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To weapons, you'll just rank max +ATK (blue), +Fire Rate (blue), and +Elements (all of them, blue). You won't try to have a little bit of everything, you'll have only 3 mods installed, ATK, Fire Rate, and the element to fight what you'll fight.
As Descendant build for Bunny 3. To damage you'll use Skill Damage, Skill Range, Skill Cooldown, and Skill Duration. To survivability you'll use +HP, +Shield, +Def, +Res, you need nothing more.
That's it, doing that you'll power through all Collossis so fast that you'll be "underlever" when reaching Hard Mode, this is important because it'll unlock all regions for you, allowing you to farm everything you need.
Its explained in the module card. Read stuff in game instead of always relying on guides.
And very important hint. Upgraded modules > lots of small un-upgraded ones. Leave slots blank, it is perfectly fine.
alright thx for the explanation
Same goes for the weapon. You want a Rifling Reinforcement max ranked, Weakpoint Damage max ranked and elements for bullet improvement maxed at the end of story, for one gun type is enough. Through the story it's important to learn to go for the weakpoints on bosses, to scan for them all the time after all. Buff that damage you're constantly doing and nothing else.
After reaching Hard Mode, add Energy Activators to your main weapon first. Ignore regular descendants for activators, only use them on Ultimates and just get good and dodging attacks at first. No sense for new players since everyone is gonna get an Ultimate buff eventually, but if you're hardcore with unlimited free time, everything in the game is refarmable infinitely. Go nuts. Here External Components are important, they're all Lv100 with the highest possible number rolls, because they add *to your base numbers* and across the 4 of them you can get resistance rolls high enough to never need to mod for them. So they make your defense explode with the right modules and sub-stat rolls. You crave for resistances and HP and DEF rolls in combo, both gold for god rolls.
Thanks to red orb drops, most descendants right now wanna double-module HP tank. For bossing, add a DEF buff module cuz why not, here especially after Hard Mode Pyro it's important to tank. Kyle for damage scaling and Enzo for survivability however, do the same but with Shields.
TLDR very important rules:
- Max Rank > Slots filled for capacity
- Understand the numbers
You may want to consider trading DEF for HP + SHIELD. You do need some DEF but it does not scale nearly as fast/high as HP. Shield and HP are very similar. When you're out of both you die. Shield is like immediate health so enemies burn through it faster than HP. The tradeoff is that shields will recover much faster than HP. HP > Shield in isolation but together your effective HP, EHP = HP + Shield, will scale higher than dumping all your points into DEF ( Unless you run AJAX ). Short version - prefer HP then Shield then DEF is a good approach to improving your survivability.
As for damage, you really need to be careful because the tooltip on your weapon is not really that good. There are two parts to how much damage your weapon puts out. The rolls on the weapon and the mods you put into it. IMO the CRIT stats are far more important than elemental damage. This is because 1 CRIT can be 3X to 4X a normal hit. No elem mods or rolls comes close to these multipliers. Weak point DMG is the next best multiplier of your damage with the caveat that you must be a good shot. If not, then stack elem damage instead. It will cost more resources and awareness to build up all the elem damage types and pay attention to the correct mods to use. A CRIT build will just be easier to obtain, but using elem damage is okay if hitting weak points is not where you want to focus.
My biggest mistake thus far: Having separate weapons for every occasion. In the beginning it is simply a way better investment to fully level up one weapon. My suggestion would be the Thundercage, especially, if you feel learning into CRIT DMG is something you want to do.
Not original ideas, but if not adhering to at least some of this the game is going to punish you especially in Collossi fights. Either your surviability or DPS will suffer greatly and you need both, big time, in hard mode if/when you get there.
Like I stated in my advice at the end, DEF isn't nearly as important as HP (or shield for those two descendants right now). Shields scale horribly, waste of a slot in every single case otherwise. HP however, allows you tanking in all mission types thanks to red orb drops. DEF isn't important because it has a horrible falloff - if you can hit 30k, stop. The difference between 30k and 50k is so minimal you barely see it and beyond that? 0.X% increases, not worthwhile at all, falling off exponantially. Right now 50k defense is the softcap for everyone but like I said, 30k is more than enough and you can get that with *one* module. If you really, really need to. But try to get skilled and good without it first, then you'll really enjoy the power.
Here's how a lot of it works. If your GEAR doesn't have a stat and you place a mod that buffs that stat by a percentage. You're wasting your time.
I'm rocking frozen heart set as I'm yujin and he wears it well let's just say cos of his kit and such. Painful to get a few pieces of it with non dogmuck stats, cos frostwalker is a horrific pug death 90% of the time. A close call 5% of the time and... a win often in streaks. The other 5% of the time. Justifiably THE most hated boss in the game and makes molten... look like an easily farmable cakewalk
But I digress... If I placed the "def + 160%" mod on my build while rocking a shield + hp set. I would get... VASTLY less than a hp and shield mod in terms of survival.
It's a "long range sniper, hit and run. stay out of combat and spam something like duty and sacrifice with high mp regen out of combat stat" set... and it's good for that. though you CAN pop in and out of combat to do some burst dmg naturally.
Now, IF I got a ton of frozen hearts with golden DEF rolls... THEN I might consider boosting that with the def + blue mod.
See how it works? You take the base power or stat. Gotten from gear or reactor. Then you use mods to "amplify it" sometimes, sacrifice some of that power or amp for stacking useful stats like range or cooldown reduction, duration etc.
The problem is you'll get some "pollution" in the stat rolls on pieces of gear. Like... ectiv time duration and range. Or "pickup range increase" that doesn't in any way stack to useful values.
1. Action and reaction, come for each ammo type so farm until you get the one you need. +att damage and +recoil. It is the highest damage mod boost in the game. It increase recoil but the extra damage you cant ignore. It drop from most elite outpost enemy in sterile land and 1 mission drop it also.
2. Hp collector, heal you when you kill enemy, increase your survavibality by a lot in colossus fight or infiltration. Few mission and outpost drop this as reward
3. Mid air maneuvering, your charge fixed at 1 but you can grapple anywhere, many colossus fight will become easier with this since you can dodge their AoE much easier. Drop in infiltration and 1 mission that i dont remember which one.
I'll add to this:
4: put the "immune to x debuff and +7% increase to resistance" mods on that must have list. They are also worth their weight in gold (pardon the pun). And I mean literally UNUPGRADED so their capacity doesn't change. You don't benefit nearly as much from modifiers to resistances as you do from the flat immunity.
SO much of the collosi damage that kills you. Is because their attacks and their puddles etc stack debuffs and dots on you, often in stupid spammy ways. If you can remove the debuffs you can break combat status and get huge mana/shield regen, or if not built to abuse that. Simply not taking the damage over time ticks. You take WAY less damage from the collosi all for just having those corresponding elemental mods on. It's VERY noticeably powerful as an effect and far better than "lol stack resistance stat it uses".
5: The "issue" with mid air grapple. Is that it makes it MUCH harder. To grappled collosi weakpoints when they're yellowed and vulnerable.
6: I'll explain the reason HP collector is the king of the collectors. HP is the most sought after stat to stack by far at the moment. it's ALSO a GUARANTEED proc with a short cooldown. It's not a "chance" to proc like mp collector and it isn't a joke like veterans tactics.
Shield collector IS similarly strong, but it's only obtainable via combining ult tier mods and is essentially a lottery item. Very odd. Would be arguably better on my yujin than hp collector for example, as he heals himself easily. But he also regens his shields... Kyle would love it I guess. Shame it's rare as hens teeth and you have to actively gacha game it. Insanely odd that it's obtained only that way.