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some weapons are less accurate, and their is also a raw damage mod that also lowers accuracy.
P.S.: multishot adds to status chance, and does even more than adding status chance itself.
meant status per second weapons.
"Status chance behaves differently for continuous weapons (i.e. Flux Rifle, Embolist etc.). Multishot has no effect on the status chance, and also has no effect on the rate of damage. Instead, each damage tick has a chance for extra damage based on the amount of multishot."
straight from the wiki
only thing was conditional overload. nothing else related to warframe.
so either you know somethign no one else does.
or you just think you know whats going on(this is the answer)(note i do know some waepon classes of hidden niches,[example] like daggers have innate armor ignore,but with CL it doesnt matter, and also everyone who has zenistar, me included knows its special niche is taht throw effect with any cloak and gas=op melee weapon, so its not so "hidden")
gonna go do test in simulcrum.
note. i got a riven with %220 multi shot so with a normal 120 one i should have %340 multi shots(forgot to mention i was gonna use phage as teh test weapon)
with that it should jump up to around about %60 status. from teh default %15. so it will be an easy test
also im talking about beam(status per secondweapons) weapons. not a zenistar or a projectile seconaries.
beam weapons are diffrent.
yea no i was right.
so withonly both my multishot(ones a riven with %232 MS) and 2 %60 %60 mods to make blast an easy to tell proc.
it barly went off. which in teh arsenal it was %33 status with it barly going off do to how status per second works.
then i boosted it by adding the other 2, so i have %50 status so with the way you think multishot works on beams i should have well over %100 status, which is not the case
here is the kicker. without multishots mods but with the 4 %60 %60 mods the teh rate status was going off was the same with mulitshot mods
and about galxion. nope same as phage. what i did was first added fire and ice duel stat mods tehn started shooting a lvl 100 heavy gunner and it was going off a lot since base status is 35 and doubling that makes it around %70 status.
so then i removed the duel stats and added the normal varient of ice and fire to make balst. added split chamber, and it barly went off comapred to with duel stat mods. put back on teh duel stats and boom status for days again.
Finale test. corrsive armor stripping. galxion as the test weapon.
with 2 duel stat mods for corrsive. when the lvl 145 corrupted grinner was compltly out of armor the glaxion still had 375 in reserve and jsut under 200 in teh clip.
with only split chamber and normal toxic and fire for corrsive... it never lost its armor. i killed it before it lost all of it with less than 200 left 80 in reserve adn jusut under 100 in teh clip. soo yea...
"run the numbers yourself"
i do, half the time i play now is to test builds in simlucrum and see how well i can do with a specfic weapon or frame. i rarly gone to teh wiki in the last year or 2. only exception was for relic farming locations.
and my post should prove i know how to "run the numbers"