![]() ![]() Like I said I haven't tested shotguns, but the higher multishot, blaze and a couple other shotgun specific mods might make up for the lower crit chance mods. It's a lot more work than what I did with Warframe Builder. Shotgun Spazz>Vile Acceleration (both 90% more firerate but shotgun mod without damage debuff)Īlso you get Blaze what is more dmg and even more elemental dmg I know it gives less dmage buff than Heavy Caliber, buy you dont suffer from decreased accuracyĪ straight damage shotgun build was my first to choice, but could not find a shotgun that came close to the Pixie Pistol's stats so testing shotguns is going to require some sim testing that I haven't gotten around to doing. Hells Chamber>Split Chamber (90 vs 120)% multishot so you always shot 2 bullets with 20% chance for 3rd one, with Split chamber there is a chance that for 1 bullet only Why are all of you talking about rifle mods? Equip a shotgun, its mods might be better My damage build already have a +60/60 toxic mod and Buzz Kill could/maybe should be replaced with another +60/60 mod. Now that I think of it, swapping out Buzz Kill for a +60/60 mod would probably yield higher dps than the pure damage build I have now, if you're willing to deal with Heavy Caliber accuracy reduction. The crit build leaves you with less options and you will lower your dps. If you want to go status, the pure damage build would probably work better than the crit build. While you won't do a lot of damage against any faction, modding for radiation and viral, is great CC and strips their health in half. If you and your team are emptying entire clips on enemies, stripping their armor and, if you're using all 4 +60/60 mods, keeping them on their bums can mean the difference between failing and extraction. It is a viable build and great for high level enemies, but those builds don't really do anything when you're oneshotting anything that moves. I shouldn't have skipped over the status build. My post is unusually long for a PhP thread so I don't blame you for missing the Edit 2 under the Pixie Pistols. pure corrosive for armored, radiation + viral for unarmored, pure gas if there's a vauban. ![]() I'd approach it in a status focused build The numbers would be nice to know because status is very handy in high level situations, but there's really only one high level situation, split into three parts, in the game. Warframe Builder doesn't account for status in it's calculations and I'm not going to do those maths. With a base status chance of 25%, a status build could be a good, if not the best, choice for long endless missions. If anyone has anything to add, please let me know.Įdit: As far as rifles go, crit builds yield slightly higher dps than pure damage builds, but better accuracy. I couldn't find a shotgun that matches the Pixie Pistol stats, but will update after some sim testing.Įdit 2: As it has been pointed out, I skipped right past the status option. A standard crit built shotgun seems to be the way to go and the question above answers whether I should mod for elemental or pure (non-elemental) damage. ![]() The high RoF and crit chance/damage makes this build seem pretty straightforward to me. The stats for Titania's Pixie Pistols are as follows Any help or advice is always appreciated. I'm trying to find the best weapon builds for both Razorwing weapons. If damage mods are put into a sort of pool and distributed between the three pure (non-elemental) stats, for example a +90% toxic mod being converted and added to pure damage and instead of just adding toxic, I'll use mods like primed heavy impact. I ask because if "exalted weapons" are treated exactly the same as regular weapons (excluding augment mods) , I'll mod according to the faction or, if the "exalted weapon" has mostly impact, i'll add primed heavy impact. Are these "exalted weapons" treated the same way as regular weapons, regarding damage mods? For example if an "exalted weapon" deals 100 puncture, 100 impact, and 500 slash, will a slash mod increase slash damage the same way it would a regular weapon or would the damage increase be distributed between the three? With those same stats, would elemental mods add the new elemental damage or is that also turned into the three pure damages and distributed equally? When it comes to all the "exalted 4ths" they deal "pure" (non-elemental) damage, usually split between slash, impact, and puncture. [Before I get into it, I have a couple questions to ask first. On my melee build I put Buzz Kill, but meant to put Auger Strike (puncture). ![]()
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