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Himars-TT Jan 6, 2020 @ 9:43pm
Kuva Chakkhurr Question
So what's the best damage bonus for Chakkhurr anyway? Electricity? Toxin?

I kinda assumed it was impact because it does primarily impact damage. If you had a 60% impact bonus KC, your base damage would be 416, and elemental mods would take 90% of that and add it as bonus damage.

But then I realized I didn't know how the bonus damage added up anyhow. If you had a KC with 60% electricity bonus, then added Stormbringer onto it, would it take 90% of your total damage (impact + bonus electricity) and add that directly to electric damage? Or would it take 90% of your impact, and 90% of your electricity, add those together, and add that to your electricity damage?
Originally posted by JebKerman:
To put numbers to it:

Lets take the Kuva Chakkurr's Projectile:
260 Total (260 Impact)

If you rolled +60% Impact it would be:
416 Total (416 Impact)
Adding a +90% elemental mod (say, Heat) would give:
790.4 Total (416 Impact + 374.4 Heat)

If you rolled +60% Electricity it would be:
416 Total (260 Impact + 156 Electricity)
Adding a +90% elemental mod (say, Heat) would give:
790.4 Total (260 Impact + 530.4 Radiation (156 Electricicty + 374.4 Heat))
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Showing 1-8 of 8 comments
Pakaku Jan 6, 2020 @ 9:54pm 
Toxin can be modded into Viral or Corrosive, so that's a safe element IMO

Since it's a great Hunter Munitions weapon, the slash procs you can get with it go great with Viral. And if you pick a non-Impact element, it frees up a valuable mod slot for something else
Tewchainz Jan 6, 2020 @ 10:04pm 
Either toxin or electric for radiation (eidolon hunting)
JebKerman Jan 6, 2020 @ 10:04pm 
I'd assume Toxin to turn into corrosive or viral and save the mod slot you would ahve used adding it, or If you were going to mod for Corrosive or Viral anyway, probably Heat or Radiation.

I've been assuming the bonus functions like a mod. And as such it wouldn't boost any further mods. But I'll do a bit of experimenting.
EDIT: Turns out they don't, they add base damage to the weapon as such it does effect the amount of damage added by mods.

Usually adding more IPS damage is ill advised, unless you're doing it to make that Damage's status proc more often (most commonly Slash out of IPS), as the amount of damage added is based off the I,P, or S already on the weapon. Whereas elements add damage based on the IPS total (Unless IPS added to Kuva weapons are a special case, and it might be, I don't have any on hand)).

Originally posted by Tewchainz:
Either toxin or electric for radiation (eidolon hunting)
But Radiation = Heat + Electricity. And you can straight up get more Radiation damage on Kuva Weapons.
Last edited by JebKerman; Jan 6, 2020 @ 10:15pm
Pakaku Jan 6, 2020 @ 10:17pm 
As for modding, the bonus element is treated as part of the base damage.

If my Kuva Kohm has 25% bonus electric damage, the total base damage would be 4+4+12+5 = 25. Adding a 60% elemental damage mod would bump that up to 40, because 60% of 25 is 15

I assume it works the same way with Impact, you just don't get a bonus element to work with and the status proc chances lean more towards knockback
Pakaku Jan 6, 2020 @ 10:19pm 
Originally posted by JebKerman:
But Radiation = Heat + Electricity. And you can straight up get more Radiation damage on Kuva Weapons.
It wouldn't matter either way, since the bonus damage in the end will always be the amount your Lich rolled for. It would be like comparing one 90% Heat mod against 45% heat and 45% elec, and modding more elec or heat will just increase both examples by the same amount

You would want Radiation if that's the element you absolutely want, and want a free mod space
Last edited by Pakaku; Jan 6, 2020 @ 10:31pm
Himars-TT Jan 6, 2020 @ 10:27pm 
So then for just raw damage numbers comparing a 60% impact vs. 60% electric/toxin, adding on one elemental mod only, which would have more damage?

Also how would the elemental bonus even factor into damage? Would it be 90% of total damage (impact + elemental), 90% of impact + 90% of elemental, or would it be 90% of impact added onto the elemental bonus without taking bonus into account at all?

Edit: For clarity on that last part: X = Impact, Y = Elemental

1. 90%(X+Y)
2. 90%(X) + 90%(Y)
3. 90%(X)
Last edited by Himars-TT; Jan 6, 2020 @ 10:29pm
Pakaku Jan 6, 2020 @ 10:40pm 
Originally posted by Dream-Ender:
So then for just raw damage numbers comparing a 60% impact vs. 60% electric/toxin, adding on one elemental mod only, which would have more damage?

Also how would the elemental bonus even factor into damage? Would it be 90% of total damage (impact + elemental), 90% of impact + 90% of elemental, or would it be 90% of impact added onto the elemental bonus without taking bonus into account at all?

Edit: For clarity on that last part: X = Impact, Y = Elemental

1. 90%(X+Y)
2. 90%(X) + 90%(Y)
3. 90%(X)
The bonus element is treated as part of the weapon's base damage, so elemental mods will scale by the same amount either way. 25% bonus impact is the same as 25% bonus anything else, in the end, since the bonus amount is based on a percent of the weapon's initial IPS base damage
Last edited by Pakaku; Jan 6, 2020 @ 10:41pm
The author of this thread has indicated that this post answers the original topic.
JebKerman Jan 6, 2020 @ 11:02pm 
To put numbers to it:

Lets take the Kuva Chakkurr's Projectile:
260 Total (260 Impact)

If you rolled +60% Impact it would be:
416 Total (416 Impact)
Adding a +90% elemental mod (say, Heat) would give:
790.4 Total (416 Impact + 374.4 Heat)

If you rolled +60% Electricity it would be:
416 Total (260 Impact + 156 Electricity)
Adding a +90% elemental mod (say, Heat) would give:
790.4 Total (260 Impact + 530.4 Radiation (156 Electricicty + 374.4 Heat))
Last edited by JebKerman; Jan 6, 2020 @ 11:06pm
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Date Posted: Jan 6, 2020 @ 9:43pm
Posts: 8