Browse our network 9 They are factored in multiplicative of everything else; meaning, they are always a +30% damage increase. i can still effectively kill level 160 heavy gunners with 0 slash build (bo prime) and no riven. Elemental mods do take from the total of the added physical damage, so a +10% fire would do an extra 15 fire damage. Stacks to 325% increased damage at x10 stacks. Recommended for use with weapons that have a higher Impact damage than other damage types. - Warframe Update 29.10 Corpus Proxima LeyzarGamingViews 184K subscribers Join Subscribe 1.1K Share Save 35K views 1 year ago New Impact to. 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. by VYXN last updated 2 days ago (Patch 32.3) 8 6 157,070. At 6000 ferrite armor, 100 Corrosive deals 29 damage. 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. . Combined elements are created by applying two or more simple elements onto a weapon. All rights reserved. Valheim Genshin Impact Minecraft Pokimane Halo Infinite Call of Duty: Warzone Path of Exile Hollow Knight: Silksong Escape from Tarkov Watch Dogs: Legion . Has no effect on the other damage types, including elementals. 5p33dy_01, June 26, 2020 in Weapons. That's the issue. IPS: +50% This weapon has impressively high base damage and slash damage. Unable to move or attack for 3 seconds. Corpus will resist this combo, but you can simply use Toxin or Magnetic to deal with them. regardless, if your build benefits from an extra elemental damage type mod, I'd say that should take precedent. Gas clouds require Faction Mods and high base damage to deal respectable damage. This mod does not have a description in the Polish Warframe Client. Can be combined with Crash Course to provide a 150% increase to Impact damage. Similar goes for Impact. Other weapons (like the Plinx or Tysis) can deal a combination of physical and elemental, or combo elemental damage. On every other type of weapon i would only use them to fill a slot if i have absolutely nothing else (which wont happen if you have a wide selection of mods. Its damage modifiers make Radiation a fantastic choice against heavily armored Grineer, although it struggles against humanoid Corpus enemies and the Infested. Explosions from the gun inflict self . That said, never use Toxin against the Infested at higher levels due to how common Toxic Ancients are. Void damage is reserved for Operator Amps and the Xaku Warframe. Shattering Impact takes effect on every melee hit from weapons with any Impact damage. It has no damage modifiers or unique status effects. It will never reach 0, but when armor grants 99% damage reduction, it feels like 0. In terms of damage puncture best against armor, slash is best against flesh, and impact is best against shields. 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. Now. If you're using a weapon with high status chance, Impact can easily stunlock targets and ramp up their HP threshold for a Parazon finisher, making this a solid damage type for newcomers looking to kill tougher units. (It's weaker than pure Viral before you even pair it with Slash.). Cold is great for damaging shields and certain Grineer heavy units. Jump over obstacles, leap over large chasms or run across walls with your innate parkour abilities. The Bronze IPS mods need to be reduced in drainso they'll actually be useful for new players. Only use this on a status primer. New comments cannot be posted and votes cannot be cast. Puncture: Puncture Damage is one of the three physical damage types. The mods that increase the damage of a type is the percentage of that damage type, not total. Armor scaling makes all damageexcept Bleed eventually worthless including anti-armor damage types like Puncture. If you have caught any fish from the Plains of Eidolon, you can select it here, which will produce various crafting . Rupture 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. Sounds weird doesn't it? Although, people will still use the most effect damage type vs which ever enemy armour or health, it depends on whether they are status immune or not. Zetooo94 2 yr. ago Radius increased to 6 meters at x10 stacks. Slash only shows its mettle when armor levels get high and that doesn't take very long. 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. Only disadvantage of this melee is low impact and puncture damage. 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 has no effect if the melee weapon's Impact damage is zero (for example ranged attacks of, The amount of armor reduction per hit is a flat, constant value, independent of the amount of, Shattering Impact is applied before percentage-based base armor strips, such as. Impact Damage is one of the three physical damage types. Slash tiberon Grants a high burst of damage on certain enemies. ), You need to be a member in order to leave a comment. Credits Required To Max everyone knows that DE may nerf it into the ground like Gas, so why not support something that will actually be good and fairly balanced? yes it should, but it shouldnt make enemy levelredundant. Right now, the +120% Impact on Collision Force is +120% of the weapon's Impact damage. Using a barrage of rapid-fire plasma rockets, Gauss' signature weapon lays down a path of destruction. 2020 Digital Extremes Ltd. All rights reserved. Yet, anything someone says thatregards nerffing that power, isrejected by the community. Acolytes and Liches can only be affected by four status procs per type, making effects like Viral much less effective. Reddit community and fansite for the free-to-play third-person co-op action shooter, Warframe. The issue with Bleed is that if it didn't ignore armor, it would be the worst Dot. Each proc has its own value. 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. Note that it is not necessary to proc the Impact status effect to trigger the armor reduction. its the same reason you take toxin now (used to be gas/slash) for corpus. Manage all your favorite fandoms in one place! We can try nerf bleed status effectto make it no longer ignore armor, but that will attract some backlash. are the mods that increase damage to certain enemy types worth it like expel corpus? Blast is created by combining Heat and Cold. Void and True damage are two unique damage types that are fairly rare. There are 15 unique damage types in Warframe, each providing a unique effect and damage multipliers versus certain enemy types. You lost people the second you said Slash does not bypass armor. 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. Some weapons are split down the middle for what they provide for damage. If you're struggling to fight the Corpus in the early game, equip an Electricity mod. Impact's effectiveness versus Shields and Machinery makes it a great damage type against the Corpus. Rarity Enemies cannot recharge their shields naturally while Magnetized. Its shot deals Impact, Slash, and Puncture damage types simultaneously. This is even though Fulmin already has innate Electricity.). - Each impact stacks increasesparazon finisher chance and parazon finisher minimum health threshold. Armor strip and DoT damage make Heat excellent for all factions across all activities. you wont be sitting for so long hitting the same target. That was what I was looking for. It is highly effective against Grineer Armor and Corpus Robotics, but suffers against Corpus shields. User account menu. Void damage strips Sentient resistances, although only Operator Amps can damage Eidolon shields. Warframe and the Warframe logo are trademarks of Digital Extremes Ltd. Each of these will have an elemental status tied to them. The Glaive is very good cause slash procs ignore armor, and deal dmg direct to health. Against a Level 100Heavy Gunner with ~6000 ferrite armor, which is 95% Damage Reduction. Unlike the other status . (I also agree with the notion that the damage system needs a touch of simplification, but I think that's separate from the mods themselves). Increases effectiveness against enemies with Shields, especially Corpus units. 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. Corrosive's high damage multipliers help counteract this, especially against enemies that can't have their armor stripped through Warframe abilities. - At maximum 10 stacks enemy is stunned. If armor was fixed we won't have stupid scenarios where Radiation deals 18x more damage than Magnetic against 6000 Alloy armor. The Synoid Helicor deals the most impact damage of the hammer-type weapons. 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. That's not how the math works. Unique Feature: A two-handed Nikana with extended block angle. Rifle 599K subscribers in the Warframe community. Only to then have the community complain that they want harder content. Tm ptee kaksinkertaisesti 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. Double Jump - Push jump twice to perform a second jump in mid-air. At sortie level, reducing 6000 armor to 1200 is still 80% damage reduction. Vendor Sources Puncture is generally the better damage type since it only deals less damage to shields. 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. A +10% impact would do an additional 10 impact. 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. 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. 6 . 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 glaive prime has a guaranteed chance to proc slash damage on the target, when it's used to heavy attack. same with reload/fire rate mods. 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). - Puncture status effect creates sonar like hotspots that when hit amplifies the damage by 4x. Single Element: +25% 460k dps viral+slash crescent slicer. An elemental mod adds one simple element onto your weaponCold, Electricity, Heat, or Toxin. It's not without its flaws though. Found the internet! 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. Related: Warframe: Galvanized Mods And Weapon Arcane Guide. (Half the damage of Puncture). Sign up for a new account in our community. Most endgame builds avoid using Blast altogether since it has terrible damage multipliers. Sawtooth Clip: +90% Slash, +90% Status Duration WARFRAME Wiki is a FANDOM Games Community. They can be very good mods to stick in as well if you don't want to disrupt your elemental combos - so if you want Fire + Corrosive but adding Cold will ruin your build, the physical damage mods can be useful as a replacement (but again, only in a weapon with high base damage in that area). Genshin Impact is a free-to-play action RPG developed and published by miHoYo. Type Slash: Slash Damage is one of the three physical damage types. It's tough to top Viral in the current meta. In general, Viral is the strongest damage type. You can't use it against Infested or mechanical enemies. With the following article you will learn how to get fish oil in Warframe, because we have all this covered for you here. 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. That said, it is beneficial to put a physical damage mod for the damage that it is the highest. Zugang! It is fantastic against the Corpus but horrible against heavily armored Grineer. Impact/Puncture/Slash mods don't make a difference because the weapon has no base IPS to amplify. Its damage modifiers make it solid for Corpus enemies, although this element seriously struggles against armored and Infested enemy types. 1 mod, each procapplies 1% armour/shield/health Shred status, at 5 stacks your next hit doe's 50% more damage to armour/shield/health and resets counter. 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. Some of the pistol +base damage type mods in particular are useful when still leveling weapons as they generally cost less per point, and are sometimes easier to obtain than an elemental. Impact damage is effective at quickly draining Corpus shields, but it does comparatively less to Corpus and Grineer bodies. - Warframe Update 29.10 Corpus ProximaLooks like we get somewhat of a fix for Impact primary and secondary weapons in the form of two new mods that can proc slash on impact procs. these suggestions keep getting chosen, but it is not resolving the actual issue, IPS is bad. Anything with more than 50% of its IPS damage as Slash should split bodies. The exceptions are: Accelerated Blast, which adds from the entire base damage. The only I/P/S damage mod worth equipping is Accelerated Blast. so, what does everyone think of this idea?, some constructive feedback would be nice. Related: Warframe: Excalibur Complete Guide Drops, Abilities, And Builds. That really sounds like IPS needs a more thorough and fundamental rework in that case. My proposed impact and puncture rework All trademarks are property of their respective owners in the US and other countries. That's because Corrosive has a +75% against Ferrite. The reason for resetting counters, is so that your damage will always be fluctuating, none of this constant +325% damage, which is just OP. A combined element's damage value is based on the sum of both simple elemental mods used to create the element. Use regular expel mod if no primed version as it is still a 1.3 or 1.69x multiplier. Only use Blast on a status primer. The two new mods are:Internal Bleeding and Hemorrhage and they both do the same thing only the first is for primary weapons and the other for secondary weapons.Impact status effect have a thirty five percent chance to apply a slash status effect. everyone wants OP builds that pretty much trivialize the entire game. 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. hunter munitions will apply Hack as the 1 mod effect, 2 if you equip a second slash mod. Bleed ignores armor scaling and will always do the same damage while everything else gets weaker as armor ramps up. Sourced from official drop table repository. they have changed the way armour scaling works, so slash is not as important as it used to be years ago. 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. Recommended for use with weapons that have a higher Impact damage than other damage types. 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. 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. thehotsung8701A,April 12, 2015. 2 mods, each procapplies 5% Hack, which deals 5% more damage for every consecutive hit. 1/6 the damage it used to deal, but Bleed remains the same at 35. And as of right now it would seem that other procs are better than other. 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. If armor didn't scale, and enemies had fixed armor, Puncture would actually be better than Slash against armor at all levels. 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. Slash is superior no matter how you look at it sadly, because that armor ignoring slash proc is just godly. Puncture's status effect is somewhat lackluster when compared to Impact and Slash, yet its high damage multipliers to common health types make Puncture a solid damage type for weapons with high critical stats and low status chance. flux rifle might be another one I'd consider), then it gives a significant boost. - Puncture status effect creates sonar like hotspots that when hit amplifies the damage by 4x. However, the actual effects from the armor stripping are applicable for the whole squad. Sawtooth Clip: +90% Slash, +90% Status Duration, Piercing Hit: +90% Puncture, +0.9 Punch-through. #Warframe New Impact to Slash Mods Hot or Not?! Giving it any additional critical chance-boosting mods is unnecessary, and you will have more mods slots open for other useful things. Puncture making your weapons as powerful as possible, Warframe: Excalibur Complete Guide Drops, Abilities, And Builds, Warframe: Galvanized Mods And Weapon Arcane Guide, Warframe: Revenant Complete Guide Drops, Abilities, And Builds. Electricity will keep enemies stuck in the Gas cloud and deal constant damage over time. Simply selecting the proper config for the occasion ~ been working well for me so far. It's a design problem when Bleed tics deal more damage than Puncture damage. 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. Impact - The staggering physical damage type. Shattering Impact is a melee mod that permanently reduces an enemy's base armor by 1 per rank upon dealing Impact damage with a melee weapon. Could someone just explain to me what Slash, Impact, and Puncture are in the most detailed way possible? 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. Let's go over how they work. Many endgame loadouts will use mods like Hunter Munitions to inflict as many Slash effects as possible, killing the target with a barrage of damage-over-time effects. It has no effect if the melee weapon's Impact damage is zero (for example ranged attacks of Redeemer ). For basic builds, consider what mods you have and aim to get multiple damage types elemental or straight out damage improvement. 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. sooner or later, Slash will be nerffed againor become useless against enemies. *(Side-note / proof: Elemental mods calculate off base damage even if the weapon already has the given element. Update Infobox Data Melee units are unaffected by Blast's status effect. Only increases the Impact damage of rifles. Covering the hottest movie and TV topics that fans want. I can see how my suggetion may seem to complicate things, but it doesnt really. at that point you might aswell got for a Heat nukor if what you want is damage. The game features a fantasy open-world environment and action-based combat system. which is why in my suggestion, there would be effectsthat bypasses armour and shields. generally they aren't too helpful, because for whatever reason, they max out at just +60%. i can delete level 160 heavy gunnerswith 3 mods, because of slashand dont evenneed viral. (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. Like my question is are one type of stat more values than other? Radiation's status effect is especially useful for pacifying Ancient Healers and Eximus targets, preventing their auras from buffing their allies. It is effective against all forms of flesh, but it is less effective against Grineer armor and Corpus Robotics. impact will still deal 50% more damage to shields, 25% less damage to health and be neutral to armour. you have 10stacks and your next hit has 2 instances, 1 hit will apply the 10stack bonus, while the other will apply 1 stack when it rolls over/resets. It causes enemies to flinch and recoil backwards. Sourced from official drop table repository. Primed Expel: A further 1.55 multiplier to hornet strike/deadhead and Devouring Attrition and double dips on slash DoTgiving them 2.4x multiplier. Reloads are faster while sprinting, even more so in Gauss' hands. 0 coins. Introduced 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. Piercing Hit: +90% Puncture, +0.9 Punch-through Corrosive will destroy most Grineer targets you come across, and Heat will shred through Infested targets. So here it is, my suggestion to address IPS. These are the most common damage types. Toxin is also a solid choice for fighting unarmored Grineer. Its status effect, while powerful on paper, deals insignificant damage on its own. Edited April 12, 2015 by Rakshal -DragonOfTheWest- PC Member 907 Posted April 12, 2015 (edited) 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. 2020 Digital Extremes Ltd. All rights reserved. So it is a total waste to put a +5% puncture damage to a weapon it has no puncture damage by itself. Enemies will get tankier just by scaling health. Scaling armor gives ehp disparity even between units of the same faction. New Impact to Slash Mods Hot or Not?! This element is fantastic for all situations, causing all targets afflicted to take increased damage from all sources. as well as just because you have one and you Its damage multipliers allow it to decimate unarmored targets, while its status effect makes Viral a great element for killing more armored targets as well. Exactly 50% of its IPS damage is Slash, so it will not split bodies. Effect caps at 75% at 10 Puncture stacks. 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. Warframe: Is Shattering Impact Worth Using in Eidolon Hunt? (so if Slash > Impact + Puncture, you should be good) For an interesting case, take the Soma Prime. . It only works on organics due to the weapon's nature. 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. FWIW, one thing that could probably help those mods some is making their calculations like elemental mods. that is why i am suggeting removing stacks from unmodded statuses, reworking bleed to only give 10% increase in damage. Single bosses like Eidolons andProfit Taker are a different story, they have pre defined levels and dont scale past that, also they are status immune, so we cant really talk about them. It is effective against all forms of flesh, but it is less effective against Grineer armor and Corpus Robotics. Stacks indefinitely, but only ten stacks are shown at a time. this effect is more of a boss killing effect, where it is only really effective on 1 tough enemy, not 20 or 50. If armor didn't scale, and only health did, Slash would only be second to Magnetic as the worst damage against Alloy armor. That's because Corrosive has a +75% against Ferrite. Edit Preferences - Each impact stacks increasesparazon finisher chance and parazon finisher minimum health threshold. This is a fantastic element for fighting the Corpus, amplifying the damage their shields take tremendously. Some endgame builds pair Electricity with Gas to double as a crowd control effect and extra source of damage. That is very important. Charles Burgar is an expert on all things tech and gaming. Armor and health scale with level, but Bleed is only stopped by health scaling. The bleed from slash is OP, its that simple. It's an excellent damage type to pair with Viral or Corrosive. Viral is the result of combining Toxin and Cold. They are the physical elements of the game. P.S. normal +% Puncture mods only add based on the base Puncture stat, not total I/P/S). In terms of status procs puncture causes the enemy to do less damage, slash provides an armor ignoring DOT, and impact causes a stun. It acts similarly to Puncture, reducing an enemy's lethality while inflicted with the effect. If that isn't enough, I tend to agree with @DealerOfAbsolutesabove: the mods could probably use some secondary effects to be made better choices. . Once modded, these effects will convert the respective IPS to something different and give it different bonuses, but still retaining the Effectiveness Type, e.g. this is why they have been implementing gating, and sooner or later, people will be more annoyed by that than if they just change slash. Out of the three i would say impact is the least important, unless you're fighting against corpus. All the latest gaming news, game reviews and trailers. that being said, on weapons that have a very high base damage in one physical type (someone mentioned jat kittag as an example. You need to be a member in order to leave a comment. Warframe has six combined elemental damage types: Blast, Corrosive, Gas, Magnetic, Radiation, and Viral. even Gas and Magnetic was ok, not as fast, but probably due to not havingarmour reduction that corrosive has. In incarnon mode, this build procs Impact, Slash, Viral and Radiation giving +480% dmg after only 1-2 hits. (Quantity Chance), average item quantity on a roll attempt (successful or not), WARFRAME Wiki:Expected & Nearly Guaranteed Numbers, Shattering Impact takes effect on every melee hit from weapons with any Impact damage.