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Atarax vs Cryotra


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Both their descriptions make them sound like the same weapon.
Atarax = freeze targets with an Ice-Beam.
Cryotra = a ray of sub-zero energy.

They have the same fire-rate but,
Atarax has 100 ammo with 1.4 seconds reload,
Cryotra has 80 ammo with 4 seconds reload.

Cryotra does 10 cold damage while Atarax does 5.
Cryotra also has higher Crit Chance, Crit Damage, and Status Chance.

Both with the same fire-rate with held fire-type, makes me think they are both a cold laser.
(why are there 2 cold lasers? why not a flame thrower yet?)

Cryotra seems like the obvious choice for a continuous laser weapon,
but is there something special about Atarax?

Or perhaps the only difference is Mastery Lock?

Other then stats, what it the difference?

Edited by General_Durandal
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Artax has a guaranteed Cold proc no matter how you mod it, so its main use is for that. The Cryotra has amazing Status Chance, and for some reason that I can't understand, its Status Chance is also affected by Fire Rate mods, making it incredibly easy to quickly build up procs with it.

Basically there's no reason to use the Artax over the Cryotra, unless you wanted your sentinel gun to proc Cold while doing other damage at a very low rate.

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8 minutes ago, YUNoJump said:

Artax has a guaranteed Cold proc no matter how you mod it, so its main use is for that. The Cryotra has amazing Status Chance, and for some reason that I can't understand, its Status Chance is also affected by Fire Rate mods, making it incredibly easy to quickly build up procs with it.

Basically there's no reason to use the Artax over the Cryotra, unless you wanted your sentinel gun to proc Cold while doing other damage at a very low rate.

When DE reworked beam weapons to deal damage at a faster rate per second (a lot deal 8 to 12 ticks of damage per second), they also made status chance calculated on every single tick of damage, so when you raise the fire rate, you raise the number of status effects per second.

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13 minutes ago, Teksorbkyva said:

When DE reworked beam weapons to deal damage at a faster rate per second (a lot deal 8 to 12 ticks of damage per second), they also made status chance calculated on every single tick of damage, so when you raise the fire rate, you raise the number of status effects per second.

Ah that makes sense, so listed Status Chance on Beam weapons is per second instead of per hit. Seems a bit weird to list it that way, sure it's a "continuous beam" by design but if they have separate damage ticks then they're still working the same way as any other weapon.

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Cryotra is more like a pulse laser/machine gun.   Artax is more a continuous beam.  

Even if you mod cryotra for cold it doesnt slow enemies like the artax does.  Its just way deadlier....  

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Artax that is set up for utility over damage is a nice weapon for a sentinel.  It will easily point out the nearest enemies around you and slow them down..

Cryotra you just set up to kill =P.  (synth mod friendly)

Deth machine gun is very awesome, especially if you plan on using synth mods or energy generator.

Helstrum is pretty awesome to with its high status chance.  I am trying to get a riven for this =/   Jack up its fire rate and reload speed and it will be insane.... I have already seen it nuke enemies in murmur missions lol.   Its missiles are slow though so it would definately suck for synth mods. 

 

Tazicor sucks =/  it spits out 4 energy bolts at a very slow pace.   Maybe I should play around with it and focus on RoF/Reload speed.  Still it would suck for synth mods and still it might not be very deadly..  

Vulcax is a very slow flame burst/shotgun type weapon.. It looks hella cool but.... im waiting for a riven before I try to make this work..  But I saw a dudes Wyrm+Vulcax with an ember and it looked freaking sweet =P.   Ember doesnt really need a pet except for utility <3

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Artax + kickbot = lol.  He would slow stuff down long enough to go kick the crap out of them or jump attack them... 

That sounds like a status effect that should exist......  causes target to take % more melee damage....   

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11 hours ago, YUNoJump said:

so listed Status Chance on Beam weapons is per second instead of per hit

That is only the case on Artax & Cryotra, since those use the old, pre-rework Beam weapon mechanics for some unfathomable reason.

"Real" Beam weapons like Ignis etc use pretty much the same damage / Status / Fire Rate / etc mechanics as other guns,
the only difference is that Multishot purely adds damage rather than further instances of damage that can proc on their own.

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Personally I use Artax for slowing down capture or synthesis targets. It's actual status chance is pretty low but so is the damage, so you don't have as much risk of killing a synthesis target outright with it.

Cryotra I use for weakening the hell out of the nearest enemy. With Viral, it can easily get multiple stacks by the time the enemy reaches you, making them a lot easier to take down.

Definitely recommend Cryotra for general purpose usage.

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You can build Cryotra for Gas/Cold which makes it able to do what Artax can do in addition to proc'ing Synth Deconstruct on a relatively large area of enemies (via Gas' AOE). Of course you can use other status effects, but I find proc'ing Synth Deconstruct on a large area of enemies way more useful (e.g. for the Equilibrium/Health Conversion mods) than having my sentinel paint one random target with Viral at a time.

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The difference is that Artarax is free and Cryotra is crafted weapon.

The barrier to access  marks a power difference.

 

The main robotics builds are:

  1. Status: Cryotra 3-4 certain procs with each half ammo tick. Damage negligible. And may draw aggro.
  2. Damage: Sweeper_Prime short-range raw damage (Primed mods and Blaze) and DPS, but ~40% for 1 proc per shot / VULKLOK Crit damage and potential hunter munitions off 11k-15k shots, but slow fire-rate limiting DPS, though that may draw less aggro, as well as the sniper range.
  3. Bonuses: Focus just on set mods, or set mods and status.

By the way, Robotics weapons have infinite mags, so mag and reload are irrelevant. Infinite max-ammo, it's spectres with infinite mags.

Also, sentinels need an attack precept, but moas will just attack once they can, when not using other precepts.

 

bugs:

That said, beam Robotics-weapons still list, as an un-fixed bug, that reload and mag-size mods have no effect outside the arsenal UI.

Quote
  • Increasing or decreasing fire rate, reload speed and magazine capacity has no impact on beam duration nor delay between beam firings; it always fires the beam for 1.5 seconds, then reloads for 1.5 seconds, before firing again (Atarax)
  • Increasing or decreasing Fire Rate, Reload Speed and Magazine Capacity has no impact on beam duration nor delay between beam firings; it always fires the beam for 4 seconds, then reloads for 4 seconds, before firing again. (Cryotra)

Though fire-rate may also increase their status, which is also a bug.

This does mean that the Cryotra will deal 8 ticks (or 160/4 = 40?) over 8s and the Atarax will deal 9 ticks (or 200/4.5 = ~44?) in 9s.

Edited by TheArcSet
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On 2020-10-14 at 3:48 AM, General_Durandal said:

Or perhaps the only difference is Mastery Lock?

mastery, resource and grind, pointing enemies more visibly, cold proc and also release date
there are a lot of similar weapons in wf

as for

On 2020-10-14 at 3:48 AM, General_Durandal said:

why not a flame thrower yet?

why not idd
we have a flame thrower amp, primary, secondary and archgun but not a sentinel weapon
c'mon DE :D

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14 hours ago, TheArcSet said:

 

By the way, Robotics weapons have infinite mags, so mag and reload are irrelevant.

 

Not true.

mag clip / ammo.   Increasing mag clip gives it more shots before it has to reload.   Reload speed controls how long it takes to perform the reload.    Ammo is infinite.

But mag clip and reload will very much affect performance.    Some weapons have very fast reloads which would make modding them hard to notice.  1 second reload to .6 second hard to see.   4 seconds to 1.5-2 seconds very noticeable.  

Reload isnt needed on every sentinel weapon,  but it will definately help the slower ones like Helstrum or Taz or vulcax.

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1 hour ago, (PS4)AbBaNdOn_ said:

Not true.

mag clip / ammo.   Increasing mag clip gives it more shots before it has to reload.   Reload speed controls how long it takes to perform the reload.    Ammo is infinite.

But mag clip and reload will very much affect performance.    Some weapons have very fast reloads which would make modding them hard to notice.  1 second reload to .6 second hard to see.   4 seconds to 1.5-2 seconds very noticeable.  

Reload isnt needed on every sentinel weapon,  but it will definately help the slower ones like Helstrum or Taz or vulcax.

My mistake, it was max ammo that was infinite and spectres with infinite mag.

Thank you for pointing that out.

That said, beam Robotics-weapons still list, as an un-fixed bug, that reload and mag-size mods have no effect outside the arsenal UI.

eg

Quote
  • Increasing or decreasing fire rate, reload speed and magazine capacity has no impact on beam duration nor delay between beam firings; it always fires the beam for 1.5 seconds, then reloads for 1.5 seconds, before firing again (Atarax)
  • Increasing or decreasing Fire Rate, Reload Speed and Magazine Capacity has no impact on beam duration nor delay between beam firings; it always fires the beam for 4 seconds, then reloads for 4 seconds, before firing again. (Cryotra)

Though fire-rate may also increase their status, which is also a bug.

This does mean that the Cryotra will deal 8 ticks (or 160/4 = 40?) over 8s and the Atarax will deal 9 ticks (or 200/4.5 = ~44?) in 9s.

Edited by TheArcSet
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