Hunter Munitions turns any critical weapon into a Slash-proccing machine while Hunter Adrenaline is a stronger version of Rage. This chance is doubled when the weapon's fire rate is below 2.5. Puncture: Puncture Damage is one of the three physical damage types. Each can be increased by use of their respective mod cards. Only Physical damage type worth a damn is Slash. Cold is great for damaging shields and certain Grineer heavy units. personal preference, I suppose. Anything with more than 50% of its IPS damage as Slash should split bodies. Double Jump - Push jump twice to perform a second jump in mid-air. 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. Stacks multiplicatively with other armor reduction effects. +30% Impact same with reload/fire rate mods. Its status effect, while powerful on paper, deals insignificant damage on its own. If armor was fixed and only health scaled, then Puncture couldactually be an alternative to Slash. Sawtooth Clip: +90% Slash, +90% Status Duration These elements typically come with more potent damage modifiers and status effects. 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? Each of these will have an elemental status tied to them. Slash: Slash Damage is one of the three physical damage types. 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. Why is bleed important? Puncture Impact: Impact Damage is one of the three physical damage types. Close. Introduced as well as just because you have one and you The bleed from slash is OP, its that simple. Why get 90% puncture with only 0.9 punch-through, when you get 30% fire rate and 1.2 punch-through with shred?. it seems to me that these issues only come into play around enemy level 500+, and anyone who wants those level enemies, should have the right weapons, rather than have 1 weapon that just deletes enemies of any level. 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. 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. 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). Primed Expel: A further 1.55 multiplier to hornet strike/deadhead and Devouring Attrition and double dips on slash DoTgiving them 2.4x multiplier. Valheim Genshin Impact Minecraft Pokimane Halo Infinite Call of Duty: Warzone Path of Exile Hollow Knight: Silksong Escape from Tarkov Watch Dogs: Legion . Am I right or do I have it completely wrong? It is highly effective against Grineer Armor and Corpus Robotics, but suffers against Corpus shields. 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.) 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. regardless, if your build benefits from an extra elemental damage type mod, I'd say that should take precedent. If armor didn't scale, and only health did, Slash would only be second to Magnetic as the worst damage against Alloy armor. Some Nyx players will use Radiation to ramp up a target's damage before casting Mind Control, substantially increasing the target's damage output for the ability's duration. The glaive prime has a guaranteed chance to proc slash damage on the target, when it's used to heavy attack. If that isn't enough, I tend to agree with @DealerOfAbsolutesabove: the mods could probably use some secondary effects to be made better choices. It only works on organics due to the weapon's nature. Magnetic can be created by combining Cold and Toxin. 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. Impact/Puncture/Slash mods don't make a difference because the weapon has no base IPS to amplify. 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. Otherwise, Gas is best used on status primers to scale Condition Overload and similar mods. 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. Chains between enemies up to 3 meters from the target. 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. 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. 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. Only use Blast on a status primer. At high levels, Heavy Gunners are basically gods by comparison. At sortie level, reducing 6000 armor to 1200 is still 80% damage reduction. Endgame loadouts seldom spec for Puncture unless they need another status effect for Condition Overload or similar mods. Impact - The staggering physical damage type. It's an excellent damage type to pair with Viral or Corrosive. pretty basic question, I recently came across a guy in a mission that managed to 1 shot acolytes without armor stripping and he used a contagion but I cannot seem to replicate that I tried no strip with corrosive I used viral and stripped I even used eclipse arcane fury and void strike and somehow the damage does a measly 70k with a heavy attack and takes 5 to kill an acolyte but several . Electricity will keep enemies stuck in the Gas cloud and deal constant damage over time. that being said, on weapons that have a very high base damage in one physical type (someone mentioned jat kittag as an example. Request. WARFRAME Wiki is a FANDOM Games Community. Warframe is a popular third-person shooter video game developed and published by Digital Extremes. Zugang! 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. Giving it any additional critical chance-boosting mods is unnecessary, and you will have more mods slots open for other useful things. However, this is a total guess, I personally have never used them at all. Corrosive's high damage multipliers help counteract this, especially against enemies that can't have their armor stripped through Warframe abilities. I feel like now its just a waste of mod space and elemental damage, plus damage, and multi shot mods are the only real options for increasing the damage on weapons (also reload speed/firing speed mods). IPSshort for Impact, Puncture, and Slashis the backbone of most weapons you'll find in Warframe. Don't warn me again for Warframe View Page Cancel Your preferences are configured to warn you when images may be sensitive. 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). The damage system we have now should be further simplified. 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. How to leave a lasting impression on the enemy. For example: Burston is 10 in each category. Status Effects General The status effect of Impact damage is Stagger. Slash-focused loadouts tend to pair this damage type with Viral to increase Slash's bleed damage. Thanks! ok, and from your experience, when does a corrosive build become useless? Just be wary of using it against the Infested, as Toxic Ancients make nearby Infested completely immune to Toxin. A +10% slash would make the weapon deal 5 more slash damage. Most endgame builds use Toxin over Magnetic since Toxin completely bypasses Corpus shields. Slash is the best IPS damage type. We don't need complicated mods. You need to be a member in order to leave a comment. 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. I am not quite sure about Serration. With the following article you will learn how to get fish oil in Warframe, because we have all this covered for you here. Unique Feature: A two-handed Nikana with extended block angle. Press J to jump to the feed. by VYXN last updated 2 days ago (Patch 32.3) 8 6 157,070. 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. 460k dps viral+slash crescent slicer. Impact and Puncture are trash. this effect is more of a boss killing effect, where it is only really effective on 1 tough enemy, not 20 or 50. the armour type wont matter, viral + bleed doesnt care what armour the enemy has. Corpus will resist this combo, but you can simply use Toxin or Magnetic to deal with them. It causes enemies to flinch and recoil backwards. WARFRAME Wiki is a FANDOM Games Community. Update Infobox Data Slash as a base element is good against bare health. The nitrile micro foam palm gives superior grip and protection against liquids and water penetration. Also, unless misunderstood, faction mods are good if you have the room but not so good you get over even elemental mods. The Orthos is a double-bladed staff with great striking distance, giving it the ability to hit multiple targets. 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. 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. . Max Rank i will make suggestions on elements depending on how this goes. But later this will all be bullshit and you will just want slash and elemental mods to deal with armor. 2,000 Its damage modifiers make it solid for Corpus enemies, although this element seriously struggles against armored and Infested enemy types. Certain mods in Warframe allow you to add elemental effects to your weapons. Recommended for use with weapons that have a higher Impact damage than other damage types. impact will still deal 50% more damage to shields, 25% less damage to health and be neutral to armour. If armor didn't scale and was fixed, these numbers won't change regardless of level. Learn everything about Warframe's Ash. Using a barrage of rapid-fire plasma rockets, Gauss signature weapon lays down a path of destruction. Learn how to create Viral damage, inflict bleed on enemies, and more with Warframe's various damage types. WarFrame PvE MMO-Lite . Slash is superior no matter how you look at it sadly, because that armor ignoring slash proc is just godly. Using Radiation and not using Radiation against him resulted in TTK's differing by tens of minutes. 6 . That was what I was looking for. 2 4x multiplier is insane (not to mention it further overpowers melee). It will never reach 0, but when armor grants 99% damage reduction, it feels like 0. These are the most common damage 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. I think it increases all the physical attributes, but not the elemental ones. Weapons like that let you make three different builds to focus on damage types rather than needing three different weapons. Warframe: Is Shattering Impact Worth Using in Eidolon Hunt? - At maximum 10 stacks enemy is stunned. And impact as a base element is good against shields. Against a Level 100Heavy Gunner with ~6000 ferrite armor, which is 95% Damage Reduction. TPV Impact Thermal Cut Glove This Cut Resistant Thermal Glove has an added layer of TPR for maximum impact resistance and high flexibility. Vendor Sources Corrosive is created by combining Toxin and Electricity. The game is currently in open beta on PC, PlayStation 4 & 5, Xbox One & Series X/S, and Nintendo Switch. - Warframe Update 29.10 Corpus Proxima LeyzarGamingViews 184K subscribers Join Subscribe 1.1K Share Save 35K views 1 year ago New Impact to. He is currently a Freelance writer for TheGamer and Game Rant. 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. (~6x Neutral). A +10% impact would do an additional 10 impact. - Each impact stacks increasesparazon finisher chance and parazon finisher minimum health threshold. Impact damage is effective at quickly draining Corpus shields, but it does comparatively less to Corpus and Grineer bodies. Radiation's status effect is especially useful for pacifying Ancient Healers and Eximus targets, preventing their auras from buffing their allies. Puncture is generally the better damage type since it only deals less damage to shields. 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). with negative impact riven, you can make whipclaw to be slash-puncture only. If you have caught any fish from the Plains of Eidolon, you can select it here, which will produce various crafting . Void and True damage are two unique damage types that are fairly rare. 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. Icon Reloads are faster while sprinting, even more so in Gauss' hands. [ 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 With Corrosive nerfed, Slash will be our only defense against the devil that is armor that has plagued this game from its inception. Toxin is the best standalone element for combating Corpus shields, as Toxin damage completely bypasses enemy shields. Applying additional status effects will refresh the duration. I'm not too big on fire rate mods, but again, personal preference, Mostly only ever worth it on melee weapons. Just about every endgame build uses Viral. 1 . Gallery Old appearance Patch History Update 11.0 (2013-11-20) Other weapons (like the Plinx or Tysis) can deal a combination of physical and elemental, or combo elemental damage. hunter munitions will apply Hack as the 1 mod effect, 2 if you equip a second slash mod. 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. 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. 1. Sign up for a new account in our community. New comments cannot be posted and votes cannot be cast. Each proc has its own value. FWIW, one thing that could probably help those mods some is making their calculations like elemental mods. 0 coins. This is even though Fulmin already has innate Electricity.). which is why in my suggestion, there would be effectsthat bypasses armour and shields. 1/6 the damage it used to deal, but Bleed remains the same at 35. However the dread is a weapon with mostly slash damage but do to its high overall crit damage it is still good against all factions. Combined elements are created by applying two or more simple elements onto a weapon. 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. 5. There's a reason why you don't want to strip all of an Eidolon's armor with Shattering Impact Sarpa. might have an elemental damage type that coincides or even replaces Impact, Puncture, and Slash. 1 mod = 5 stacks (resets at 5 stacks) . The go-to source for comic and superhero movie fans. 2. (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. Rupture is a mod that increases the Impact damage of Rifles. Reddit community and fansite for the free-to-play third-person co-op action shooter, Warframe. 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. Some weapons are split down the middle for what they provide for damage. Each weapon now also gives three different types of damage: impact, puncture and slash. IPS: +50% Related: Warframe: Revenant Complete Guide Drops, Abilities, And Builds. Effect caps at 75% at 10 Puncture stacks. - Each impact stacks increasesparazon finisher chance and parazon finisher minimum health threshold. 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. 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. The mods that increase the damage of a type is the percentage of that damage type, not total. 310 100 Base damage, Bleed ticks for 35 each. Found the internet! 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. 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. Thanks! The problem with scaling armor in a nutshell. Edit:status procs, puncture decreases damage, useless; slash deals bleed that ignores everything, great & impact stuns them for 1,5 second, garbage. 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. New Mods for Slash (Health) Damage, Toxic (Poison) Damage, Impact (Shield) Damage, and Status (Proc Chance) Effects!. Impact . Update 11: A new damage system was introduced along with new mods. But, throw on even an Unranked Sawtooth Clip (+5% Slash) and now it can. 1 (Newbie) Can anyone help me understand how Slash, Puncture, and Impact work when it comes to a primary? 1. You rarely see Radiation used in high-level content except for status primers and niche builds. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Who really mods for duration when the target is going to be dead in 6sec or less (base bleed 6sec)?, It acts similarly to Puncture, reducing an enemy's lethality while inflicted with the effect. so, what does everyone think of this idea?, some constructive feedback would be nice. 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. Exact explanations of how each damage type works can be found below. 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. Slash only seems broken because armor mechanics in this game are. Bring some form of armor strip to maximize Viral's damage output. 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 That really sounds like IPS needs a more thorough and fundamental rework in that case. Most weapons in Warframe use Impact, Puncture, and Slash as their default damage types, although some weapon types (Lich and Tenet weapons, the Phage, etc.) Rupture: +90% Impact, +90% Base Damage, This is probably why nobody likes my suggestion (i suggested changing Slash Bleed ). Warframe has six combined elemental damage types: Blast, Corrosive, Gas, Magnetic, Radiation, and Viral. 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. 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. Piercing Hit: +90% Puncture, +0.9 Punch-through I can see how my suggetion may seem to complicate things, but it doesnt really. Credit to the Warframe Fandom Wiki for the IPS damage icons provided below. Heat is considered by many as the best simple element in Warframe. It has massive damage multipliers against flesh and has the strongest status effect in the game, multiplying all damage dealt to the target's HP. Elemental damage types can be applied to your weapon by using certain mods, granting elemental damage based on a percentage of your base damage. they might was well just have level 50 enemies and be done with it, if they have damage that doesnt care about enemy level. Option 2: Secondary stat increaseonthe IPS mods. This is a fantastic element for fighting the Corpus, amplifying the damage their shields take tremendously. Full If you're doing a long survival run, then there are certain requirements. Impact or Puncture or Slash? 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. In terms of damage puncture best against armor, slash is best against flesh, and impact is best against shields. Search within r/Warframe. Armor --> Infinity, Damage (except for Bleed) -->0. Why take +impact and only 90% base damage, when we have Seration, Heavy Caliber and multishot to mod for?. 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. Yes I know that, but does it matter? Viral will multiply the damage of your Heat procs, while Corrosive will help Heat strip as much armor as possible. My proposed impact and puncture rework Slash: Slash Damage is one of the three physical damage types. Unable to move or attack for 3 seconds. Warframe and the Warframe logo are trademarks of Digital Extremes Ltd. IPS (Impact, Puncture, Slash) Status mods rework. first remove all stacking from base IPS statuses,including slash (make bleed status cause the enemy to take 10% extra damage).