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Quick Question From A New Player About Modding Weapons.


(PSN)sb001001
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As I don't have any prime weapons yet and I wanna save my potatoes (see I'm already picking up on the lingo) for their prime counterparts I only have a limited amount of mods I can install.

Should I prioritise equipping mods that give impact/slash/... or elemental damage (fire, ice, electricity and toxin).

And for slow swinging melee weapons (can't remember the name of the weapon I'm currently levelling, it's a staff with some sort of crown shaped top) are there any other mods that let's you speed up your attacks apart from fury?

Edit: just looked it up, it's a Magistar.

Edited by (PS4)sb001001
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Question 1: Use your base damage mods first, IE Serration, Heavy Cal. After applying your base damage mods, go for multishot. Thereafter, go for your elementals if you have the space.

 

Question 2: Yes there is, but it requires you to channel for it to take effect. It is called Quickening, kind of a useless mod if you ask me as fury is usually more than enough.

 

EDIT: This is how I personally mod my weapons 

 

Base damage mods --> Multishot --> 90% elementals --> Corrupted Mod/Nightmare Mod --> QoL/Utility Mods

Edited by Sormatte
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90% elemental mods are more powerful than 30% physical damage mods because elemental damage is always applied.  It is NOT related to status chance.

 

90% elemental mods are usually more powerful than 120% physical mods because elemental mods work off of all the base damage, whereas the physical mods only work off of their own damage.  For example if you have 20 impact, 20 puncture, and 60 slash... that's 100 total damage so you'll get +90 fire damage with a 90% fire mod.  But you'll only get +72 slash damage with a 120% slash mod.  There are some cases where the physical ones are stronger, but these are the 120% ones, and it's when the weapon in question has the majority of the physical damage in that one stat.

 

 

Berserker is a mod that grants a 30% attack speed buff when you hit a critical, and this can stack three times.  It's really nice on some weapons, but not good on others if they can't really crit well.  Also it's rare.

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Elemental mods are far better in most cases.

Corpus: Cold, Magnetic and/or Toxic (Cold/Magnetic attack shields. Toxic bypasses shields and attacks health directly)

Grineer: Corrosive or Radiation (Corrosive is generally better, but Radiation is better against Bombards and Napalms) 

Infested: Corrosive/blast and fire (Corrosive/blast deals bonus to the ancients/moas and fire does more against the lessers)

 

Berserk and quickening. Berserk is a wind-up style mod that relies on cirts. Quickening is a channeling mod, but it's awful. 

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Question 1: Use your base damage mods first, IE Serration, Heavy Cal. After applying your base damage mods, go for multishot. Thereafter, go for your elementals if you have the space.

Question 2: Yes there is, but it requires you to channel for it to take effect. It is called Quickening, kind of a useless mod if you ask me as fury is usually more than enough.

EDIT: This is how I personally mod my weapons

Base damage mods --> Multishot --> 90% elementals --> Corrupted Mod/Nightmare Mod --> QoL/Utility Mods

Alright, thanks! I have a maxed fury on it but it still feels too slow compared to the dual zoren/dual heat swords for example.

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90% elemental mods are more powerful than 30% physical damage mods because elemental damage is always applied. It is NOT related to status chance.

90% elemental mods are usually more powerful than 120% physical mods because elemental mods work off of all the base damage, whereas the physical mods only work off of their own damage. For example if you have 20 impact, 20 puncture, and 60 slash... that's 100 total damage so you'll get +90 fire damage with a 90% fire mod. But you'll only get +72 slash damage with a 120% slash mod. There are some cases where the physical ones are stronger, but these are the 120% ones, and it's when the weapon in question has the majority of the physical damage in that one stat.

Berserker is a mod that grants a 30% attack speed buff when you hit a critical, and this can stack three times. It's really nice on some weapons, but not good on others if they can't really crit well. Also it's rare.

Thanks for the advice!

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Elemental mods are far better in most cases.

Corpus: Cold, Magnetic and/or Toxic (Cold/Magnetic attack shields. Toxic bypasses shields and attacks health directly)

Grineer: Corrosive or Radiation (Corrosive is generally better, but Radiation is better against Bombards and Napalms)

Infested: Corrosive/blast and fire (Corrosive/blast deals bonus to the ancients/moas and fire does more against the lessers)

Berserk and quickening. Berserk is a wind-up style mod that relies on cirts. Quickening is a channeling mod, but it's awful.

Thanks for the advice! Don't think I have a berserk mod yet but I'll keep my eyes open for one and see how it feels when I equip it.

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Tipedo? weak Slash-based damage, great range, good critical chance, average critical damage, good status chance, average speed.

Mod to maximize attack speed and critical, status chance is optional.

Just looked it up, it's the Magistar. Thanks for the tip!

Check this out for damage options:

http://warframe.wikia.com/wiki/Damage

Generally however, as a newer player you should just look to get as much damage as you can with the mods you have. Increasing base damage is important, as this effects elemental mods.

Thanks for the link and advice!

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Yes, Magistar is an extremely slow weapon and even with Fury is not going to give you the feel that something like the Dual Zorens will. I can sympathize as I tend to theme my weapons to my frames and I feel that the Magistar really fits Oberon. When I run him, it definitely feels slower as I typically run things like Dual Zoren on Frost, Dual Ether on Nova, Sylva and Aegis on Ember etc. All swing fairly quickly even without a speed mod. So in comparison, Magistar feels really slow. With something as slow as Magistar, after the damage mods, I tend to find the Reach mods help a lot. You swing slower but the further you can reach and start taking out the enemy, the less of them make it to you.

Edited by (PS4)CowboyJeff72
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Yes, Magistar is an extremely slow weapon and even with Fury is not going to give you the feel that something like the Dual Zorens will. I can sympathize as I tend to theme my weapons to my frames and I feel that the Magistar really fits Oberon. When I run him, it definitely feels slower as I typically run things like Dual Zoren on Frost, Dual Ether on Nova, Sylva and Aegis on Ember etc. All swing fairly quickly even without a speed mod. So in comparison, Magistar feels really slow. With something as slow as Magistar, after the damage mods, I tend to find the Reach mods help a lot. You swing slower but the further you can reach and start taking out the enemy, the less of them make it to you.

Alright, guess it’s not only me then that finds it slow. I already have a maxed fury and reach on it but it doesn’t feel right for my preferred playstyle. Think I’ll just finish levelling it for the MR gains and sell it.

I’m not too versed into all the different frames history and influence but Oberon makes me believe it’s inspired by the faerie king if I’m correct (?) so Magistar with it’s scepter-like look does sound like the perfect fit!

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Haha, yeah, to me it looks as if the weapon is actually too heavy for my frame. Starting up slow, gaining momentum for a heavy impact but then takes a pretty big effort in picking it back up from the ground. (The mind is willing but the body is weak!)

Think I’ll try the bo next, hopefully that swings a bit faster.

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Unless you have a very specific prime weapon in mind, there's no absolute need to get prime weapons. The 'Prime' makes them sound better, but some regular weapons are definitely worth potatoing, syndicate weapons as well.

Well, I was hoping to work up to getting a boltor prime eventually as I'm really liking the normal Boltor so far but I guess those have become very pricy as of yesterday.

Haven't really looked into the syndicate weapons yet, just reached 1st rank with New Loka yesterday but I'll give them a more in depth look once I can afford them.

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Well, I was hoping to work up to getting a boltor prime eventually as I'm really liking the normal Boltor so far but I guess those have become very pricy as of yesterday.

Haven't really looked into the syndicate weapons yet, just reached 1st rank with New Loka yesterday but I'll give them a more in depth look once I can afford them.

Boltor Prime is getting vaulted soon, GL on getting it...

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Guest (PS4)firefrost1138

A target I recommend: Rhino Prime with Berserker-modded Jat Kittag. Cuts through Infested like they're made of wet paper. Good luck, my friend - welcome to one hell of an addictive game.

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Question 1: Use your base damage mods first, IE Serration, Heavy Cal. After applying your base damage mods, go for multishot. Thereafter, go for your elementals if you have the space.

 

Question 2: Yes there is, but it requires you to channel for it to take effect. It is called Quickening, kind of a useless mod if you ask me as fury is usually more than enough.

 

EDIT: This is how I personally mod my weapons 

 

Base damage mods --> Multishot --> 90% elementals --> Corrupted Mod/Nightmare Mod --> QoL/Utility Mods

Well, Berserker speeds weapons up too.

This is pretty much the best simple explanation I've seen around;

 

@OP Glad to hear you're enjoying the game and you're learning fast! Also glad to see you using the Forums to find help, 'cause a lot of new players don't... If you ever need anything else, there are plenty of people, both ingame and on the Forums, who can help you out!

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I'll chime in with my standard advice to read my guide.

24 sections in the latest version, and some of them are VERY short, but it covers everything a new player needs to be aware of.

Tragically, I hadn't mentioned the physical damage mods not boosting elemental mods, but it's in there now.

Thanks for the info! I’m still reading through it but got up to the part about the damage (mods).

So if I understand correctly, basically prioritise serration/hornet strike/heavy caliber, then make sure to combine 2 elemental damages (swap them out depending on which faction you’re up against) and if there’s any room left over and you have nothing better, you can add the mods that give extra slash/impact/puncture but essentially thses should only be used on weapons that already have a high slash/impact/puncture stat to make them more effective?

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There are only a few weapons that are worth increasing slash/puncture/impact damage, especially if you'll just be using those common 30% increase mods. Shotguns and sniper rifles are a few that I could take advantage of those mods. There are those rare 120% damage for puncture/impact/slash but usually are hard to find/

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