Stacks multiplicatively with other armor reduction effects. Radius increased to 6 meters at x10 stacks. "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.". In terms of status procs puncture causes the enemy to do less damage, slash provides an armor ignoring DOT, and impact causes a stun. but the community still wants their OP status. At low levels, IPS fine. Google search "warframe damage" and you will get back http://warframe.wikia.com/wiki/Damage_2.0. 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 elements typically come with more potent damage modifiers and status effects. 310 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. IPS: +50% Most players avoid using Gas in endgame content since its status effect caps at ten stacks, the only DoT effect in Warframe with a stack limit. 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. Rupture: +90% Impact, +90% Base Damage, This is probably why nobody likes my suggestion (i suggested changing Slash Bleed ). Manage all your favorite fandoms in one place! I was wondering if the mods that increase impact, puncture, or slash are worth equipping? Reddit community and fansite for the free-to-play third-person co-op action shooter, Warframe. Charles Burgar is an expert on all things tech and gaming. Slash only seems broken because armor mechanics in this game are. Valve Corporation. At low levels, all damage types are actually quite equal and do what DE intended. 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. Edit Preferences At max 10 stacks the parazon finisher chance is 100% and finisher health threshold is 33% of maximum health. Against a Level 100Heavy Gunner with ~6000 ferrite armor, which is 95% Damage Reduction. i can delete level 160 heavy gunnerswith 3 mods, because of slashand dont evenneed viral. You can't use it against Infested or mechanical enemies. [ Hunter Munitions] doesnt deal much damage vs shields but the burst mode can already deal decent damage Recommended videos Powered by AnyClip AnyClip Product Demo 2022 AnyClip Product Demo 2022 Feature Vignette: Live Feature Vignette: Management Feature Vignette: Marketing (~6x Neutral). Gallery Old appearance Patch History Update 11.0 (2013-11-20) This particular Warframe is known for its powerful abilities, high mobility, and versatile play style. A +10% slash would make the weapon deal 5 more slash damage. Sourced from official drop table repository. Viral/Bleed remains as the best answer to armor besides Warframe abilities. Using a barrage of rapid-fire plasma rockets, Gauss signature weapon lays down a path of destruction. Edit:status procs, puncture decreases damage, useless; slash deals bleed that ignores everything, great & impact stuns them for 1,5 second, garbage. Right now, because armor scales, 6000 ferrite (+5500 armor from base) means 100 Puncture will deal 13.5. If armor was fixed we won't have stupid scenarios where Radiation deals 18x more damage than Magnetic against 6000 Alloy armor. i can delete level 160 heavy gunnerswith 3 mods, because of slashand dont evenneed viral. Next: Warframe: A Complete Beginner's Guide. Void and True damage are two unique damage types that are fairly rare. 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. Exact explanations of how each damage type works can be found below. 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. An elemental mod adds one simple element onto your weaponCold, Electricity, Heat, or Toxin. yes, anyone shouldhave been able to see that coming. 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. (Half the damage of Puncture). The only thing keeping it from being on the number one spot in this tier list is that it's very situational. Main: Roasted chicken with roasted potatoes and green beans. this effect is more of a boss killing effect, where it is only really effective on 1 tough enemy, not 20 or 50. ((100 + 50) * 10 / 100 = 15). Update 11: A new damage system was introduced along with new mods. That's because Corrosive has a +75% against Ferrite. Warframe and Destiny 2 in particular stand out in the genre thanks to the power fantasy that they offer, combined with unique gameplay mechanics that haven't been successfully replicated in the. Basically; slash is strong against health (infested), impact against shields (corpus) and puncture is strong against armor (grineer). We don't need complicated mods. Slash-focused loadouts tend to pair this damage type with Viral to increase Slash's bleed damage. Note that it is not necessary to proc the Impact status effect to trigger the armor reduction. 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. Impact is generally regarded as useless, as it only deals bonus damage to shields, which are significantly easier to deal with than armor. Can be combined with Crash Course to provide a 150% increase to Impact damage. 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. Anything with more than 50% of its IPS damage as Slash should split bodies. mod replacements: (for faction mod or vile acceleration), NOTE: can get higher number on overframe by swapping [Malignant Force] for [Infected Clip] or [Vigilante Supplies] for [Primed Rifle Ammo Mutation], but in reality such a build is less practical bc you need the ammo and status chance to do more damage in game. 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. Grind Hard Squad 212K subscribers Subscribe 43K views 4 years ago ABOUT THE VIDEO This video will show you whether or not shattering. A +10% slash would make the weapon deal 5 more slash damage. This damage disparity automatically makes certain damage types trash by comparison, especially damage types with negative modifiers against armor. Slash as a base element is good against bare health. Caps at 75% reduced accuracy at x10 stacks. your option 2: secondary stat: The bleed from slash is OP, its that simple. Over double that of 100 Puncture at 13.5 and this was just +50% --> +75% against Ferrite. 4) Orthos Prime This weapon was introduced in Update 9.0 and it can inflict a lot of damage. 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. A mod for +10% puncture would do absolutely nothing. Puncture IPSshort for Impact, Puncture, and Slashis the backbone of most weapons you'll find in Warframe. Viral will multiply the damage of your Heat procs, while Corrosive will help Heat strip as much armor as possible. Void damage is reserved for Operator Amps and the Xaku Warframe. i can still effectively kill level 160 heavy gunners with 0 slash build (bo prime) and no riven. thehotsung8701A,April 12, 2015. 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. 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 as well as just because you have one and you Yes I know that, but does it matter? Its status effect, while powerful on paper, deals insignificant damage on its own. At high levels, Heavy Gunners are basically gods by comparison. The simplest solution would simply be to buff the IPS mods with secondary stats. You need to be a member in order to leave a comment. might have an elemental damage type that coincides or even replaces Impact, Puncture, and Slash. regardless, if your build benefits from an extra elemental damage type mod, I'd say that should take precedent. Edit Preferences Impact: Impact Damage is one of the three physical damage types. impact It's scaling armor that breaks it. Scaling armor gives ehp disparity even between units of the same faction. . Warframe and the Warframe logo are trademarks of Digital Extremes Ltd. IPS (Impact, Puncture, Slash) Status mods rework. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. Yet, anything someone says thatregards nerffing that power, isrejected by the community. Like my question is are one type of stat more values than other? Corrosive got nerfed with a cap and is now weaker than Viral against Bombards. The only I/P/S damage mod worth equipping is Accelerated Blast. Log In Sign Up. That's because Corrosive has a +75% against Ferrite. Slash only shows its mettle when armor levels get high and that doesn't take very long. Rending Strike, which adds to base charge damage as well - still only better than an element on weapons with some significant %age of puncture dmg. It is fantastic against the Corpus but horrible against heavily armored Grineer. Puncture as a base element is good against armour. Common 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. Slash only shows its mettle when armor levels get high. Any and every nerf will ruin something (hence the term nerf), but it is the sacrifice that needs to be made for a balance. Armor is a health multiplier and just creates a huge eHP disparity between armored and unarmored units. Whether you're a veteran of the Origin System or a brand new Tenno taking the first But, throw on even an Unranked Sawtooth Clip (+5% Slash) and now it can. which is why in my suggestion, there would be effectsthat bypasses armour and shields. Bleed ignores armor scaling and will always do the same damage while everything else gets weaker as armor ramps up. Zugang! Shattering Impact is not considered a status effect and hence is able to affect status effect-immune enemies, such as bosses. r/Warframe. Overall it's a pretty balanced damage type, and most of the bonus damage is on heavy armor. (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. 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. It's easy! In terms of status procs puncture causes the enemy to do less damage, slash provides an armor ignoring DOT, and impact causes a stun. Warm and healthy dish with various veggies and herbs. 5. Its damage modifiers make Radiation a fantastic choice against heavily armored Grineer, although it struggles against humanoid Corpus enemies and the Infested. The aforementioned system is the highlight of the game, with players using elemental magic that reacts with each other and character switching. New Movie News, Movie Trailers & upcoming Movie Reviews. Only to then have the community complain that they want harder content. - Each impact stacks increasesparazon finisher chance and parazon finisher minimum health threshold. Only use this on a status primer. The Synoid Helicor deals the most impact damage of the hammer-type weapons. The status they current provide is ok for a base status that you dont even need to mod for to get, which is why I will suggest making a way to improve them, IF you mod for them. Overall, it has the second highest damage of all hammers in the game, and the second highest attack speed, giving it the greatest damage per second rate . 2020 Digital Extremes Ltd. All rights reserved. For example, applying a 90% Electricity mod and 90% Toxin mod onto a Braton makes Corrosive damage, which will deal 180% of the weapon's base damage as extra Corrosive damage. Asked by Sounds weird doesn't it? people should be welcoming to ideas that makeitsooner, if those ideas still give a decent result. Slash is superior no matter how you look at it sadly, because that armor ignoring slash proc is just godly. Thanks! 1XIV. Each can be increased by use of their respective mod cards. 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. :s. In terms of damage puncture best against armor, slash is best against flesh, and impact is best against shields. unfortunately this right here is the problem with people. Edited April 12, 2015 by Rakshal -DragonOfTheWest- PC Member 907 Posted April 12, 2015 (edited) 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. 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. Update 11.0 (2013-11-20) 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). 14 Tenet Livia. 1. that is why i am suggeting removing stacks from unmodded statuses, reworking bleed to only give 10% increase in damage. these suggestions keep getting chosen, but it is not resolving the actual issue, IPS is bad. Why get 90% puncture with only 0.9 punch-through, when you get 30% fire rate and 1.2 punch-through with shred?. 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. Corrosive is created by combining Toxin and Electricity. 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. 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). At max 10 stacks the parazon finisher chance is 100% and finisher health threshold is 33% of maximum health. WARFRAME Wiki is a FANDOM Games Community. Only one Slash can occur per projectile based on the conditions of either mod, but not both.Warframe is a free-to-play action role-playing third-person shooter multiplayer online game developed and published by Digital Extremes. From gaming trends to the latest blockbuster anime, DualShockers keeps you ahead of the curve. Sad too because I already lvled up some of them thinking I was going to need them. Learn everything about the powerful Epitaph. Warframe Damage Rundown (WDR) revamped for 2020 in the current damage system. Only increases the Impact damage of rifles. 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). 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. even Gas and Magnetic was ok, not as fast, but probably due to not havingarmour reduction that corrosive has. They are the physical elements of the game. My proposed impact and puncture rework Ergonomic design for optimised comfort. Reloads are faster while sprinting, even more so in Gauss hands. Double Jump - Push jump twice to perform a second jump in mid-air. Now. Useless on low-damage weaponry, but incredibly useful for getting an extra 90% damage out of weapons focused in that school. +30% Impact Each of these will have an elemental status tied to them. Sign up for a new account in our community. New Impact to Slash Mods Hot or Not?! you wont be sitting for so long hitting the same target. Learn everything about Warframe's Ash. (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). Its damage modifiers make it solid for Corpus enemies, although this element seriously struggles against armored and Infested enemy types. That's the issue. Toxin ignores Shields and doesn't get the same praise that Slash gets. The symbol for impact damage is a hammer, so it only makes sense that one of them made this list. and if you dont have the elemental mods you need to build optimally. Hunter Synergy and Hunter Recovery make Companions worthwhile allies in combat, and the set bonus even grants Companions increased damage. same with reload/fire rate mods. Close. 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). 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. 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. Yet, anything someone says thatregards nerffing that power, isrejected by the community. Endo Required To Max Impact = Shred status reduces armour/shield/health (4sec duration), Puncture = Pierce status chance to bypass armour and shields (4sec duration), Slash = Hack status deals more damage(4sec duration) (does not bypass armour or shields), The reason for this, is to make it a contender for the other 2, and the reason it seems low is because it has infinite stacks (only based onduration and your attack speed). Tm ptee kaksinkertaisesti Impact/Puncture/Slash mods don't make a difference because the weapon has no base IPS to amplify. 1 (Newbie) Can anyone help me understand how Slash, Puncture, and Impact work when it comes to a primary? Some endgame builds pair Electricity with Gas to double as a crowd control effect and extra source of damage. Sourced from official drop table repository. Espaol - Latinoamrica (Spanish - Latin America). A combined element's damage value is based on the sum of both simple elemental mods used to create the element. (+Base Damage, +Fire Rate, +Punch-through) We already have things like Accelerated Blast and it needs to be buffed. Applying additional status effects will refresh the duration. Am I right or do I have it completely wrong? If an enemy is too heavily armored for Toxin's shield-bypassing damage to be effective, Magnetic is a great substitute. 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. Slash is the best IPS damage type. So here it is, my suggestion to address IPS. - Puncture status effect creates sonar like hotspots that when hit amplifies the damage by 4x. 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. Unlike the other status . Out of every elemental damage type, Blast is arguably the worst. Impact damage is effective at quickly draining Corpus shields, but it does comparatively less to Corpus and Grineer bodies. Option 1 :I say make the mods work like elemental while buffing Puncture and Impact so players wont put slash on everything. Against 6000 Alloy armor with 95% Damage Reduction: Against a Sortie level bombard in this example, Radiation deals 18x more damage than Magnetic. However, the actual effects from the armor stripping are applicable for the whole squad. Duviri isn't just another open world - it's an entirely new way to experience Warframe. Impact I am not quite sure about Serration. Using a barrage of rapid-fire plasma rockets, Gauss' signature weapon lays down a path of destruction. With the following article you will learn how to get fish oil in Warframe, because we have all this covered for you here. Radiation's status effect is especially useful for pacifying Ancient Healers and Eximus targets, preventing their auras from buffing their allies. Puncture vs. Impact vs. 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). SLASH 112.0 TOTAL Damage 160.0 AVERAGE HIT 280.6 SUSTAINED DPS 561.2 +37.0 % 11 Amalgam Organ Shatter +85% Critical Damage +60% Heavy Attack Wind Up Speed 11 Killing Blow +120% Melee Damage On Heavy Attack +60% Heavy Attack Wind Up Speed +17.6 % 9 Gladiator Vice +30% Attack Speed 10% Critical Chance per Combo Multiplier
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