Reddit community and fansite for the free-to-play third-person co-op action shooter, Warframe. Stacks multiplicatively with other armor reduction effects. Warframe and the Warframe logo are trademarks of Digital Extremes Ltd. Impact, Puncture, And Slash Mods Question. Common 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. 1. 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.) 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. Warframe: Is Shattering Impact Worth Using in Eidolon Hunt? These elements typically come with more potent damage modifiers and status effects. At max 10 stacks the parazon finisher chance is 100% and finisher health threshold is 33% of maximum health. it seems to me that the fundamental problem with balancing the statuses is more of a problem with the players, than the strength of the statuses or what they do. what point does it become 0?, like what level? - Each impact stacks increasesparazon finisher chance and parazon finisher minimum health threshold. Credits Required To Max You need to be a member in order to leave a comment. 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. Genshin Impact is a free-to-play action RPG developed and published by miHoYo. So it is a total waste to put a +5% puncture damage to a weapon it has no puncture damage by itself. Only increases the Impact damage of rifles. In general, Viral is the strongest damage type. 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. With an understanding of games for as long as he can remember, Charles has a large interest in understanding what makes things fun. Endgame builds seldom use Cold on its own, although some players will use this on a status primerweapons that are built around inflicting status effects and nothing elseto increase the effectiveness of Condition Overload and similar mods. Sad too because I already lvled up some of them thinking I was going to need them. IPSshort for Impact, Puncture, and Slashis the backbone of most weapons you'll find in Warframe. If armor didn't scale, and enemies had fixed armor, Puncture would actually be better than Slash against armor at all levels. Elemental should complement base stats, which is exactly what my suggestion does, but also makes the other stats useful if you throw on another mod. WARFRAME Wiki is a FANDOM Games Community. It's scaling armor that breaks it. Slash is superior no matter how you look at it sadly, because that armor ignoring slash proc is just godly. 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. Combined Element:+75%, Some ideas for the Bronze IPS mods: Damage Modifier = (1+ Armor Modifier)*(1+Health Modifier)*300/(300+Armor*(1-Armor Modifier)). Slash :: Warframe General Discussion Content posted in this community may not be appropriate for all ages, or may not be appropriate for viewing at work. Using a barrage of rapid-fire plasma rockets, Gauss' signature weapon lays down a path of destruction. Unable to move or attack for 3 seconds. 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. Some weapons are split down the middle for what they provide for damage. Tm ptee kaksinkertaisesti Impact damage is effective at quickly draining Corpus shields, but it does comparatively less to Corpus and Grineer bodies. 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. 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. Credit to the Warframe Fandom Wiki for the IPS damage icons provided below. Posted by 5 years ago. 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. 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. 2 Electricity will keep enemies stuck in the Gas cloud and deal constant damage over time. Polarity It's not without its flaws though. It is highly effective against Grineer Armor and Corpus Robotics, but suffers against Corpus shields. Radiation's status effect is especially useful for pacifying Ancient Healers and Eximus targets, preventing their auras from buffing their allies. 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. (1.75x damage and 75% armor ignore) Try it on Bombards and you'll see how badly Corrosive was gutted. You can't use it against Infested or mechanical enemies. Corrosive is created by combining Toxin and Electricity. IPS: +50% You need to be a member in order to leave a comment. Unlike the other status . :s. In terms of damage puncture best against armor, slash is best against flesh, and impact is best against shields. Reddit community and fansite for the free-to-play third-person co-op action shooter, Warframe. Sign up for a new account in our community. With the following article you will learn how to get fish oil in Warframe, because we have all this covered for you here. Slash only seems broken because armor mechanics in this game are. Search within r/Warframe. If you take full advantage of Warframe's damage system, you can turn your enemies into ash, bypass their defenses, or make hostiles fight their allies. 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. Each can be increased by use of their respective mod cards. I am not quite sure about Serration. Option 1 :I say make the mods work like elemental while buffing Puncture and Impact so players wont put slash on everything. Warframe's freedom of movement allows you to navigate through Missions in a wide variety of ways. Sawtooth Clip: +90% Slash, +90% Status Duration, Piercing Hit: +90% Puncture, +0.9 Punch-through. The problem with scaling armor in a nutshell. 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). An elemental mod adds one simple element onto your weaponCold, Electricity, Heat, or Toxin. at that point you might aswell got for a Heat nukor if what you want is damage. Applying additional status effects will refresh the duration. The simplest solution would simply be to buff the IPS mods with secondary stats. I can see how my suggetion may seem to complicate things, but it doesnt really. 1/6 the damage it used to deal, but Bleed remains the same at 35. Elemental damage types can be applied to your weapon by using certain mods, granting elemental damage based on a percentage of your base damage. Everything falls apart against armor class modifiers (%boost and %armor ignore) and Bleed though (100% armor ignore). They are the physical elements of the game. Obtained From: Sister Liches. Who really mods for duration when the target is going to be dead in 6sec or less (base bleed 6sec)?, 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. Learn everything about Warframe's Ash. people should be welcoming to ideas that makeitsooner, if those ideas still give a decent result. Void and True damage are two unique damage types that are fairly rare. ), You need to be a member in order to leave a comment. Recommended for use with weapons that have a higher Impact damage than other damage types. Armor --> Infinity, Damage (except for Bleed) -->0. He is currently a Freelance writer for TheGamer and Game Rant. 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. Slash only shows its mettle when armor levels get high. Right now, because armor scales, 6000 ferrite (+5500 armor from base) means 100 Puncture will deal 13.5. Boasting a good Status Chance at the expense of Critical Chance and Critical Multiplier, this polearm is one of the best melee weapons against large groups of enemies. Hunter Munitions turns any critical weapon into a Slash-proccing machine while Hunter Adrenaline is a stronger version of Rage. And as of right now it would seem that other procs are better than other. I'll do some math to see if it really is worth it on some weapons but over all it looks like these mods are just worthless. (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. Toxin ignores Shields and doesn't get the same praise that Slash gets. 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). Update 11.0 (2013-11-20) Why take +impact and only 90% base damage, when we have Seration, Heavy Caliber and multishot to mod for?. Charles Burgar is an expert on all things tech and gaming. Elemental mods do take from the total of the added physical damage, so a +10% fire would do an extra 15 fire damage. Most players pair Viral with Heat to deal even more damage against flesh and even strip a portion of the target's armor through Heat status. Tradeable Its damage modifiers make Radiation a fantastic choice against heavily armored Grineer, although it struggles against humanoid Corpus enemies and the Infested. - At maximum 10 stacks enemy is stunned. I'm not too big on fire rate mods, but again, personal preference, Mostly only ever worth it on melee weapons. Slash is the best IPS damage type. Create an account to follow your favorite communities and start taking part in conversations. The Bronze IPS mods need to be reduced in drainso they'll actually be useful for new players. 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. Vendor Sources Single Element: +25% Unlike most third-person shooters, Warframe's weapons have unique damage types that come with powerful status effects and damage multipliers. (~6x Neutral). Cold is great for damaging shields and certain Grineer heavy units. If armor didn't scale, and only health did, Slash would only be second to Magnetic as the worst damage against Alloy armor. Caps at 75% reduced accuracy at x10 stacks. Exact explanations of how each damage type works can be found below. We don't need complicated mods. 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. At low levels, IPS fine. The only thing keeping it from being on the number one spot in this tier list is that it's very situational. 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 Redeemer ). 100 Base damage, Bleed ticks for 35 each. Slash-focused loadouts tend to pair this damage type with Viral to increase Slash's bleed damage. Reloads are faster while sprinting, even more so in Gauss hands. r/Warframe. Against a Level 100Heavy Gunner with ~6000 ferrite armor, which is 95% Damage Reduction. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Armor is a health multiplier and just creates a huge eHP disparity between armored and unarmored units. which is why in my suggestion, there would be effectsthat bypasses armour and shields. In incarnon mode, this build procs Impact, Slash, Viral and Radiation giving +480% dmg after only 1-2 hits. All in all - they're secondary mods, nothing more. your option 2: secondary stat: 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. i can delete level 160 heavy gunnerswith 3 mods, because of slashand dont evenneed viral. super heavy Slash weighted), but honestly they're still not very good. At low levels, IPS fine. Gas clouds require Faction Mods and high base damage to deal respectable damage. 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. Recommended for use with weapons that have a higher Impact damage than other damage types. At 6000 ferrite armor, 100 Corrosive deals 29 damage. 1 mod, each procapplies 2.5% Hack, which deals 2.5% more damage for every consecutive hit. It has no damage modifiers or unique status effects. That said, never use Toxin against the Infested at higher levels due to how common Toxic Ancients are. New player here. 6 . 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. In terms of damage best against armor, slash is best against flesh, and impact is best against shields. You rarely see Radiation used in high-level content except for status primers and niche builds. 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. The issue with Bleed is that if it didn't ignore armor, it would be the worst Dot. first remove all stacking from base IPS statuses,including slash (make bleed status cause the enemy to take 10% extra damage). its the same reason you take toxin now (used to be gas/slash) for corpus. Primed Expel: A further 1.55 multiplier to hornet strike/deadhead and Devouring Attrition and double dips on slash DoTgiving them 2.4x multiplier. 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. Max Rank Description Gaming News Guides Reviews Gfinity Tech Only Mobile Gaming Planet Crypto Sign Up . 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. Just about every endgame build in Warframe uses Heat. This particular Warframe is known for its powerful abilities, high mobility, and versatile play style. 4x multiplier is insane (not to mention it further overpowers melee). - Warframe Update 29.10 Corpus Proxima LeyzarGamingViews 184K subscribers Join Subscribe 1.1K Share Save 35K views 1 year ago New Impact to. WARFRAME Wiki is a FANDOM Games Community. The Orthos is a double-bladed staff with great striking distance, giving it the ability to hit multiple targets. Certain mods in Warframe allow you to add elemental effects to your weapons. unfortunately this right here is the problem with people. but all three increase Elemental Damage, so i guess. It causes enemies to flinch and recoil backwards. Impact and Puncture are trash. Increases effectiveness against enemies with Shields, especially Corpus units. That's because Corrosive has a +75% against Ferrite. It's tough to top Viral in the current meta. Covering the hottest movie and TV topics that fans want. However, this is a total guess, I personally have never used them at all. 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. At low levels, Heavy Gunners are several times tankier than Butchers. Puncture 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. Log In Sign Up. Why get 90% puncture with only 0.9 punch-through, when you get 30% fire rate and 1.2 punch-through with shred?. 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. (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. 2 mods = 10 stacks (retains the 5 stack bonus, but does not reset at 5 stacks, it resets at 10) these mods will ONLY be used for the secondary effect, which is ignoring the primary problem, and any secondary effect they put on them will have to be stronger than what other mods already provide, or it would be a total waste of time. If I have a Fulmin (100 Impact +400 Electricity), Crash Course (+120% Impact) takes the damage to 220 Impact (2.2x / +120% on base Impact)+ 400 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. However, Gas' great AoE coverage makes it excellent against the Infested and even the Corpus if you build around Gas' status effect. New Movie News, Movie Trailers & upcoming Movie Reviews. Magnetic can be created by combining Cold and Toxin. Puncture vs. Impact vs. Very high critical and status chance also with high attack speed. 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. A combined element's damage value is based on the sum of both simple elemental mods used to create the element. Shattering Impact takes effect on every melee hit from weapons with any Impact damage. they have changed the way armour scaling works, so slash is not as important as it used to be years ago. Impact Impact's effectiveness versus Shields and Machinery makes it a great damage type against the Corpus. 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. i really tried to make itas simple as i could and short,so people wouldnt be falling asleep on the first paragraph, or see it as some book they rather not bother with. Classic and satisfying dish with garlic, lemon, and rosemary. Close. If you're doing a long survival run, then there are certain requirements. Double Jump - Push jump twice to perform a second jump in mid-air. There are 15 unique damage types in Warframe, each providing a unique effect and damage multipliers versus certain enemy types. 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. Manage all your favorite fandoms in one place! . 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. 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. Warframe and the Warframe logo are trademarks of Digital Extremes Ltd. IPS (Impact, Puncture, Slash) Status mods rework. +30% Impact ( (100 + 50) * 10 / 100 = 15) 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. 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. Similar goes for Impact. 14,973 By default, this damage type will cause enemies to flinch for one second but can be increased with continuous hits or investment. Only use this on a status primer. Radius increased to 6 meters at x10 stacks. Based on the limited selection you have right now, go with Convulsion, Heated Charge, Quickdraw, Slip Magazine. Scaling armorbreaks the balance between damage types. All weapons already have at least 2 respective stat increasing mods for IPS, but they are almost never used over elemental ones, due to them being almost useless (Primed Heavy Trauma :D). [Top 5] Warframe Best Impact Weapons (2022 Edition) Updated: 21 Feb 2022 2:52 am. what is wrong with players taking a primary,secondary or melee to deal with different enemies? 2 mods, each procapplies 5% Hack, which deals 5% more damage for every consecutive hit. Impact's effectiveness versus Shields and Machinery makes it a great damage type against the Corpus. 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. I think the specific faction damage is applied like Serration but only if the target is of that faction. Otherwise, Gas is best used on status primers to scale Condition Overload and similar mods. Over double that of 100 Puncture at 13.5 and this was just +50% --> +75% against Ferrite. We can try nerf bleed status effectto make it no longer ignore armor, but that will attract some backlash. everyone wants OP builds that pretty much trivialize the entire game. 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. Introduced generally they aren't too helpful, because for whatever reason, they max out at just +60%. Of course at the end of the day it's elemental mods that deal all the crazy bonus damage to enemies, so with the right elemental setup those physical damage types barely even matter until obscene levels of enemy scaling anyway. Each of these will have an elemental status tied to them. Related: Warframe: Revenant Complete Guide Drops, Abilities, And Builds. Edit Preferences It's also planned to be ported to Xbox Series X/S.LeyzarGamingViews :YouTube Membership: https://www.youtube.com/channel/UCXeubDV2dwI-V9FO9oiDu3A/joinPatreon: https://www.patreon.com/LeyzarGamingViewsDiscord Community : https://discord.gg/TpjshGyDonation: https://streamlabs.com/leyzargamingviews/tipTwitch Page: https://www.twitch.tv/leyzargamingviewsFacebook: https://www.facebook.com/leyzargaming/Twitter: https://twitter.com/LeyzarGaming#Warframe Radiation is the result of combining Heat and Electricity. Press J to jump to the feed. i can still effectively kill level 160 heavy gunners with 0 slash build (bo prime) and no riven. 5. The fact that people stay away from impact weapons if they can is a great example. Impact: Impact Damage is one of the three physical damage types. Press question mark to learn the rest of the keyboard shortcuts, http://warframe.wikia.com/wiki/Damage_2.0. 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. For safety, rockets arm after traveling a safe distance. 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 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. 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. same with reload/fire rate mods. The go-to source for comic and superhero movie fans. 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. Sign up for a new account in our community. The amount of damage the element does depends on the strength of the mod and your weapon's base damage. Slash: Slash Damage is one of the three physical damage types. The glaive prime has a guaranteed chance to proc slash damage on the target, when it's used to heavy attack. 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. You'll need to build your loadout around Electricity procs and damage multipliers to make the status effect worth using. Impact damage is effective at quickly draining Corpus shields, but it does comparatively less to Corpus and Grineer bodies. 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. Base Capacity Cost Related: Warframe: Excalibur Complete Guide Drops, Abilities, And Builds. i will make suggestions on elements depending on how this goes. The Glaive is very good cause slash procs ignore armor, and deal dmg direct to health. 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. i can delete level 160 heavy gunnerswith 3 mods, because of slashand dont evenneed viral. 1 . Right now, the +120% Impact on Collision Force is +120% of the weapon's Impact damage. Explain why my friend said not to get the Cernos bow cause it impact damage. yes, anyone shouldhave been able to see that coming. Has no effect on the other damage types, including elementals. Piercing Hit: +90% Puncture, +0.9 Punch-through ((100 + 50) * 10 / 100 = 15). This damage disparity automatically makes certain damage types trash by comparison, especially damage types with negative modifiers against armor. Effect caps at 75% at 10 Puncture stacks. 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). everyone wants OP builds that pretty much trivialize the entire game.
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