The First Descendant

The First Descendant

Statistieken weergeven:
what is difference between a mod that gives chill 20% Attack VS add chill attack 10% of Fire power
anyone knows and tested?
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1-7 van 7 reacties weergegeven
One adds Chill to your gun, as a % of the ATK . Second one increase this value.
So lets say you have a gun with 100 Chill ATK flat in afix
It has 1000 ATK in stat.

If you add 10% chill of gun ATK , your gun , on top of 100 chill ATK in affix will get extra 100 chill , so you will run on a gun 1000 ATK + 200 chill ATK.
Now if you add 20% chill ATK , you will INCREASE all your chill ATK stats by 20% , means 200 + 200*0.2 = 200 + 40 = 240 chill ATK

SO, one is fine , to add a % of your gun ATK as an elementary damage , especially on a Coloss fight. But consider to look which element he is weak to.
Laatst bewerkt door DWI_Suriil; 19 jul 2024 om 18:21
are you noticing the difference between the "bullet enhancement" which lets you add an element to a gun that does not have it? vs a mod that buffs the element it already has on it as a perk?
chill 20% Attack = increase current chill damage 20% (from substat and enhancement module)
add chill attack 10% of Fire power = give your chill attribute atk dmg 10% from your firearm atk value
Origineel geplaatst door B R O K E N:
My only beef with the element mods is this. They are different polarities or symbols, whatever they are called. My guess is that they want you to build different variant of the same gun, for different things.

That is why you leave at least one or two slots non affiliated. That way you can switch it around.

This also involves your Descendant's resistance value if you are into that.
Origineel geplaatst door tarulamok:
chill 20% Attack = increase current chill damage 20% (from substat and enhancement module)
add chill attack 10% of Fire power = give your chill attribute atk dmg 10% from your firearm atk value
this is the correct answer

if the wordings right, but thats how it works
Laatst bewerkt door vishuspuss; 19 jul 2024 om 22:09
Yeah you wanna use a finicky balance of Firearm ATK scaling (2 modules and sub-stat rolls in gold), then add the Bullet Improvement module that scales off of that, then a matching element enhancement module. I add in descendant skill scaling and external component set bonus scaling (Annihilator set currently - in proportion to HP lost, gain up to +26% Firearm ATK) but... This makes Hard Mode bosses cheesy as hell, sub 2min runs.

For those of you that haven't noticed; the closer you are to the boss, the more damage your bullets do. So get up close and personal.
Laatst bewerkt door Rooxon; 19 jul 2024 om 22:34
mod that gives chill 20% attack should also increase the chill attack if it exists as one of the four attributes in your gun.
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Geplaatst op: 19 jul 2024 om 18:16
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