The First Descendant

The First Descendant

Statistieken weergeven:
How does bonus firearm atk (vs. colossus) works?
Hi,

i was wondering how the bonus firearm atk (vs. something) actually works. I see a lot of video with bonus firearm atk (vs. colossus) on weapons and wondering why i would go for that stat instead of something like : crit hit rate, crit hit dmg, weak point %, firearm %. Is it that the bonus firame atk 2000 = 20% more dmg on the type of enemy?

In brief, is bonus firearm atk (vs. colossus) consider god roll for bossing?

Thanks you!
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1-7 van 7 reacties weergegeven
Yes. Because its a flat damage bonus. Crit hit and weak points just scales based on the weapon's base trait so a crit bonus of 10% will only give 1% additional crit hit rate if the base crit is 10%.

Firearm % bonus is also another best in slot roll.
Origineel geplaatst door Zero:
Yes. Because its a flat damage bonus. Crit hit and weak points just scales based on the weapon's base trait so a crit bonus of 10% will only give 1% additional crit hit rate if the base crit is 10%.

Firearm % bonus is also another best in slot roll.

Ok thanks you! It means for my python bossing my god god roll would be :
- Firearm atk %
- Bonus firearm atk (vs. colossus)
- Crit hit rate
- Crit hit dmg

I'm guessing for a non crit build it would be something like :
- Firearm atk %
- Bonus firearm atk (vs. colossus)
- weak dmg %
- Element dmg (depends on boss resistance)
Nah. I think the godroll for the crit build is still like

- Firearm Atk %
- Crit rate %
- Crit dam %
- Weakpoint dam %

Because the weakpoint you can get more % in module while the atk with colossus is not
So combine that you can get high Weakpoint % value . I talk to like 40-50% more

And additional weakpoint is apply to all enemy and not colossus . So in general I think Weakpoint > Colossus

I don't do the math about the detail damage. It just my own opinion so take it with grain of salt
Weakpoint bonus from module, 10% is only 0.1% add with 1.0 and should be 0.2 at 2.0, but some bug it only adds 0.08 for 10% :/ Forget weakpoint modules exist.

BTW, Crit dmg will double weakpoint dmg. In the case for Assassin's Edge as its 2.0 and 2.0 with 40% crit chance at base, thats triple base dmg on weakpoint and triple weakpoint if crit on a weakpoint.
Laatst bewerkt door jandraelune; 17 jul 2024 om 9:33
Ok thanks you, i might do my own calculation and testing. Just don't want to waste ressources on reroll, either way, there is 5-6 good rolls juste need to decide witch one i take out.
Flat damage is better than % damage, in most cases. If it's a high end roll for Firearm Atk on Colossus, I'd keep it if that was your Colossus weapon.

Firearm atk %
Firearm atk Vs Colossus
Crit dmg %
Crit hit chance %

Crit always wins over weakpoint in my mind, since you will miss quite often anyways, but if you are godly at aiming, then maybe swap the crit dmg % for weakpoint? You would have to do a lot of math to really know for sure which is better.

You can also try for the elemental damage, but then your weapon is basically only good for specific fights.
Laatst bewerkt door xXBulletJusticeXx; 17 jul 2024 om 12:49
Weakpoint mods and % add is not worth it, stick with attack power and crit. 10% weakpoint mod = 0.1% add, or at least should as i have found some mods bugged as when put on Assassin's Edge with 2.0 weakpoint that 10% gives 0.08% add, but a 5% mod gives 0.1% as it should. In any case, 1:1 compare of 1% value for attack power, crit rate/dmg, and weakpoint, attack power gives more dps.
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Geplaatst op: 17 jul 2024 om 7:29
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