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
Also, yes, when it comes down to it a Hunter Munitions build is primarily for high level content. Furthermore Vigilante Armaments is usually recommended with Hunter Munitions as the extra multishot gives you more chances to proc the bleed for most weapons.
edit: Also, just in case you don't know, Slash is good because it inflicts Bleed relative to the damage that inflicted the Slash proc. With Bleed's damage type being "True Damage", which simply ignores Armor and Shields.
Corrosive decreases effectiveness the higher ou go, because you need to proc more remove more armor. This is fine for a high RoF gun like Soma prime but Tonkor RoF is extremely slow in comparison.
Hunter Munitions has another advantage, its 30% slash is INDEPENDENT of other modifiers. That means you aren't adding to the status chance but every 3rd shot essentially has a chance of applying slash on critical.
The downside is it is only 30% on critical meaning you better be building it with a high critical chance build.
Thank you very much! :)
I just found out that I can pause the AI for easier headshots in the simulacrum, which made dps comparisons between the two setups MUCH easier. :)
I wish I would have known that BEFORE I opened this discussion. xD
So now there is a clear winner. You were right, the hunter munitions build deals more damage in the most test runs. :)
And since OP's riven cranks up his crit chance beyond 100%, it means at least a yellow crit is guaranteed on every shot, making every shot also rolling the dice to proc slash, 30% chance in the truest sense.
Because if it is on only a direct hit slash is still going to be useless.
Yeah it is explosion as well, but it rolls separately for each individual target hit. So it's not a binary roll that simply tags the crit explosion as causing a Slash proc or not. Hitting a group of enemies, you may only see one person get Bled, or you may see all of them.
1.) The multishot combined with Split Chamber pushes it to 150% MS total, so half the time you'll fire two grenades, and three grenades the other half of the time. So you're maximizing every shot, which is very useful for slow weapons like the Tonkor
2.) Vigilante mods buff your crit tier, which means yellow crits can become orange, and orange crits can become red. You're already pushing +100% crit chance, so there's easy orange crits there. Slash procs benefit a lot from critical damage, which is where Hunter Munitions comes in
I think part of Corrosive's value is in its armour-stripping, which is very very limited on a weapon with a low fire rate and a low status chance. Without being able to spam it, you're only at an advantage against Ferrite armour, which HGs have, but not Nox. Slash procs ignore both types of armour, so it's a better choice in that case, especially if you're not raising your modded status chance over 30% in the first place.