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So the first thing is does is increase Void Walks modifier from 578.1% to 634.9%.
It then adds 17.3% of your DEF to the damage dealt.
Unfortunately, the Stun time is reduced down to 1.5 seconds.
I do not know HOW the DEF is added.
It could be a flat extra after the Skillpower, which seems to track with the num,bers i was seeing in my limited testing, but i only have 52k DEF right now.
So Void Walk should immediately see a mild damage increase. I saw about 10k extra in my setup.
The second effect it has is to reduce Expulsion's modifier from 1290.4% to 1060.3%
Enhanced Expulsion drops from 1407% to 1145.6%.
While it does apply a 3% DEF additional modifier to both versions of Expulsion, you lose significantly more damage due to the 250% ish loss of Skill Power Modifier on Enhanced Expulsion.
This is why you saw a decline in damage dealt by having it equipped, 3% of DEF added, even as a flat number, is less than 250% of Skill Power.
The trick to this mod is in the Enhanced Expulsion DEF modifier.
It may start at 3%, HOWEVER, This 3% is uniquely affected by Skill Power Modifier mods.
You can achieve an additional Skill Power Modifier of around 125% just through [Maximise Skill Power] and [Tech Master] together.
So to make the Void Charge Trans mod work, You need a build with maximum DEF combined with the aforementioned Skill Power Modifier mods.
Ive seen some Ajax's claim to have DEF in the region of 150k, Which would make an Expulsion under Void Charge deal 1145% Skillpower + 200k flat damage from DEF.
But in any other build, The sole reason to run that Transmod is simply for the cooldown reset on Enhanced Void Walks.
I see, thanks for the break down. Guess its still not time for me to use this mod yet. I think I can reach 100K Def if I upgraded a new Def mod that I've gotten. Having trouble with gold at the moment.
Wow, that sounds amazing! I just got this mod a few days ago and did not understand and I am always leery of mods that have detrimental effects like they add such and such but take such and such away. Thanks to this post i have a much better understanding of the mod and may try and spec into it.
I've done tests between Void Explosion and Void Charge and with generator change I got around 2000 damage increase, which ontop of 400k hits is worthless. Surely doesn't worth losing additional ability charge.
This made me believe 3% of defense is added as flat damage, because at that time I had around 60000 def.
This mod is garbage.
I didn't actually notice that it changed to Dimension, lol. Thanks for that.
Handy that my main Reactor was NA/Dimension anyways i guess lol
The thing with this mod is that it requires a specialised build to take advantage of how it actually scales with Skill Power Modifier.
Ajax wouldn't normally slot for Skill Power Modifier because it either flat out does nothing or provides an incredibly small boost to the ones that are affected.
So to fully utilise this specific Transmod, You would need a build that does:
- Maximum DEF.
- Maximum Skill Power Modifier.
- Reactor with Dimension boost.
Secondary needs would be MP recovery assistance and Cooldown Reduction.
if you aren't built to boost that DEF scale from 3% to 125%, This Mod has no purpose in your build unless all you want from it is the cooldown reset on Enhance.
I'd be very curious to see what sort of numbers come out of an Ajax maximising this Mods potential for Expulsion blasts with a dedicated build.
I'll do it myself one day, when i have enough Kuiper to max all the required mods, lol.
Now you have me interested as I'm an Ajax user myself (AND was wondering why Void Charge was so bad! Didn't even see it changed it's typing) so I must ask you, is there any interest to use something akin to Dimension Master to reinforce the barriers? I was wondering if you could make it so you send back more damage. But the wording in this game is terrible and never seems to truly reflect what you get (even after saving). What type of boost can you use on Ajax, outside of Skill Power or Skill Range?
Range and Cooldown reduction seem to the 2 stats that make the most impact.
Duration doesnt change barrier durations, they appear fixed. But it does improve the Void Walk Stun and the Enhanced shield bonus (lmfao, Shields XD). It may also affect the out of combat decay rate for Void Energy.
The reflection damage is based on your raw skillpower and modifiers dont appear to have any affect.
Dunno if its a bug, but the Orbit Barrier reflect appears to be using the non-optimized base Skill Power of the Reactor for its damage.
On mobs without high defense, I only ever really see about 11k damage. Which is the exact Skillpower the Reactor offers before the optimisation effect.
In theory, Dimension Master might work for Orbit Barriers reflect, but only the increase to raw Skillpower as Modifier wont change it.
Assuming those Master mods are even working, since they dont have any visible effect on stats XD
Easy way to tell if a mod affected an ability is to have a mod setting tab with nothing in it.
Place the test mod in that empty loadout and save.
If an ability had its stats altered, It'll have a green dot under it. If the dot is there, The change will be noted in green text next to whatever got modified.
If there is no dot and no green text, then the mod had no effect on that skill.