The First Descendant

The First Descendant

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To any veteran players about elemenatal damage
Do you really recommend using matching weakness element on a gun vs colossi (flat ele atk + ele dmg increase) vs critdmg + critrate + max ammo + reload speed.

Personally, numbers at sienna lab tell me that ele is trash
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Showing 16-30 of 32 comments
Kaggy Jul 19, 2024 @ 1:34am 
Originally posted by Peter Pan:
Originally posted by Rogue:
Also not all weapons are crit based nor descendant has the ability to make crit viable.

So if a gun like Thunder Cage has higher base crit rate and crit damage, it is better to aim for crit mods than [elemental] enhancement mods?
Tbh, kinda depends.. because even low crit chance weapons can sometimes be stronger with a crit build

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)
Kaggy Jul 19, 2024 @ 1:36am 
Originally posted by Hommit:
Based on gun stats.
20% crit or more - can use crit build
atleast 1.5 weak dmg modifier - can use weak build
none of the above (like tamer) - pure dps + ele build
crit tamer that is none of the above still outperforms others from everything ive seen or tested
(or that friends have as well with full game clears and max tamer polarities)
Licher.Rus Jul 19, 2024 @ 1:37am 
Originally posted by Badmanner-:
Do you really recommend using matching weakness element on a gun vs colossi (flat ele atk + ele dmg increase) vs critdmg + critrate + max ammo + reload speed.

Personally, numbers at sienna lab tell me that ele is trash
At least you should (!) have recommended elem resist numbers.
fx! Jul 19, 2024 @ 1:40am 
Depends on your weapon base stats and mod capacity, as a general advise I'd say try to scale the fire rate, atk%, crit dmg and crit chance first in roughly this order. Also the added ele damage isn't affected by weakpoints. And according to some evidence colossi have crit resistance, so you will score less crits against them.

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.
Mistfox Jul 19, 2024 @ 1:42am 
Originally posted by Kaggy:
Originally posted by Hommit:
Based on gun stats.
20% crit or more - can use crit build
atleast 1.5 weak dmg modifier - can use weak build
none of the above (like tamer) - pure dps + ele build
crit tamer that is none of the above still outperforms others from everything ive seen or tested
(or that friends have as well with full game clears and max tamer polarities)
I'm not sure it's the crit that is the reason for that performance, I suspect something more like Mental Focus. Tamer crit rate is only 10%, with a +30% crit rate build, it's only about 13% or about 1 shot in 8.
MissReapZz Jul 19, 2024 @ 1:47am 
Using Rifling Reinforcement, Fire Rate UP, and Action and Reaction mods is the most effective method to boost your weapon's DPS. Your DPS calculation depends on your base weapon damage (Firearm ATK), fire rate, elemental damage (chill, toxic, etc.), critical hit chance, and critical hit damage. By equipping just three mods, you can potentially double or even triple your DPS.

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.
Last edited by MissReapZz; Jul 19, 2024 @ 4:49am
Mistfox Jul 19, 2024 @ 2:00am 
Originally posted by MissReapZz:
It's important to improve your critical hit rate and damage output as well,
This part is situational. Some weapons have only a base 5% chance to crit. Even adding the hit rate increase of 30%, that is only a total of 6.5% chance to crit, totally not worth it. It would be better instead to add elemental damage or lean on weak spot damage.
MissReapZz Jul 19, 2024 @ 2:02am 
Originally posted by Mistfox:
Originally posted by MissReapZz:
It's important to improve your critical hit rate and damage output as well,
This part is situational. Some weapons have only a base 5% chance to crit. Even adding the hit rate increase of 30%, that is only a total of 6.5% chance to crit, totally not worth it. It would be better instead to add elemental damage or lean on weak spot damage.

Yeah maybe read again...
RedFaster Jul 19, 2024 @ 2:05am 
Originally posted by MissReapZz:
Using Rifling Reinforcement, Fire Rate UP, and Action and Reaction mods is the most effective method to boost your weapon's DPS. Your DPS calculation depends on your base weapon damage (Firearm ATK), fire rate, elemental damage (chill, toxic, etc.), critical hit chance, and critical hit damage. By equipping just three mods, you can potentially double or even triple your DPS.

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 the weapon DPS even more, consider adding an elemental damage component like Chill, Toxic, Electric, or Fire Enhancement mod. 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.

Sniper rifles, hand cannons, and so on will focus more on single-shot damage vs. sustained rate of fire increases.

That's the theory but in practice elemental damage is inconsequential. The Enhancement mods need a buff bad.
Mistfox Jul 19, 2024 @ 2:06am 
Originally posted by MissReapZz:
Originally posted by Mistfox:
This part is situational. Some weapons have only a base 5% chance to crit. Even adding the hit rate increase of 30%, that is only a total of 6.5% chance to crit, totally not worth it. It would be better instead to add elemental damage or lean on weak spot damage.

Yeah maybe read again...
I did. You did not tell them when NOT to build for crit, only told them in general to do it.
MissReapZz Jul 19, 2024 @ 2:07am 
Originally posted by RedFaster:
Originally posted by MissReapZz:
Using Rifling Reinforcement, Fire Rate UP, and Action and Reaction mods is the most effective method to boost your weapon's DPS. Your DPS calculation depends on your base weapon damage (Firearm ATK), fire rate, elemental damage (chill, toxic, etc.), critical hit chance, and critical hit damage. By equipping just three mods, you can potentially double or even triple your DPS.

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 the weapon DPS even more, consider adding an elemental damage component like Chill, Toxic, Electric, or Fire Enhancement mod. 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.

Sniper rifles, hand cannons, and so on will focus more on single-shot damage vs. sustained rate of fire increases.

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...
MissReapZz Jul 19, 2024 @ 2:10am 
Originally posted by Mistfox:
Originally posted by MissReapZz:

Yeah maybe read again...
I did. You did not tell them when NOT to build for crit, only told them in general to do it.

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
Last edited by MissReapZz; Jul 19, 2024 @ 2:22am
❀Eden❀ Jul 19, 2024 @ 2:29am 
I see no damage benefit of having a larger magazine or reload speed beside seeing a larger dps number in the stats. Realistically a reload takes one second or less and during that time the accuracy recovers, which is none less important too. Overall more damage per bullet is better than more bullets shot, because then you have a longer ammo pack.
You can take a look at my build that I'm using https://steamcommunity.com/sharedfiles/filedetails/?id=3291942726
Last edited by ❀Eden❀; Jul 19, 2024 @ 2:31am
Hommit Jul 19, 2024 @ 2:34am 
Originally posted by Eden:
I see no damage benefit of having a larger magazine or reload speed beside seeing a larger dps number in the stats. Realistically a reload takes one second or less and during that time the accuracy recovers, which is none less important too. Overall more damage per bullet is better than more bullets shot, because then you have a longer ammo pack.
You can take a look at my build that I'm using https://steamcommunity.com/sharedfiles/filedetails/?id=3291942726
Tamer + Mental focus
Baron01 Jul 19, 2024 @ 2:36am 
Originally posted by RedFaster:
Elemental effects are underwhelming but they add a little more oomph to weapons that have no significant crit rate or weakpoint.
My Bunny with Transcended mod that debuff enemy attack when impacted by electrocution begs to differ :P

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.
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Date Posted: Jul 19, 2024 @ 1:15am
Posts: 32