Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Take Tamer for instance, its low crit chance BUT beefing up your crit dmg especially is so much added dmg to weakspots,even without weak dmg added, that its the way to go
crit chance added to it is a bit less valuable,but will still raise you chance
TLDR
Basically weak spot dmg can also crit, and more crit dmg even on a low crit chance wpn can be a lot more dmg that straight stacking weak point dmg (can throw in the blue weak point mod and go rest crit even)
(or that friends have as well with full game clears and max tamer polarities)
I've done some testing of ele mods against colossi and in general it sits around 25% of bullet damage (again, keep in mind, no weakpoint scaling). For example swamp walker, electric mod (colossus weakness) does 35.8% and toxic mod (colossus strongest element aka "very strong") does 19.3% of my bullet damage.
It's important to improve your critical hit rate and damage output as well, by using Better Concentration and Better Insight. Weak Point Insight is a valuable mod that can significantly increase weak point damage during boss fights, even though it doesn't show up on your tooltip. To push your weapon DPS even more, consider adding an elemental damage component like Chill, Toxic, Electric, or Fire Enhancement. Switch these mods based on the type of boss or enemy you're up against.
Elemental weapon mods will cause each bullet to inflict damage according to your total Firearm ATK. So, the main goal is to boost your base Firearm ATK to maximize the passive damage from elemental mods. All of this is a general suggestion and will change from weapon to weapon.
Sniper rifles, hand cannons and so on will focus more on single-shot damage vs. sustained rate of fire increases.
Yeah maybe read again...
That's the theory but in practice elemental damage is inconsequential. The Enhancement mods need a buff bad.
If you say so. They work for me just fine. On the range and in the field...
Bc that is cmon sense... if your crit is low af you focus on the other stats... that is why a said it is a general suggestion. A little bit of brain is needed... but even a small increase can make a difference... but raw dmg is the most important stat look ate the first text... or no, look at the first sentence
You can take a look at my build that I'm using https://steamcommunity.com/sharedfiles/filedetails/?id=3291942726
To OP: I always use elemental mod as it is damage on top of the weapon attack and is % based. It is massive upgrade for very little investment. I consider it one of the 3 basic mods to start a weapon--rifling reinforcement, fire rate up and suitable elemental enhancement.