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Things based on damage done


OrSpeeder
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I have some questions about things that happen based on damage done, want to know when they apply.

 

1. Slash status effect... it is based on damage you actually done to enemy, or on base damage? Because I hear people using it to "bypass armor", but if you deal puny damage to armoured enemy in first place because of armour, wouldn't the status be useless?

 

2. It is my impression, or return damage from Mesa third ability based on how much damage enemy dealt to you after all armour? I tested in simulacrum and level 90 enemies were taking 3 damage or less from third ability...

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16 minutes ago, OrSpeeder said:

1. Slash status effect... it is based on damage you actually done to enemy, or on base damage? Because I hear people using it to "bypass armor", but if you deal puny damage to armoured enemy in first place because of armour, wouldn't the status be useless?

Neither. Its based on your modded damage.

Slash deals around 30% of that damage value. Lets take a rubico that somehow deals 1 million damage. Due to armor, the shot dealed 10 damage instead. However, the slash tick will deal 300000 damage, hence "Ignoring the effects of armor".

Dunno about the mesa one, as I rarely play as her.

Edited by Aadi880
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9 minutes ago, OrSpeeder said:

1. Slash status effect... it is based on damage you actually done to enemy, or on base damage? Because I hear people using it to "bypass armor", but if you deal puny damage to armoured enemy in first place because of armour, wouldn't the status be useless?

Armor doesn't matter. bleed damage is only affected by base damage and faction damage mods. Crit and bodypart multipliers also work. Elementals or IPS mods have no impact on final bleed proc.

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Things that affect Bleed proc damage:

  • Weapon Base damage
  • Base damage mods
  • Faction mods
  • Status Damage mods (Empowered Blades)
  • Final multiplier mods (like primed chamber)
  • Ash's Passive

The damage dealt is not affected by the actual damage dealt after armor.

 

Mesa's 3 returns the exact same damage back to enemies, but most enemies can't kill themselves with their own gun, because most factions use weapons with damage types good against their opponents and resisted by their own shields/armor (Corpus use Puncture and Radiation, Grineer use Impact and sometimes Electric), so they deal minimal damage to themselves when damage is reflected.

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55 minutes ago, -AoN-CanoLathra- said:

Things that affect Bleed proc damage:

  • Weapon Base damage
  • Base damage mods
  • Faction mods
  • Status Damage mods (Empowered Blades)
  • Final multiplier mods (like primed chamber)
  • Ash's Passive

The damage dealt is not affected by the actual damage dealt after armor.

The most conclusive post so far.


For completions sake though, I'll just add that:

  • Faction mods will double dip their buff, working on both the initial proc causing shot and on the bleed ticks.
  • Saryn and Status-Duration mods will boost the total damage too, same damage per tick, but more ticks in total.
  • Damage boosters will also buff the tick damage, Eg Rhino/Mirage to buff multiplicative, or Chroma to add to the modified base damage.
  • Vulnerability Debuffs will also effect bleeding, like Nezha/Nova/Banshee for example, but I don't know if the extra damage is dynamic for the debuff duration, or if it's set on the proc.
  • Melee stances that force bleeding often include a damage buff (which I think is additive to modded base damage?).
  • Bleeding caused by Heavy attacks will be multipled by both the combo tier and the heavy attack bonus.
  • Bleeding caused by finishers with have the relevant finisher multiplier added to it and if it triggers for that finisher, Finishing_Touch's 1.6x.
Edited by TheArcSet
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Slash b Slash Damage is one of the three physical damage types. It is effective against all forms of flesh, but it is less effective against IconGrineerBGrineer armor and IconCorpusBCorpus Robotics.

Status EffectsEdit

Slash b Slash damage's status effect is Bleed, lacerating the enemy with a damage over time effect that deals damage equal to Base Damage × Bleed Multiplier per tick for 7 ticks over 6 seconds as TrueDmg b True damage. This enables it to ignore the major defenses of both the Grineer (armor) and Corpus (shields). Multiple instances of the effect can stack on the same target, with each instance having its own timer.

Because Bleed scales off of the base damage of the weapon, the amount of Slash damage dealt with Bleed status effects are not affected by elemental, nor physical-type mods like Mod TT 20pxContagious Spread or Mod TT 20pxBuzz Kill, but are affected by mods such as Faction Damage Mods, weapon-class amplifying Auras, and Mod TT 20pxPressure Point or similar mods.

The Slash b Slash proc Bleed instances also scale with damage multipliers such as Headshots, and Critical Hits, which greatly increases the damage dealt. However weakspots generated by Sonar130xDark Sonar or Mod TT 20pxDetect Vulnerability only increase the initial hit, not the DoT.

Slash Bleed per second is also affected by Damage buff's like Roar130xDark Roar and VexArmor130xDark Vex Armor, and debuffs such as MolecularPrime130xDark Molecular Prime and RestRage130xDark Rest & Rage.

Applying damage vulnerability to an enemy already bleeding will affect the remaining damage, but activating effects that would increase outgoing damage won't.

Due to the nature of Faction damage mods, their bonuses are applied twice during the calculation of Bleed damage per tick. For example, the Bleed damage per tick of a weapon with an innate 100 damage, Mod TT 20pxSerration, and Mod TT 20pxBane of Grineer will be:

Base Damage = 100 × (1 + 1.65) × (1 + 0.3) = 344.5
Bleed Multiplier = 35% × (1 + 0.3) = 0.455x
Bleed Damage per tick = 344.5 × 0.455 = 156.748

While bleeding, the target will have small bursts of blood come out every fraction of a second where they were hit to trigger this proc. Machinery and Robotic enemies will instead bleed oil.

Mods that affect Finisher melee attacks (e.g. Mod TT 20pxFinishing Touch and Mod TT 20pxSavage Silence) have no effect on TrueDmg b True damage, and as such do not interact with Slash b Slash procs in any special way.

Edited by (XB1)ShadowBlood89
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