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1: Create a stat stick with Gladiator mod set equipped...for extra crit bonus
2:skip Pr.Pressure Point for Weeping Wounds or Relentless Combination
3:watch your dmg Numbers rise to red crit category
I don't think the game really tells you that crit damage goes up with crit chance.
Now Bloodlust mod -- is the damage boost based of the multiplier? Or is the damage boost based off the actual crit chance?
Has crit chance been capped and thus capping crit damage?
Since, if it is capped, would I need bloodlust at all or would the gladiator mods suffice to hit the cap?
Is Bloodlust the only mod that is capped? Would using the Gladiator set be able to push past that limit?
Without any UI display of what it going on it is almost impossible to tell at what your actual crit damage is at any one point... so I really can't tell what would be best as there is no feedback in the game for it.
I don't even understand what you meant with the tier thing at the end.
1. Are "stat sticks" normally melee weapons for exalted skills? I guess in this sense you mean to put the gladiator mods on the deconstructor?
2 Recent changes in how CO works and how the melee counter work makes me think those mods are useless and probably better to use some raw damage to apply to the crit multiplier.
I mean CO only stacks 3 times now and our combo counter goes up so fast... 30 seconds in front of a gorgon and your at 12x anyway... seems a waste of mod space
3. Getting red crits isn't the problem... but is a "red" crit all the same? Do all red crits have the same crit damage or is it a range? Is there any way to see your actual dynamic crit damage multiplier?
I'll give that a shot.
With CC on the riven I am not sure if adding sacrifical steel would help except to hit the cap faster? If that is how it works... not sure as the cap thing has only been talked about since the new melee update.. so I am unsure if the "cap" only applies to the bloodrush mod or any crit multiplier from the combo counter.
Getting red crits it's fun to see but totally useless if your base damage is lower than a build ables to reach orange crits only.
It's simply algebra, if your damage is 10, 10*2=20 if your damage is 5 even with red crits 5*3 =15 but they overcomplicated DS is a total mess and it's impossible to understand that immediately. Add to this than on very high levels without procs it's almost impossible to kill something but noone play high levels so it's not a problem.
.
Heavy attacks on heavy blades are just utter trash, slow and without force sashes but their combos cover a wide range and they are pretty fst and powerful.
Gladiator might on a crit weapon like the gram is almost mandatory.
The nice part is that the hardest enemies are status immune so CO is even most useless.
But hey yes on fast weapons like the venka prime it's better to use CO over PPP considering it can hit 10+ times and having 2 or 3 different forced procs .
- The bonus damage gained by this mod stacks additively with other damage mods like Pressure Point and Spoiled Strike to increase your melee damage (including proc damage like Slash b Slash). Total damage is calculated as such:
- At two status effects applied to a target, this mod provides more base damage bonus compared to Primed Pressure Point and Mod Pressure Point.
- For builds that are constrained for mod space, it may be beneficial to replace Pressure Point with Condition Overload, especially for status-oriented melees.
https://warframe.fandom.com/wiki/Condition_OverloadTotal Damage = Base Damage × [1 + Damage Mods + (Condition Overload Multiplier × n)] × (1 + Elemental Mods) (with n being the number of unique status procs currently affecting the enemy)