![]() Too many rounds miss the target due to the negative accuracy, that you might as well consider the Dex Pixia then a shotgun pistol than a mini-gun or submachine pistol. However, that isn't entirely true when done in open world areas of the Plains of Eidolon and Orb Vallis, or even when done down long straights in other missions, namely defense missions like Hydron. benefits from mod in close range situations, and it also helps to increase your dps 40k or so higher than this build is supposed to do based on numbers from burst damage at 249 power strength of the warframe. It can also easily farm "Tusk Thumper Doma" in Plains of Eidolon and deal with any Corpus, Infested, Grineer or Corrupted ground/air units. Although, even without it, it can still downed any down ship within seconds (avg 2 ~ 3 seconds) of attacking it. However, there is no actual punch through on this build. Radiation has proven, through my own testing with various groups and solo runs of high end content, that it is as effective as using depleted uranium rounds to punch through almost anything. Your damage will go down, but it can help you do content until you get the prime mods. In case, you don't have any of these prime mods, focus on replacing the crit chance mod, and focus on using instead of the crit damage mod. Arcane Velocity can be maintained on for the high rate of fire of beyond 14.58 rounds per second easily thanks to multi-shot and decent crit rate combined with the high fire rate triggering a crit every second or so. ![]() The build emphasizes the use of built in speed mods in the weapon, Arcane Velocity on the warframe and high power strength on the warframe to accomplish high damage numbers. This build is meant to do fast, high damage amounts without the reliance on " " since it isn't included in the build and due to the high upkeep energy lost and concentration on keeping it up. To which end, i'd only consider using Auger Pact on Bosses where Single Target Damage is all that matters, elsewise it'd be Punch-Through in the Slot that Auger Pact would be trying to get in on.Built to work with the "Raven, air/ground dominance" warframe build for and the. (not to mention that DoT's scale exceptionally well with Crits - you might once in a while Kill something faster with pure Corro spam rather than Crit Slash with Corro spam, but i really kinda doubt it since you're losing raw Damage and DoT Damage) so you win on 6% there.īut how we're modding depends on whether it's a Boss or not, doesn't it? on Bosses raw Damage is what you're looking for (which would be both maximum Elemental Damage and Crits anyways), and on anything that isn't a Boss it's Crit Slash with some supporting Elementals. ![]() If we're including Primed Heated Charge, then Auger Pact + that does come out to 1,824.5. That'd be assuming the Base Damage is 100 for quick math, but the relative scale still applies, which dictates an average of 13.3% extra Damage for Crits instead of Auger Pact and another Elemental. That's impossible and i think you know that - Auger Pact is only a 28% Damage increase over Hornet Strike.Īuger Pact + extra 90% Elemental assuming only two to start with (best case scenario): 1,517Ĭrit Mods instead: 896 * 1.9184(average Crit Bonus) = 1,718.8864 ![]() 3 Projectiles you can almost rely on, rather than not :D Mmm, Vigilante Armaments was there thesedays but with that Fire Rate the increased Multi-S#$ indeed is a significant difference. I mean Vigilante Armaments already gave you a third projectile, but the 50% -> 80% chance on it is quite noticeableīut generally speaking you'll get significantly more oomph out of a coro or gas proc set with APact slotted. ![]()
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