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). P.S. "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.". All trademarks are property of their respective owners in the US and other countries. Rupture: +90% Impact, +90% Base Damage, This is probably why nobody likes my suggestion (i suggested changing Slash Bleed ). Single Element: +25% At high levels, Heavy Gunners are basically gods by comparison. When you use a puncture weapon against an armoured target you do more damage and vice versa. Found the internet! Status Effects General The status effect of Impact damage is Stagger. Gaming News Guides Reviews Gfinity Tech Only Mobile Gaming Planet Crypto Sign Up . You'll need to build your loadout around Electricity procs and damage multipliers to make the status effect worth using. 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. Endo Required To Max what point does it become 0?, like what level? Tradeable Effect caps at 75% at 10 Puncture stacks. Vaikka Plains of Eidolon avautui Warframe-kampanjan alussa, se ei ole oikea paikka uusien pelaajien viett aikaasi. i can delete level 160 heavy gunnerswith 3 mods, because of slashand dont evenneed viral. I can see how my suggetion may seem to complicate things, but it doesnt really. You rarely see Radiation used in high-level content except for status primers and niche builds. It would also ruin Hunter Munitions. (1.75x damage and 75% armor ignore right from the getgo)Try it on Bombards and you'll see how badly Corrosive was gutted. Can be obtained from transmututation even Gas and Magnetic was ok, not as fast, but probably due to not havingarmour reduction that corrosive has. 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. 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. Common Icon That really sounds like IPS needs a more thorough and fundamental rework in that case. Everything falls apart against armor class modifiers (%boost and %armor ignore) and Bleed though (100% armor ignore). This weapon has impressively high base damage and slash damage. 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? 4) Orthos Prime This weapon was introduced in Update 9.0 and it can inflict a lot of damage. Only use this on a status primer. - At maximum 10 stacks enemy is stunned. Slash as a base element is good against bare health. Sawtooth Clip: +90% Slash, +90% Status Duration Proto Shields are used by rather weak Corpus enemies, so you can use this as a reliable element for all factions. Impact: Impact Damage is one of the three physical damage types. The problem with scaling armor in a nutshell. 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. Impact is a stagger, puncture decreases enemy damage, and slash causes bleed. The game features a fantasy open-world environment and action-based combat system. 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. Endgame builds sometimes use this element in Corpus missions to completely bypass their shields. 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). By And as of right now it would seem that other procs are better than other. Its status effect, while powerful on paper, deals insignificant damage on its own. Fixed armor would actually be an indirect nerf to Slash as well as a buff to everything else. Weapons like that let you make three different builds to focus on damage types rather than needing three different weapons. 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. Including stuff like enemies that are affected by this or that, etc. Rupture It has well-rounded stats, and you will get a low impact, slash damage, and a good headshot bonus. Hunter Munitions turns any critical weapon into a Slash-proccing machine while Hunter Adrenaline is a stronger version of Rage. Puncture you wont be sitting for so long hitting the same target. Most endgame builds use Toxin over Magnetic since Toxin completely bypasses Corpus shields. they have changed the way armour scaling works, so slash is not as important as it used to be years ago. 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. 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. Warm and healthy dish with various veggies and herbs. Puncture: Puncture Damage is one of the three physical damage types. I think the specific faction damage is applied like Serration but only if the target is of that faction. Warframe and the Warframe logo are trademarks of Digital Extremes Ltd. by VYXN last updated 2 days ago (Patch 32.3) 8 6 157,070. It's a design problem when Bleed tics deal more damage than Puncture damage. You may have heard the craze that is the Impact based Kuva Nukor and may have wondered how it actually compared to a "normal" Kuva Nukor, so in this video i . Synoid Helicor. It will never reach 0, but when armor grants 99% damage reduction, it feels like 0. It will never reach 0, but when armor grants 99% damage reduction, it feels like 0. 0 coins. Explain why my friend said not to get the Cernos bow cause it impact damage. Wont slash bleed + viral still give you more damagethan puncture, since viral gives +325% extra damage to health? Also, unless misunderstood, faction mods are good if you have the room but not so good you get over even elemental mods. 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. In terms of status procs puncture causes the enemy to do less damage, slash provides an armor ignoring DOT, and impact causes a stun. Over double that of 100 Puncture at 13.5 and this was just +50% --> +75% against Ferrite. Unlike the other status . your option 2: secondary stat: 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. Combining two elemental mods will create a combined element. Genshin Impact is a free-to-play action RPG developed and published by miHoYo. 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. and if you dont have the elemental mods you need to build optimally. which is why in my suggestion, there would be effectsthat bypasses armour and shields. This damage type causes bullets to magnetize to a certain location, making it much easier to land headshots or hit a target multiple times with a punch-through projectile. Sourced from official drop table repository. 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. 1 mod, each procapplies 2.5% Hack, which deals 2.5% more damage for every consecutive hit. It is fantastic against the Corpus but horrible against heavily armored Grineer. At max 10 stacks the parazon finisher chance is 100% and finisher health threshold is 33% of maximum health. Electricity will keep enemies stuck in the Gas cloud and deal constant damage over time. 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. Or is it similar to where you get more experience killing Grineer then Corpus and Infested? Armor --> Infinity, Damage (except for Bleed) -->0. Related: Warframe: Galvanized Mods And Weapon Arcane Guide. . Out of every elemental damage type, Blast is arguably the worst. If armor was fixed and only health scaled, then Puncture couldactually be an alternative to Slash. 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. Combined elements are created by applying two or more simple elements onto a weapon. Some endgame builds pair Electricity with Gas to double as a crowd control effect and extra source of damage. Can be combined with Crash Course to provide a 150% increase to Impact damage. It acts similarly to Puncture, reducing an enemy's lethality while inflicted with the effect. Internal Bleeding is a rifle mod that gives a chance of every Impact status effect to produce an instance of a Slash proc. Gas is created by combining Heat and Toxin. (+Base Damage, +Fire Rate, +Punch-through) We already have things like Accelerated Blast and it needs to be buffed. 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. I think it increases all the physical attributes, but not the elemental ones. The reason for resetting counters, is so that your damage will always be fluctuating, none of this constant +325% damage, which is just OP. Enemies will get tankier just by scaling health. yes it should, but it shouldnt make enemy levelredundant. If you're struggling to fight the Corpus in the early game, equip an Electricity mod. Manage all your favorite fandoms in one place! Warframe has six combined elemental damage types: Blast, Corrosive, Gas, Magnetic, Radiation, and Viral. you wont be sitting for so long hitting the same target. There's a reason why you don't want to strip all of an Eidolon's armor with Shattering Impact Sarpa. Just about every endgame build uses Viral. +30% Impact Against 6000 Alloy armor with 95% Damage Reduction: Against a Sortie level bombard in this example, Radiation deals 18x more damage than Magnetic. So i just started playing warframe again and am still learning the new damage system. Credits Required To Max 1 . same with reload/fire rate mods. Next: Warframe: A Complete Beginner's Guide. 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. 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 . Impact - The staggering physical damage type. 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. that is pure and simple, OVERPOWERED! 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. If armor was a fixed value instead of being scaled, then Bleed wouldn't be so much of a problem. 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. Damage = impact + puncture + slash + elemental Viral/Bleed remains as the best answer to armor besides Warframe abilities. Slash tiberon Grants a high burst of damage on certain enemies. 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. which is why in my suggestion, there would be effectsthat bypasses armour and shields. The mods that increase the damage of a type is the percentage of that damage type, not total. I'm not too big on fire rate mods, but again, personal preference, Mostly only ever worth it on melee weapons. No 1 mod should be more powerful than 2 combined mods and no base status should be more powerful than modded ones. IPS: +50% Could someone just explain to me what Slash, Impact, and Puncture are in the most detailed way possible? Snipetron Vandal is a Puncture damage-dealing Sniper rifle with a base critical chance of an incredible 28%. That's not how the math works. So here it is, my suggestion to address IPS. that being said, on weapons that have a very high base damage in one physical type (someone mentioned jat kittag as an example. 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. It only works on organics due to the weapon's nature. We can try nerf bleed status effectto make it no longer ignore armor, but that will attract some backlash. Impact/Puncture/Slash mods don't make a difference because the weapon has no base IPS to amplify. Ergonomic design for optimised comfort. Polarity 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. impact Certain mods in Warframe allow you to add elemental effects to your weapons. A +10% impact would do an additional 10 impact. it is the same reason people will hate my suggetion to remove the power of bleed, even though in that same suggetion, i provided a way to still bypass armour and shields with 1 status (which is what slash used to be). So the damage of a weapon can in a sense over ride the base status of the weapon. Only disadvantage of this melee is low impact and puncture damage. 1/6 the damage it used to deal, but Bleed remains the same at 35. Its shot deals Impact, Slash, and Puncture damage types simultaneously. i will make suggestions on elements depending on how this goes. WarFrame PvE MMO-Lite . Useless on low-damage weaponry, but incredibly useful for getting an extra 90% damage out of weapons focused in that school. They are the physical elements of the game. sooner or later, Slash will be nerffed againor become useless against enemies. The only thing keeping it from being on the number one spot in this tier list is that it's very situational. 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. 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. Right now, the +120% Impact on Collision Force is +120% of the weapon's Impact damage. 2 mods, each procapplies 5% Hack, which deals 5% more damage for every consecutive hit. Rupture is a mod that increases the Impact damage of Rifles. Let's go over how they work. 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). Base Capacity Cost If the weapon's fire rate is exactly 2.5 it won't count towards the 70% chance. Simply selecting the proper config for the occasion ~ been working well for me so far. This is a fantastic element for fighting the Corpus, amplifying the damage their shields take tremendously. How to leave a lasting impression on the enemy. Puncture Stormbringer (+90% electricity), on the other hand,takes the damage to 100 Impact + 850 Electricity (2.125x / 112.5%of base Electricity, not1.9x / 90%). That's the issue. For example: Burston is 10 in each category. Zugang! Max Rank at that point you might aswell got for a Heat nukor if what you want is damage. In terms of damage best against armor, slash is best against flesh, and impact is best against shields. The Glaive is very good cause slash procs ignore armor, and deal dmg direct to health. Main: Roasted chicken with roasted potatoes and green beans. 1. Basically; slash is strong against health (infested), impact against shields (corpus) and puncture is strong against armor (grineer). Edit Preferences IPS stat mods can look something like this. Request. 5 IPS (Impact, Puncture Slash) is bundled in this one video, however remaining videos will be separated into their. Rifle Corrosive is created by combining Toxin and Electricity. 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. 2 A +10% impact would do an additional 10 impact. 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. Similar goes for Impact. Thanks! Covering the hottest movie and TV topics that fans want. IPSshort for Impact, Puncture, and Slashis the backbone of most weapons you'll find in Warframe. Toxin is also a solid choice for fighting unarmored Grineer. Edited April 12, 2015 by Rakshal -DragonOfTheWest- PC Member 907 Posted April 12, 2015 (edited) We can try nerf bleed status effectto make it no longer ignore armor, but that will attract some backlash. Max Rank Description 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. Just be wary of using it against the Infested, as Toxic Ancients make nearby Infested completely immune to Toxin. If you're a new player, we recommend Corrosive and Heat. 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. Most endgame builds avoid using Blast altogether since it has terrible damage multipliers. You need to be a member in order to leave a comment. True damage is an unlisted damage type that some Warframe abilities possess. 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. Use regular expel mod if no primed version as it is still a 1.3 or 1.69x multiplier. I know how elemental mods work now and that each weapon has its total damage split into 3 (sometimes 2) types of damage: impact, puncture, and slash. i can still effectively kill level 160 heavy gunners with 0 slash build (bo prime) and no riven. At low levels, IPS fine. These are the most common damage types. They are factored in multiplicative of everything else; meaning, they are always a +30% damage increase. (people will use vigilante armaments over this Rupture any day, its the same reason augur pact is hardly used). [ 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 Gas clouds require Faction Mods and high base damage to deal respectable damage. 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. Related: Warframe: Revenant Complete Guide Drops, Abilities, And Builds. #Warframe New Impact to Slash Mods Hot or Not?! You can't use it against Infested or mechanical enemies. Stat-wise, the Tenet Livia is a fantastic melee weapon. 10 stack suggestion is OP for crowed control, status weapons can get 10 stacks in a matter of 1-2 shots/hits. It has no effect if the melee weapon's Impact damage is zero (for example ranged attacks of Redeemer ). Edit Preferences 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. - Puncture status effect creates sonar like hotspots that when hit amplifies the damage by 4x. But, throw on even an Unranked Sawtooth Clip (+5% Slash) and now it can. Acolytes and Liches can only be affected by four status procs per type, making effects like Viral much less effective. Primed Expel: A further 1.55 multiplier to hornet strike/deadhead and Devouring Attrition and double dips on slash DoTgiving them 2.4x multiplier. I thought that this was the principle idea behind having 3 seperate mod configurations with each weapon, no ? 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. that is why i am suggeting removing stacks from unmodded statuses, reworking bleed to only give 10% increase in damage. This is what i was intending to mean, i just didnt indicate it with so much detail. Altered the text of the Shattering Impact Mod to be in line with the other parkour Mods. 2020 Digital Extremes Ltd. All rights reserved. Blast is created by combining Heat and Cold. Hunter Synergy and Hunter Recovery make Companions worthwhile allies in combat, and the set bonus even grants Companions increased damage. This damage disparity automatically makes certain damage types trash by comparison, especially damage types with negative modifiers against armor. sooner or later, Slash will be nerffed againor become useless against enemies. The reason is because Slash and Viral status dont work on it , slash bleed is probablythe very reason they made it not work. Alloy armor which the Corpus love to use on some of their robots. If armor was fixed we won't have stupid scenarios where Radiation deals 18x more damage than Magnetic against 6000 Alloy armor. The go-to source for comic and superhero movie fans. Impact 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). (1.75x damage and 75% armor ignore) Try it on Bombards and you'll see how badly Corrosive was gutted. Corrosive will destroy most Grineer targets you come across, and Heat will shred through Infested targets. The fact that people stay away from impact weapons if they can is a great example. 100 Base damage, Bleed ticks for 35 each. 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. 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. Bleed ignores armor scaling and will always do the same damage while everything else gets weaker as armor ramps up. 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. [Top 5] Warframe Best Impact Weapons (2022 Edition) Updated: 21 Feb 2022 2:52 am. Although most weapons have varying proportions of Impact, Puncture, and Slash, some weapons (such as the Glaxion or Phage) can have no physical damage at all. Slash only seems broken because armor mechanics in this game are. 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. Before we give an explanation of what each damage type does, it's important to understand where these damage types come from and why they're important. We don't need complicated mods. Right now, because armor scales, 6000 ferrite (+5500 armor from base) means 100 Puncture will deal 13.5. 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). At max 10 stacks the parazon finisher chance is 100% and finisher health threshold is 33% of maximum health. its the same reason you take toxin now (used to be gas/slash) for corpus. Don't warn me again for Warframe View Page Cancel Your preferences are configured to warn you when images may be sensitive. Sounds weird doesn't it? 2. Overall it's a pretty balanced damage type, and most of the bonus damage is on heavy armor. are the mods that increase damage to certain enemy types worth it like expel corpus? At low levels, all damage types are actually quite equal and do what DE intended. 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. 1 mod, each procapplies 1% Pierce chance to deal damage that bypasses armour and shields, at 5 stacks 25% chance for your next hit and resets counter. 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. Sourced from official drop table repository. ((100 + 50) * 10 / 100 = 15). At sortie level, reducing 6000 armor to 1200 is still 80% damage reduction. 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. 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. ), You need to be a member in order to leave a comment.