Lunarez 164 Posted September 29 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 Share this post Link to post Share on other sites
z3us32610 170 Posted September 29 (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 by z3us32610 Share this post Link to post Share on other sites
Luciole77 698 Posted September 29 (edited) prime fodder Edited September 29 by Luciole77 1 2 1 Share this post Link to post Share on other sites
JackHargreav 2,592 Posted September 29 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 1 1 1 Share this post Link to post Share on other sites
Lunarez 164 Posted September 29 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%. Share this post Link to post Share on other sites
Lunarez 164 Posted September 29 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. Share this post Link to post Share on other sites
Xydeth 1,304 Posted September 29 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. 1 Share this post Link to post Share on other sites
IzzyTH-I51 52 Posted September 29 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 Share this post Link to post Share on other sites
OvisCaedo 2,724 Posted September 29 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. Share this post Link to post Share on other sites
kwlingo 284 Posted September 30 (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 by kwlingo Share this post Link to post Share on other sites
OvisCaedo 2,724 Posted September 30 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. Share this post Link to post Share on other sites
kwlingo 284 Posted September 30 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 Share this post Link to post Share on other sites
Orblit 681 Posted September 30 It's the ultimate fodder, 49% blueprint, 49% subcortex, 2% blade...that's what the drop rates feel like. 1 1 Share this post Link to post Share on other sites
Midas 1,264 Posted September 30 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 1 Share this post Link to post Share on other sites
z3us32610 170 Posted September 30 (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 by z3us32610 Share this post Link to post Share on other sites
Sahansral 589 Posted September 30 (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 by Sahansral 1 Share this post Link to post Share on other sites
Leqesai 681 Posted September 30 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? Share this post Link to post Share on other sites
BralessToaster 26 Posted September 30 but the weapon itself looks like 2 infested chicken wings strapped together with playdoh, and it's slow. 2 1 Share this post Link to post Share on other sites
--C--Nehra 773 Posted September 30 So... Use a glaive to kill hoardes of high level units! (Sounds fun!) 🙄💪 Share this post Link to post Share on other sites
AzureTerra 2,774 Posted September 30 Its by all means fodder, it looks the part aswell ~ something you'd feed to the kavat 1 1 Share this post Link to post Share on other sites
Sannleikur 573 Posted September 30 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. 2 Share this post Link to post Share on other sites
Frenotx 133 Posted September 30 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 Share this post Link to post Share on other sites
Sannleikur 573 Posted September 30 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 Share this post Link to post Share on other sites
kwlingo 284 Posted October 6 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. Share this post Link to post Share on other sites
JackHargreav 2,592 Posted October 6 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. Share this post Link to post Share on other sites