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번역 관련 문제 보고
There is currently electric, heat, cold, and toxin mods for weapons.
Heat + Cold = Blast
Heat + Electric = Radiation
Heat + Toxin = Gas
Electric + Cold = Magnetic
Toxin + Electic = Corrosive
Cold + Toxin = Viral
I think that's all of them, but I can't think straight at the moment so anyone else feel free to add.
Basically, all of these have viable uses, for different senarios. The Damage 2.0 chart will help you determine what load-out of combo elements help best.
Virus to 1/2 the hp - cold poison
Corrosion to remove armour - electric poison
EEEXPLOSIOOOOON - cold fire
Radiation to confuse and stun - electric fire
Magnet to remove shields - electric cold
For the most part, what you want for each faction is:
Corpus - Toxic damage because it completely bypasses shields and will make short work of them.
Grineer - Either Radiation or Corrosive. Radiation is excellent against Bombards and Napalms who are some of the toughest enemies in the game. Corrosive is good for Heavy Gunners and a lot of other units though and you can double up with heat for more damage to fleshy units. Keep in mind that Grineer units scale up in strength far faster than any other faction in the game due to their high armor value and that the corrosive status proc shreds armor.
Infested - Corrosive. Pretty much all of the tougher infested units are weak against corrosive so this is an obvious choice. You could couple it with heat damage depending on what mods you have available if you really wanted some extra damage against the weaker units but it's not necessary.
If you're feeling lazy and don't want to switch damage types each mission, just load up on corrosive and heat damage. Those two are good or at least neutral in most situations so they make for a good one-size-fits-all combo.
It's not a bad neutral combo, but it does eat up 4 slots (unless the weapon already has a base element) which just isn't optimal for many late game weapon builds.