TPV Impact Thermal Cut Glove This Cut Resistant Thermal Glove has an added layer of TPR for maximum impact resistance and high flexibility. if they remove armor scaling as you have suggested, if they dont do something like add 10x or more health scaling, it will still be useless.i can kill level 160 demolysts pretty fast and they have base HP of 2500, which is 3.5x more base HP than heavy gunners. If it were treated like an elemental mod*, that would be +120% on the weapon's total base damage. The simplest solution would simply be to buff the IPS mods with secondary stats. Graduating from Pikes Peak Community College in 2018 with an Associate of Science, Charles has spent his time dissecting popular video games, movies, and technology. It has solid damage multipliers that make it great against Infested, and its status effect makes Slash an excellent option for killing highly-armored targets across all content. Electricity will keep enemies stuck in the Gas cloud and deal constant damage over time. Warframe has six combined elemental damage types: Blast, Corrosive, Gas, Magnetic, Radiation, and Viral. ), You need to be a member in order to leave a comment. At sortie level, reducing 6000 armor to 1200 is still 80% damage reduction. Armor --> Infinity, Damage (except for Bleed) -->0. Max Rank Description 2 mods = 10 stacks (retains the 5 stack bonus, but does not reset at 5 stacks, it resets at 10) you still need to get down to 33%, and if your damage is able to do that fast enough you wont need that increase, and if not,this will be pretty much useless anyway. The rest pretty much suck, and draw off a the weapon's base stat of that type (ex. weighting the slash with +slash% will increase the chance for slash proc, and hi. these suggestions keep getting chosen, but it is not resolving the actual issue, IPS is bad. Stacks indefinitely, but only ten stacks are shown at a time. Log In Sign Up. Bleed ignores armor scaling and will always do the same damage while everything else gets weaker as armor ramps up. thanks for the help everyone! Has no effect on the other damage types, including elementals. The mod is most useful either on certain Gunblades (, Both ranged and Heavy Attacks of these Gunblades and, The mod is most useful on melee weapons with high attack speed, and on. Against a Level 100Heavy Gunner with ~6000 ferrite armor, which is 95% Damage Reduction. Certain people were saying get this weapon cause it has puncture damage and other don't, so I was wondering if there is one damage that is more important than another. This particular Warframe is known for its powerful abilities, high mobility, and versatile play style. Its damage multipliers allow it to decimate unarmored targets, while its status effect makes Viral a great element for killing more armored targets as well. Unlike the other status . sooner or later, Slash will be nerffed againor become useless against enemies. Request. This means that Collision Force is only better than a 90% elemental if a weapon has at least 75% of its IPS in Impact. It scales off of your entire base damage instead of just Puncture, which makes it unique (and even adds Puncture to Phage, which Phage has none of), and of course also has the +60% fire rate. Increases effectiveness against enemies with Shields, especially Corpus units. 1 mod, each procapplies 1% Pierce chance to deal damage that bypasses armour and shields, at 5 stacks 25% chance for your next hit and resets counter. But later this will all be bullshit and you will just want slash and elemental mods to deal with armor. It's an excellent damage type to pair with Viral or Corrosive. it seems to me that these issues only come into play around enemy level 500+, and anyone who wants those level enemies, should have the right weapons, rather than have 1 weapon that just deletes enemies of any level. Blast is created by combining Heat and Cold. If you take full advantage of Warframe's damage system, you can turn your enemies into ash, bypass their defenses, or make hostiles fight their allies. For safety, rockets arm after traveling a safe distance. As armor reaches infinity, damage approaches 0, with the exception of Bleed. 2 mods, each procapplies 2% Pierce chance to deal damage that bypasses armour and shields, at 10 stacks 50% chance for your next hit and resets counter. Edited April 12, 2015 by Rakshal -DragonOfTheWest- PC Member 907 Posted April 12, 2015 (edited) Amplifies DoT if the bullet that proc the DoT status hits the weakspot. Jump over obstacles, leap over large chasms or run across walls with your innate parkour abilities. That really sounds like IPS needs a more thorough and fundamental rework in that case. WARFRAME Wiki is a FANDOM Games Community. My proposed impact and puncture rework A +10% slash would make the weapon deal 5 more slash damage. Learning the usefulness and status effects of each element is key to making your weapons as powerful as possible. Snipetron Vandal is a Puncture damage-dealing Sniper rifle with a base critical chance of an incredible 28%. Useless on low-damage weaponry, but incredibly useful for getting an extra 90% damage out of weapons focused in that school. Only Physical damage type worth a damn is Slash. At low levels, all damage types are actually quite equal and do what DE intended. Endgame loadouts seldom spec for Puncture unless they need another status effect for Condition Overload or similar mods. The only real reason to use an 120% physical mod is if it's a slash mod that you want to increase the chance of getting slash on a status proc (which for weapons you could use this on and get around the same flat damage as a 90% element, you'd already have a very high chance of a slash status effect.) If armor was fixed and only health scaled, then Puncture couldactually be an alternative to Slash. So here it is, my suggestion to address IPS. Whether you're a veteran of the Origin System or a brand new Tenno taking the first Asked by Hunter Synergy and Hunter Recovery make Companions worthwhile allies in combat, and the set bonus even grants Companions increased damage. generally they aren't too helpful, because for whatever reason, they max out at just +60%. 10 stack suggestion is OP for crowed control, status weapons can get 10 stacks in a matter of 1-2 shots/hits. they might was well just have level 50 enemies and be done with it, if they have damage that doesnt care about enemy level. Yes I know that, but does it matter? Slash as a base element is good against bare health. The aforementioned system is the highlight of the game, with players using elemental magic that reacts with each other and character switching. - Puncture status effect creates sonar like hotspots that when hit amplifies the damage by 4x. The symbol for impact damage is a hammer, so it only makes sense that one of them made this list. It has no effect if the melee weapon's Impact damage is zero (for example ranged attacks of, The amount of armor reduction per hit is a flat, constant value, independent of the amount of, Shattering Impact is applied before percentage-based base armor strips, such as. It is effective against all forms of flesh, but it is less effective against Grineer armor and Corpus Robotics. You might be able to make an argument for the 90% melee ones since they both have much higher values than the rest of the I/P/S mods and some melees are extremely weighted in one damage type (ex. It helps if you can get used to one weapon and still get to use it when you need a different type of damage depending on the faction. Reloads are faster while sprinting, even more so in Gauss hands. They are the physical elements of the game. It has no damage modifiers or unique status effects. Does it even matter as long as a weapon has high damage for 1 or more of the 3 damage? IPS: +50% Viral is the result of combining Toxin and Cold. At 6000 ferrite armor, 100 Corrosive deals 29 damage. that is pure and simple, OVERPOWERED! Don't warn me again for Warframe View Page Cancel Your preferences are configured to warn you when images may be sensitive. everyone knows that DE may nerf it into the ground like Gas, so why not support something that will actually be good and fairly balanced? (1.3*3.7=4.81 vs. 4.6). Some examples of true damage include melee finishers (not Parazon finishers), Slash's bleed status effect, and Ash's Blade Storm ability. Any and every nerf will ruin something (hence the term nerf), but it is the sacrifice that needs to be made for a balance. This damage type causes bullets to magnetize to a certain location, making it much easier to land headshots or hit a target multiple times with a punch-through projectile. Altered the text of the Shattering Impact Mod to be in line with the other parkour Mods. It is effective against all forms of flesh, but it is less effective against Grineer armor and Corpus Robotics. And impact as a base element is good against shields. Faction mods are worthwhile for consideration if you have multiple elementals and such already. Radiation is the result of combining Heat and Electricity. and if you dont have the elemental mods you need to build optimally. Note that it is not necessary to proc the Impact status effect to trigger the armor reduction. Impact Damage is one of the three physical damage types. Before we give an explanation of what each damage type does, it's important to understand where these damage types come from and why they're important. Posted by 5 years ago. Stormbringer (+90% electricity), on the other hand,takes the damage to 100 Impact + 850 Electricity (2.125x / 112.5%of base Electricity, not1.9x / 90%). Warframe and Destiny 2 in particular stand out in the genre thanks to the power fantasy that they offer, combined with unique gameplay mechanics that haven't been successfully replicated in the. Espaol - Latinoamrica (Spanish - Latin America). Sourced from official drop table repository. As above, you dont generally want to use them. He is currently a Freelance writer for TheGamer and Game Rant. 1 mod, each procapplies 1% armour/shield/health Shred status, at 5 stacks your next hit doe's 50% more damage to armour/shield/health and resets counter. That's because Corrosive has a +75% against Ferrite. Impact damage is effective at quickly draining Corpus shields, but it does comparatively less to Corpus and Grineer bodies. It's easy! A combined element's damage value is based on the sum of both simple elemental mods used to create the element. (I also agree with the notion that the damage system needs a touch of simplification, but I think that's separate from the mods themselves). Impact is a stagger, puncture decreases enemy damage, and slash causes bleed. Void and True damage are two unique damage types that are fairly rare. this is why they have been implementing gating, and sooner or later, people will be more annoyed by that than if they just change slash. Viral/Bleed remains as the best answer to armor besides Warframe abilities. No 1 mod should be more powerful than 2 combined mods and no base status should be more powerful than modded ones. Personally, i think base IPS that you get for free, should not be more powerful than what you spend mod space on, otherwise why even bother using elemental. Naramon The game is currently in open beta on PC, PlayStation 4 & 5, Xbox One & Series X/S, and Nintendo Switch. Overall it's a pretty balanced damage type, and most of the bonus damage is on heavy armor. i can still effectively kill level 160 heavy gunners with 0 slash build (bo prime) and no riven. Instead, True damage ignores all armor that an enemy possesses. So i just started playing warframe again and am still learning the new damage system. you wont be sitting for so long hitting the same target. Press question mark to learn the rest of the keyboard shortcuts, http://warframe.wikia.com/wiki/Damage_2.0. Sign up for a new account in our community. New comments cannot be posted and votes cannot be cast. basically, the idea behind this is, if you use mod space for a stat, you should be compensated for it and if you use 2, then you should be double compensated. Impact = Shred status reduces armour/shield/health (4sec duration), Puncture = Pierce status chance to bypass armour and shields (4sec duration), Slash = Hack status deals more damage(4sec duration) (does not bypass armour or shields), The reason for this, is to make it a contender for the other 2, and the reason it seems low is because it has infinite stacks (only based onduration and your attack speed). Slash is superior no matter how you look at it sadly, because that armor ignoring slash proc is just godly. Right now, because armor scales, 6000 ferrite (+5500 armor from base) means 100 Puncture will deal 13.5. With an understanding of games for as long as he can remember, Charles has a large interest in understanding what makes things fun. then make allIPS mods have +1 to the respective new status (like syndicate mods)and apply the new statuses to weapons that dont have base IPS statuses (since they would be taking mod space). Introduced i can delete level 160 heavy gunnerswith 3 mods, because of slashand dont evenneed viral. i will make suggestions on elements depending on how this goes. Elemental mods do take from the total of the added physical damage, so a +10% fire would do an extra 15 fire damage. Unable to move or attack for 3 seconds. All in all - they're secondary mods, nothing more. 14 Tenet Livia. #Warframe New Impact to Slash Mods Hot or Not?! Including stuff like enemies that are affected by this or that, etc. Slash: Slash Damage is one of the three physical damage types. The nitrile micro foam palm gives superior grip and protection against liquids and water penetration. Using a barrage of rapid-fire plasma rockets, Gauss' signature weapon lays down a path of destruction. If you have caught any fish from the Plains of Eidolon, you can select it here, which will produce various crafting . Corrosive got nerfed with a cap and is now weaker than Viral against Bombards. Endgame builds seldom use Cold on its own, although some players will use this on a status primerweapons that are built around inflicting status effects and nothing elseto increase the effectiveness of Condition Overload and similar mods. Impact Impact's effectiveness versus Shields and Machinery makes it a great damage type against the Corpus. (Quantity Chance), average item quantity on a roll attempt (successful or not), WARFRAME Wiki:Expected & Nearly Guaranteed Numbers, Shattering Impact takes effect on every melee hit from weapons with any Impact damage. Using Radiation and not using Radiation against him resulted in TTK's differing by tens of minutes. Puncture In general, Viral is the strongest damage type. The glaive prime has a guaranteed chance to proc slash damage on the target, when it's used to heavy attack. Once modded, these effects will convert the respective IPS to something different and give it different bonuses, but still retaining the Effectiveness Type, e.g. that being said, on weapons that have a very high base damage in one physical type (someone mentioned jat kittag as an example. Applying additional status effects will refresh the duration. are the mods that increase damage to certain enemy types worth it like expel corpus? (so if Slash > Impact + Puncture, you should be good) For an interesting case, take the Soma Prime. block forward: first hit procs impact, second hit procs slash, third hit knocks down Vengeful Revenant neutral: fourth hit procs impact, fifth hit knocks down forward: third hit procs slash, fourth hit procs impact neutral block: second hit procs slash and lifts, forward block: first hit procs impact, third input knocks down Swooping Falcon Status Effects General The status effect of Impact damage is Stagger. If the weapon's fire rate is exactly 2.5 it won't count towards the 70% chance. It is fantastic against the Corpus but horrible against heavily armored Grineer. your option 2: secondary stat: If slash gets nerfed again, it would ruin Titania, Ash and other slash ability warframes well Titania won't be ruined as much as the other warframes since the damage input she does still do alot of damage. Slash - Causes the Bleed status effect, dealing True damage for six seconds equal to 35% of the weapon's base damage after a one-second delay. The problem with scaling armor is that damage types that have ways to deal with it become exponentially better than the other damage types as levels scale. You need to be a member in order to leave a comment. Zugang! Edit Preferences At low levels, IPS fine. Vendor Sources Reddit community and fansite for the free-to-play third-person co-op action shooter, Warframe. what point does it become 0?, like what level? Right now, the +120% Impact on Collision Force is +120% of the weapon's Impact damage. ( (100 + 50) * 10 / 100 = 15) Against 6000 Alloy armor with 95% Damage Reduction: Against a Sortie level bombard in this example, Radiation deals 18x more damage than Magnetic. Learn how to create Viral damage, inflict bleed on enemies, and more with Warframe's various damage types. 2 mods, each procapplies 2% armour/shield/health Shred status, 10 stacks next hit does 100% more damage to armour/shield/health and resets counter. Slash only shows its mettle when armor levels get high. unfortunately this right here is the problem with people. (people will use vigilante armaments over this Rupture any day, its the same reason augur pact is hardly used). 14,973 An elemental mod adds one simple element onto your weaponCold, Electricity, Heat, or Toxin. This is what i was intending to mean, i just didnt indicate it with so much detail. Credit to the Warframe Fandom Wiki for the IPS damage icons provided below. Over double that of 100 Puncture at 13.5 and this was just +50% --> +75% against Ferrite. everyone wants OP builds that pretty much trivialize the entire game. If an enemy is too heavily armored for Toxin's shield-bypassing damage to be effective, Magnetic is a great substitute. Archived (Newbie) Can anyone help me understand how Slash, Puncture, and Impact work when it . 1. Option 1 :I say make the mods work like elemental while buffing Puncture and Impact so players wont put slash on everything. Its status effect can stack with other slows, although most players opt to combine Cold with Toxin to create Viralone of Warframe's combined elemental damage types. Why is bleed important? The chance is doubled if the fire rate of the weapon is BELOW two point five.These new mods synergize very well Critical Delay or Creeping Bullseye but keep in mind that the Internal Bleeding does not stack with Hunter Munitions. It causes enemies to flinch and recoil backwards. 2,000 Each proc has its own value.