Toxin's shield-bypassing damage to be effective, Magnetic is a great substitute. Only Physical damage type worth a damn is Slash. To help newcomers and veteran players alike, we've updated this guide with more in-depth explanations on each damage type, updated Void damage to reflect its bonus damage against Overguard, and we've added a section explaining what the strongest, most popular damage type is in Warframe currently. Manage all your favorite fandoms in one place! Elemental damage types can be applied to your weapon by using certain mods, granting elemental damage based on a percentage of your base damage. (It's weaker than pure Viral before you even pair it with Slash.). I can see how my suggetion may seem to complicate things, but it doesnt really. This damage disparity automatically makes certain damage types trash by comparison, especially damage types with negative modifiers against armor. Press question mark to learn the rest of the keyboard shortcuts, http://warframe.wikia.com/wiki/Damage_2.0. You rarely see Radiation used in high-level content except for status primers and niche builds. hunter munitions will apply Hack as the 1 mod effect, 2 if you equip a second slash mod. Base Capacity Cost Update 11: A new damage system was introduced along with new mods. 310 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. Now. flux rifle might be another one I'd consider), then it gives a significant boost. 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. 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. Status Effects General The status effect of Impact damage is Stagger. then with the new modded IPS replacement statuses i have suggested, they stack and give a huge improvement that makes them a tempting choice over just slapping on viral and calling it a day. IPS (Impact, Puncture Slash) is bundled in this one video, however remaining videos will be separated into their. Right now, because armor scales, 6000 ferrite (+5500 armor from base) means 100 Puncture will deal 13.5. . Very often the armor reduction from Shattering Impact appears to only be able to be applied by the host as the health bar remains yellow for the clients. 100 Slash will deal 42. All in all - they're secondary mods, nothing more. It's tough to top Viral in the current meta. 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. - Puncture status effect creates sonar like hotspots that when hit amplifies the damage by 4x. Charles Burgar is an expert on all things tech and gaming. Radiation is the result of combining Heat and Electricity. 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. How to leave a lasting impression on the enemy. But later this will all be bullshit and you will just want slash and elemental mods to deal with armor. It gives the weapons base damages no real weaknesses or strengths vs. the different factions. There are four standard Elemental Damage types in Warframe: Cold, Electricity, Heat, and Toxin. I am not quite sure about Serration. Stacks indefinitely, but only ten stacks are shown at a time. Anything with more than 50% of its IPS damage as Slash should split bodies. 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. It is fantastic against the Corpus but horrible against heavily armored Grineer. Hunter Synergy and Hunter Recovery make Companions worthwhile allies in combat, and the set bonus even grants Companions increased damage. https://www.warframe.com/droptables These elements typically come with more potent damage modifiers and status effects. you wont be sitting for so long hitting the same target. Valheim Genshin Impact Minecraft Pokimane Halo Infinite Call of Duty: Warzone Path of Exile Hollow Knight: Silksong Escape from Tarkov Watch Dogs: Legion . By 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. sooner or later, Slash will be nerffed againor become useless against enemies. 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.) Endo Required To Max I just feel like I have ammo issues too much with it, but it may not be the case for you), Acceltra guide by The-Simulacrum-Warriors, galvanized scope is bad (dont work on aoe or slash + too hard and cba), if no primed ammo mutation just use normal one or vigilante supplies, can use serration as primed faction mod replacement, use rime rounds over primed cryo rounds in sp (slash dont scale with elemental so more viral proc better), if have (external) fire rate buff can take vile acceleration out for smth (see below), set sprint as toggle (and keep it toggled on ofc) for permanent reload buff, viable replacements: Serration, Bladed Rounds, Galvanized Aptitude, and Hammer Shot, most consistent: Serration (amalgam version also works well with this gun, good QoL), highest possible dps: Bladed Rounds (when stacked with primary merciless, but much weaker initially), best vs high level enemies: Galvanized Aptitude (enemies live longer so can stack more viral for more damage), best secondary replacement (if one of the above is already in build): hammer shot. WARFRAME Wiki is a FANDOM Games Community. Melee units are unaffected by Blast's status effect. Edit Preferences Like Reload Speed mods, some weapons (Supra, Gorgon) get way more benefit out of them than others (Akstilettos, Bows), so I'd say level them anyway and use them wherever they give the biggest boost to damage. 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. Espaol - Latinoamrica (Spanish - Latin America). same with reload/fire rate mods. However the dread is a weapon with mostly slash damage but do to its high overall crit damage it is still good against all factions. Corrosive's high damage multipliers help counteract this, especially against enemies that can't have their armor stripped through Warframe abilities. Yes I know that, but does it matter? Option 1 :I say make the mods work like elemental while buffing Puncture and Impact so players wont put slash on everything. Enemies will get tankier just by scaling health. Gas clouds require Faction Mods and high base damage to deal respectable damage. Yet, anything someone says thatregards nerffing that power, isrejected by the community. Im sorry for the long post, im just trying to reply to everyone without double posting . Basically; slash is strong against health (infested), impact against shields (corpus) and puncture is strong against armor (grineer). Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Who really mods for duration when the target is going to be dead in 6sec or less (base bleed 6sec)?, i can delete level 160 heavy gunnerswith 3 mods, because of slashand dont evenneed viral. June 26, 2020 in Weapons first remove all stacking from base IPS statuses, including slash (make bleed status cause the enemy to take 10% extra damage), then make all IPS mods have +1 to the respective new status (like syndicate mods) and apply the new statuses to weapons that don't have base IPS statuses (since they would be taking mod space). Cons include low Impact and Slash damage, which makes the Warframe weapon less effective against shields and health. Caps at 75% armor reduction at x10 stacks. WARFRAME Wiki is a FANDOM Games Community. The reason for resetting counters, is so that your damage will always be fluctuating, none of this constant +325% damage, which is just OP. This particular Warframe is known for its powerful abilities, high mobility, and versatile play style. Let's go over how they work. Or is it similar to where you get more experience killing Grineer then Corpus and Infested? Related: Warframe: Galvanized Mods And Weapon Arcane Guide. Sourced from official drop table repository. *(Side-note / proof: Elemental mods calculate off base damage even if the weapon already has the given element. Obtained From: Sister Liches. If you're a new player, we recommend Corrosive and Heat. Main: Roasted chicken with roasted potatoes and green beans. Slash is superior no matter how you look at it sadly, because that armor ignoring slash proc is just godly. Common Simply selecting the proper config for the occasion ~ been working well for me so far. The go-to source for comic and superhero movie fans. Void damage strips Sentient resistances, although only Operator Amps can damage Eidolon shields. Weapons like that let you make three different builds to focus on damage types rather than needing three different weapons. (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. Impact is generally regarded as useless, as it only deals bonus damage to shields, which are significantly easier to deal with than armor. Yet, anything someone says thatregards nerffing that power, isrejected by the community. Reloads are faster while sprinting, even more so in Gauss hands. Armor scaling makes all damageexcept Bleed eventually worthless including anti-armor damage types like Puncture. It has no damage modifiers or unique status effects. ((100 + 50) * 10 / 100 = 15). As armor reaches infinity, damage approaches 0, with the exception of Bleed. 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. Generally try to avoid Impact, due to it being good against shields (which often are easily removed by cold/magnetic or directly bypassed by toxin and viral procs) and go for Slash (with corrosive if facing plenty of armor) or puncture (which is generally good against everything). The idea of IPS is that it has a higher bonus than a single element so it was the ideal 3rd element to build for if a weapon could support it (heat rework messed this up though). 5 And impact as a base element is good against shields. 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 like elemental mods. A +10% impact would do an additional 10 impact. Zetooo94 2 yr. ago Faction mods are worthwhile for consideration if you have multiple elementals and such already. New Impact to Slash Mods Hot or Not?! Credit to the Warframe Fandom Wiki for the IPS damage icons provided below. Rupture is a mod that increases the Impact damage of Rifles. Just about every endgame build in Warframe uses Heat. Unable to move or attack for 3 seconds. Slash only seems broken because armor mechanics in this game are. It will never reach 0, but when armor grants 99% damage reduction, it feels like 0. 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. Combined elements are created by applying two or more simple elements onto a weapon. Even with those ideas, with the way IPS currently is, those mods wont be used over other mods. Impact and Puncture are trash. Valve Corporation. 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. To do this you will have to go to Cetus on Earth, with Fisher Hai-Luk and select the "Cut fish" option. Impact - The staggering physical damage type. That's because Corrosive has a +75% against Ferrite. Sign up for a new account in our community. Why is bleed important? For safety, rockets arm after traveling a safe distance. Over double that of 100 Puncture at 13.5 and this was just +50% --> +75% against Ferrite. Its shot deals Impact, Slash, and Puncture damage types simultaneously. Useless on low-damage weaponry, but incredibly useful for getting an extra 90% damage out of weapons focused in that school.
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