Lunarez Posted September 29, 2019 Share Posted September 29, 2019 It gets innate boost to crit, either it's bugged or it's has a hidden passive. Statistically it should have about 101.625 critical chance at 3.5 multiplier. But it keep orange criting,to my surprise, nearly all the time. 2 Link to comment Share on other sites More sharing options...
z3us32610 Posted September 29, 2019 Share Posted September 29, 2019 (edited) Edit- This is incorrect math down here. Formula is actually Blood Rush crit chance = modified base crit chance *(1 + 1.65 + Combo Counter) I think you're math is off. With Blood Rush equipped and using base crit chance, the crit chance at each multiplier is: 1 - 15% 1.5 - 39.75% 2 - 64.5% 2.5 - 89.25% 3 - 114% 3.5 - 138.75% So you should be orange critting 38.75% of the time Edited September 30, 2019 by z3us32610 Link to comment Share on other sites More sharing options...
Luciole77 Posted September 29, 2019 Share Posted September 29, 2019 (edited) prime fodder Edited September 29, 2019 by Luciole77 1 Link to comment Share on other sites More sharing options...
JackHargreav Posted September 29, 2019 Share Posted September 29, 2019 It can be used on mid lvl content maybe but for high lvl content It's not a great choice. For me It's gonna be one of those keep it because it came from an event kind of weapons. 2 Link to comment Share on other sites More sharing options...
Lunarez Posted September 29, 2019 Author Share Posted September 29, 2019 20 minutes ago, z3us32610 said: I think you're math is off. With Blood Rush equipped and using base crit chance, the crit chance at each multiplier is: 1 - 15% 1.5 - 39.75% 2 - 64.5% 2.5 - 89.25% 3 - 114% 3.5 - 138.75% So you should be orange critting 38.75% of the time Uh, your math is a bit off after 2.5 combo multiplier. At 2.5, you got 165% x 2.5 = 412.5% critical chance. So the end critical chance sits at 15 x (1+4.125) = 76.875%. At 3.0, you got 165% x 3 = 495% critical chance. So the end critical chance sits at 15 x (1+4.95) = 89.25%. At 3.5, you got 165% x 3.5 = 577.5% critical chance. So the end critical chance sits at 15 x (1+5.775) = 101.625%. Link to comment Share on other sites More sharing options...
Lunarez Posted September 29, 2019 Author Share Posted September 29, 2019 1 minute ago, JackHargreav said: It can be used on mid lvl content maybe but for high lvl content It's not a great choice. For me It's gonna be one of those keep it because it came from an event kind of weapons. I used this on Arbitration survival once. 40 mins in and It shred everything above lvl 110. Link to comment Share on other sites More sharing options...
Xolgys Posted September 29, 2019 Share Posted September 29, 2019 vor 1 Minute schrieb Lunarez: I used this on Arbitration survival once. 40 mins in and It shred everything above lvl 110. well, to be quite honest...lv 110 is not really impressive. i myself use lv 130s in the simulacrum for basic judgement and comparing weapons/builds...below lv 120 is just too weak to really stand to most weapon builds we have available right now. even lv 130 are a clean 1 shot from some weapons without any innate armor lowering or even removal or any other help. if u use a combo build then lv 110 is even less relevant. Link to comment Share on other sites More sharing options...
IzzyTH-I51 Posted September 29, 2019 Share Posted September 29, 2019 Not really adding anything with this, but I used to test builds against the highest level sentients I could make and now I use nox, in the simulacrum, 130 crowds of sentients or nox's is normally what I feel like 300+ enemies are like. Very few of my weapons can kill fast enough to not also die against those odds, so, feels about right. 2 Link to comment Share on other sites More sharing options...
OvisCaedo Posted September 29, 2019 Share Posted September 29, 2019 Do you happen to have a gladiator set mod sitting on anything that you forgot about? From what I've heard, if you have a sentinel equipped and then switch to a pet, you can still get effects from set mods on the sentinel gun that WOULD have been equipped previously. Link to comment Share on other sites More sharing options...
kwlingo Posted September 30, 2019 Share Posted September 30, 2019 (edited) 7 minutes ago, OvisCaedo said: Do you happen to have a gladiator set mod sitting on anything that you forgot about? From what I've heard, if you have a sentinel equipped and then switch to a pet, you can still get effects from set mods on the sentinel gun that WOULD have been equipped previously. So your saying the crit chances bonus stays on? Interesting Edited September 30, 2019 by kwlingo Link to comment Share on other sites More sharing options...
OvisCaedo Posted September 30, 2019 Share Posted September 30, 2019 Just now, kwlingo said: So your saying the crit chances bonus stays on? Well, it's what I've heard, but I don't use pets (or set bonuses) so I've never tested it myself. Link to comment Share on other sites More sharing options...
kwlingo Posted September 30, 2019 Share Posted September 30, 2019 1 minute ago, OvisCaedo said: Well, it's what I've heard, but I don't use pets (or set bonuses) so I've never tested it myself. Always nice to find bugs. Will test later Link to comment Share on other sites More sharing options...
Orblit Posted September 30, 2019 Share Posted September 30, 2019 It's the ultimate fodder, 49% blueprint, 49% subcortex, 2% blade...that's what the drop rates feel like. 1 Link to comment Share on other sites More sharing options...
Midas Posted September 30, 2019 Share Posted September 30, 2019 4 hours ago, Lunarez said: It gets innate boost to crit, either it's bugged or it's has a hidden passive. Statistically it should have about 101.625 critical chance at 3.5 multiplier. But it keep orange criting,to my surprise, nearly all the time. I assure you compared to power creep monster, this is fodder lol Link to comment Share on other sites More sharing options...
z3us32610 Posted September 30, 2019 Share Posted September 30, 2019 (edited) 6 hours ago, Lunarez said: Uh, your math is a bit off after 2.5 combo multiplier. At 2.5, you got 165% x 2.5 = 412.5% critical chance. So the end critical chance sits at 15 x (1+4.125) = 76.875%. At 3.0, you got 165% x 3 = 495% critical chance. So the end critical chance sits at 15 x (1+4.95) = 89.25%. At 3.5, you got 165% x 3.5 = 577.5% critical chance. So the end critical chance sits at 15 x (1+5.775) = 101.625%. 15*1.65=24.75. that's an increase of 24.75% for each combo multiplier. Unless the formula I've interpreted from the sentence explaining the mod is incorrect Edit - I guess it was. I just read the wiki and never new the 1.65 modifier was ALSO multiplied by the combo counter. That's a bit counter intuitive coming from a math major. Since I knew there was no bonus when the combo multiplier was 1 and the mod treats it as a combo counter of 0. Anyways, good to know. Edited September 30, 2019 by z3us32610 Link to comment Share on other sites More sharing options...
Sahansral Posted September 30, 2019 Share Posted September 30, 2019 (edited) In a game with 15m+ range melee weapons that onehit multiple enemies well beyond star chart content I can't find a reason for playing this weapon. Novelty wears off fast and in the end reach+multihit trumps all... Edited October 6, 2019 by Sahansral 1 Link to comment Share on other sites More sharing options...
Leqesai Posted September 30, 2019 Share Posted September 30, 2019 8 hours ago, Lunarez said: Uh, your math is a bit off after 2.5 combo multiplier. At 2.5, you got 165% x 2.5 = 412.5% critical chance. So the end critical chance sits at 15 x (1+4.125) = 76.875%. At 3.0, you got 165% x 3 = 495% critical chance. So the end critical chance sits at 15 x (1+4.95) = 89.25%. At 3.5, you got 165% x 3.5 = 577.5% critical chance. So the end critical chance sits at 15 x (1+5.775) = 101.625%. Are you sure you don't have some gladiator mods on your frame, weapon or sentinel weapon? Link to comment Share on other sites More sharing options...
.BralessToaster Posted September 30, 2019 Share Posted September 30, 2019 but the weapon itself looks like 2 infested chicken wings strapped together with playdoh, and it's slow. 2 Link to comment Share on other sites More sharing options...
Chicken-Biryani Posted September 30, 2019 Share Posted September 30, 2019 So... Use a glaive to kill hoardes of high level units! (Sounds fun!) 🙄💪 Link to comment Share on other sites More sharing options...
AzureTerra Posted September 30, 2019 Share Posted September 30, 2019 Its by all means fodder, it looks the part aswell ~ something you'd feed to the kavat Link to comment Share on other sites More sharing options...
Sannleikur Posted September 30, 2019 Share Posted September 30, 2019 It does however get bonus damage if dual wielding a pistol with it. Enough to kill level 165 corrupted bombards in less than 5 seconds. Everyone seems to forget about dual wield bonus. Link to comment Share on other sites More sharing options...
Frenotx Posted September 30, 2019 Share Posted September 30, 2019 58 minutes ago, Sannleikur said: It does however get bonus damage if dual wielding a pistol with it. Enough to kill level 165 corrupted bombards in less than 5 seconds. Everyone seems to forget about dual wield bonus. Do you have a good source that shows the jury nitty gritty details of the dual wielding system? I use it a fair amount, but wasn't ever about to find a thorough explanation with numbers and such. 1 Link to comment Share on other sites More sharing options...
Sannleikur Posted September 30, 2019 Share Posted September 30, 2019 6 minutes ago, Frenotx said: Do you have a good source that shows the jury nitty gritty details of the dual wielding system? I use it a fair amount, but wasn't ever about to find a thorough explanation with numbers and such. I don't have a source for the dual wielding bonuses themselves on hand, but this is my source for the pathocyst performing better as a dual wield. I'd start the video at the 5 min mark to get to the relevant stuff. 2 Link to comment Share on other sites More sharing options...
kwlingo Posted October 6, 2019 Share Posted October 6, 2019 On 2019-09-30 at 3:33 AM, Sannleikur said: I don't have a source for the dual wielding bonuses themselves on hand, but this is my source for the pathocyst performing better as a dual wield. I'd start the video at the 5 min mark to get to the relevant stuff. Ty for clearing up what I was talking about. I didnt even know that there was a dual combo over the melee combo ability. Ive been shreading everything with a Gas/ Condition Overload build and Criting with Gladiator mods on sentinels. Link to comment Share on other sites More sharing options...
JackHargreav Posted October 6, 2019 Share Posted October 6, 2019 On 2019-09-30 at 9:17 AM, Sannleikur said: It does however get bonus damage if dual wielding a pistol with it. Enough to kill level 165 corrupted bombards in less than 5 seconds. Everyone seems to forget about dual wield bonus. Indeed. I didn't know about it at all actually. It really makes the weapon powerful. In melee mode this weapon is the worst but dual wield it and it's one of the best. Link to comment Share on other sites More sharing options...
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