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Cryoxiis

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  1. I also agree Keratinos is a cool one. Others are Quassus and Arum Spinosa Warfans which on heavy attacks throw out projectiles which force proc slash & toxin respectively. Glaives like Falcor, Cerata, etc that force proc an elemental on heavy attack (so not Glaive Prime) are underrated choices because the forced proc combines with your modded elements to change the forced proc type AND it will still proc it's original elemental type at the same time. So for example Falcor force procs Electric and if you modded Magnetic/Toxin then it'll force proc both Magnetic & Electric on heavy attack - I find this combo works really well against Corpus because the upfront Toxin damage kills the trash, the forced proc Magnetic takes out the shields of anything that's still standing, and the forced proc Electric then finishes them off. As we know Glaive Prime is not so useful against Corpus so Falcor is an excellent choice here.
  2. For single target priming then Kompressor is the fastest way to do this when using Secondary Encumber hands down no contest. This is because Secondary Encumber rolls a chance for an additional random proc per hit (not per multishot) and that proc is applied to a single target only; the Kompressor then has the bubble delayed explosion which effectively acts as a 'second hit' so you're able to make better use of the extra proc roll. Further Kompressor has innate viral which is normally a big focus with primer weapons so you save on 2 mods slots, which you can then use on utility mods like fire rate to further boost the priming speed. Having innate viral also means you can mod for Cold and max slow down your primed target. The only advantage Epitaph has as a primer is being able to prime large crowds quickly due to the explosion radius, but it can't prime more than ~5 status effects very well so you could say that's its 'priming cap'; it's also absolutely terrible using Secondary Encumber so don't bother.
  3. The last time I checked Cascadia Overcharge does still do this despite DE saying they changed it, so at least you can enjoy this until De truly fixes it
  4. To add to the above comments, in my own testing it seems that any enemy debuffs are calculated 'on hit' of the enemy and not 'carried through' with the ricocheting bullets; in a simplified example, if my bullet of 100 dmg hits Target 1 with 10 viral stacks applied and does 425 dmg, then that bullet ricochets to Target 2 who has no viral stacks applied, then Target 2 will receive 100 dmg. This is also true for abilities like Toxic Lash which creates a new instance of your bullet as toxin dmg; the extra toxin instance is created on hit of each enemy, but only the bullet before debuffs/buffs/damage resistances is what's being ricocheted. Seeing the results this makes sense but I thought just to check 😉
  5. There are multiple paths the demolisher can come from, but each game they always come down the same paths depending on the conduit spawn. So it changes every match but it doesn't change during the match. So if you learn the spawns quickly then you know which paths to check and which to leave alone. For full armour stripping options: - Tharros Strike is excellent, subsumable, permanent and requires no augment. If you're not running a power strength build them just cast multiple times. Means you can't run another subsumable ability though. - Latron prime with incarnon adapter can permanently armour strip - Unairu is an easy one if you don't mind what focus school you're running - Vastilok with Shattering Impact takes some practice to do it quickly but easy enough to learn. Though then your melee slot plays no other useful role here So as you can see permanent armour stripping options means it's going to cost your loadout something - so I guess it depends what cost can your loadout bear Alternatively you can choose to reduce armour instead of fully stripping it which is definitely a viable option unless you're playing level cap. So relying on heat and/or corrosive procs to reduce armour which can come from a number of different sources - as part of your main 'demo killer' weapon and/or from a primer and/or from abilities. This option offers far more flexibility. One other option is to use slash procs instead to bypass armour completely; I'm going to assume that you're familiar with this option. I'm currently experimenting with a Dokrahm zaw x12 combo heavy attack build with Wrathful Advance + primer; it's been a lot of fun so far. Very easy to use and 1-shots SP demolishers.
  6. So I'll admit I overlooked you can do viral + elec with both primed mods still. So in that case yes you're absolutely right and not missing anything at all. Why aren't people doing this? Great question - there's no sensible reason why they shouldn't be.
  7. For Q1: First thing to keep in mind is that yes some weapons might arguably be better, but access to these kinds of better weapons are usually locked behind game progression - I mean this does makes sense as it incentivises players to keep playing the game, unlock newer and sometimes stronger weapons and keep things interesting. So weapons like the Felarx are great against Archons, but weapons like Incarnon Latron and others can also get the job done just not as quickly. I think the question you're actually trying to ask is how does Archon Damage Attenuation (DA) work and which weapons work best & worst against that? Archon DA punishes high fire rate weapons but rewards high crit and multishot weapons; it also rewards headshots. Archon DA is also special in that the more you invest in raw damage, the less your investment pays off as you continue to invest - this confuses a lot of players but it's similar to a '1st order exponential response curve' - it just means the more you do something, the less it continues to pay off. One way to view this is to say that it makes strong weapons weak - another way to look at it is that it makes weak weapons stronger. No matter your view, the DA is there to try and make more weapons viable in the Archon fight so that players don't have to stick with meta weapons. So you're free to choose whichever weapon you like but mod it so that you're rewarded instead of hindered by the DA rules. Will it be the quickest fight? Perhaps not but who cares if you're enjoying the fight. Though to list some meta weapons - Kuva Hek and any of the original incarnon primaries are currently the meta as the Hek does so much burst damage so quickly with its alt fire that it bypasses the DA before it kicks in, and the incarnons perk of +2000% is ignored by the DA formula too. For Q2: You've got lots of options here especially with the new genesis incarnon weapons. Demo's have their own Damage Reduction (DR) rules but they're less harsh than the Archon DA rules, so really the usual rules of matching elemental types apply (e.g. corrosive good against armour, viral good against health, etc). I highly encourage you to experiment here as there's lots of fun options to try. You could go with raw damage like incarnon Vasto, Pyrana Prime, Tenet Plinx, or could go with something that applies lots of status procs to make use of GunCO say with the incarnon Dual Toxocyst, or even something real funky like I've been experimenting with the heat inherent mechanic where I use the Bubonico as the primer, then use a heat Knell Prime as the dps weapon to apply tonnes of heat procs on the demo, then use Thermal Sunder to fire off all of the heat procs at once (basically a heat version of Expedite Suffering). Experimenting like this is what keeps Warframe fun and engaging.
  8. I personally have not tested it - looking at Aznvasion's GunCO spreadsheet he still lists it as multiplicative so I'd say it's still working that way. He also lists Phenmor and Laetum as additive so I see your logic that it's inconsistent - the argument I see for why it's not a bug (perhaps I'm too optimistic) is because the Felarx is quite restricted in exerting its power due to its mag size & ammo pool in comparison to the other two so it's somewhat 'contained'. Therefore whilst theoretically much stronger per proc, players have to work to 'draw out' all of that power from the Felarx with priming setups. It's a similar logic to the genesis incarnon weapons - players are rewarded with the work they put into achieving big damage numbers vs non-stop, out of the gate, room nukes with no work needed to achieve that which was pre-nerf Kuva Bramma/Zarr.
  9. So speaking specifically for the Felarx (not sure about the other incarnons) GunCO is multiplicative to modded damage not additive and that includes the 2000% damage perk. So building for as much raw damage as possible means its scales far greater than the 75% damage boost from modding viral because shotguns have access to 2 primed elemental mods + Blaze so corrosive/cold is a monster. As you mentioned players are still fully armour stripping so that its only the health they need to eat through despite not receiving any elemental damage boost against cloned flesh. Yes that also means the weapon can still be used to kill mobs but I don't think that's a key factor behind the intent. Regarding primed base damage mods, they really should be running a Bane/Expel/Smite mod as that's again multiplicative to modded damage and not additive. If for whatever reason there's a leftover slot even with bane then sure throw on the primed damage mod. The likely reason though is because players can't be bothered to switch out bane mods so the primed damage mod is good enough.
  10. I've had this negative stat before on my Ack & Brunt riven which completely ruined it...extremely high +CC & +CD and -97% chance to gain combo count - I can confirm it's indeed a separate stat to the 'additional combo count chance' stat. The result? You're unable to gain combo count at all - mods like True Punishment aren't helpful. The reason is because 'chance to gain combo count' is your chance to, well, gain combo count at all, while 'additional combo count chance' only procs once you've gained combo count - therefore the additional chance can't proc if you're not gaining combo count in the first place. So even if you striked a hit that gained combo count, the combo duration will almost always expire before you're able to gain a second instance of combo count; I personally think this stat on rivens need to change to something else, or work differently so that there's at least some way to counter it. Right now there is not...
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