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
Multiple adds use DE 50 wildfire with spreading mark mod
Single target use Recurve Crossbow any mod you like.
Once Bullseye is procced adds or boss turns blue switch to SOCR last wish with oblitarate mod and empty mag.
Every hit with shrapnel proc will hit another unhit hitbox on the target. You can multiply this with Beret or Cage helmet and then rest is just prioritize mods with CRIT, Weapon +DMG, mag size , damage against the target you want to kill. eg great one.
Endgame shrapnel is sustained 180K DPS with near perfect mods and perfect game play.
Midgame shrapnel is sustained 80K DPS with nowhere near to perfect mod's, but requires bullseye to be proced from secondary weapon first,
brother your comments gives nothing to the OP post, we already know that shrapnel builds are over powered AF but devs decided that it would great to nerf elemental/status builds even more by giving immune to bosses.
Yeah the starchrome system really lets you test everything
I remember going to fight HM Rav Hunter the day HM difficulty opened on my burn build. The fight was a slog because the game just doesn't tell you the boss is status immune. Same thing happened again on Giant.
It feels really terrible to enter a fight and feel useless because the boss hard counters you.
The game needs to tell us what bosses are immune to or just make it consistent and remove status immunity.
I kinda wonder if it's a bug tbh. If the damage numbers are any indication it seems like status damage just effects the "main" body of bosses and since the main body on bosses is immune or becomes immune during mechanics that would explain the immunity to status.
I'm going to report this I think.
There's a small problem with your logic here. Shrapnel is just good everywhere and countered by nothing.
what is the point of status damage if its only useable on trash mobs for most part?
i chose status build because i saw from arachism onwards, weakpoints were extremely hard to hit with a sniper build, thinking less weakpoint damage, more status damage, this was a smart choice imo. only then to get absolutely shat on late game coz stuff is immune.
i have one other issue with this too, they're nerfing builds mid season, which means im even more reluctant to change build to fix the issue above, you could swap to something, it'll get nerfed and then your back in same spot as you was with a status build
EXCEPT I don't have the starchrom to change my shrapnel build(even if it's okay i can't melt bosses in 4s like the deagle now)...i wanted to buy doombringer since it was OP and could finish bosses like how the deagle is now but since this game takes after Warframe where no fun is allowed i guess i'll need like 300k starchrom to change builds everytime