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The Hek(Damage Breakdown)


Question

Now, I like to go in and find the math behind all the numbers we see under perfect situations, and the Hek is particularly interesting to me on this front, and so I decided to crunch the numbers on just what kind of damage we'd see with perfect damage mods on it.

Mods on reactor Hek can go two ways, with this estimation being on the Latter.

Way 1

90% Base damage, 75% frost, 75% fire, 75% lightning, 75% armor pen, 120% multishot (60 energy spent)

147 base damage

132 damage from Point Blank

279 white damage

210 x4 elemental damage(840)

Base damage before Multishot, and before resists/weaknesses: 1119

Damage per second(Before multishot, at 2.2 shots fired per second): 2464

Multishot in the equation: 4924(200%) at 4/5 the time, and 3785(300%) 1/5 the time.

Way 2

90% Base damage, 90% frost, 90% fire, 90% lightning, 90% armor pen.(49 energy spent)

147 base damage

132 damage from Point Blank

279 white damage

251 x4 elemental damage(1004)

Base damage before resists/weaknesses: 1283

Damage per second(2.2 shots fired per second): 2822

Elemental Weaknesses/Resists

GRINEER

Grineer Light

Body Shot: 100% all.

Estimated damage: 753 elemental, 251 armor piercing, 279 white. Total:1283

Head Shot: 300% normal, 200% elemental.

Estimated damage: 1506 elemental, 502 armor piercing, 837 White. Total:2845

Grineer Normal

Body Shot: 33% normal, 100% armor piercing, 50% elemental.

Estimated damage: 377 elemental, 251 armor piercing, 93 white. Total: 721

Head Shot: 100% normal, 200% armor piercing, 33% freeze, 40% lightning, 75% fire.

Estimated damage: 84 freeze, 100 frost, 188 fire, 502 armor piercing, 279 white. Total: 1153

Grineer Heavy

Body Shot: 100% normal, 100% armor piercing, 50% elemental.

Estimated damage: 377 elemental, 251 armor piercing, 279 white. Total: 907

Head Shot: 200% normal, 200% armor piercing, 200% freeze, 100% lightning, 100% fire.

Estimated damage: 1004 elemental damage, 502 armor piercing, 558 white. Total: 2064

CORPUS

Crewmen(Note, 0% normal means no puncture present)

Body shot: 81% normal, 100% armor piercing, 75% freeze, 160% lightning, 33% fire.

Estimated damage: 188 freeze, 402 lightning, 84 fire, 251 armor piercing, 226 white.Total: 1151

Head shot: 0% normal, 2000% armor piercing, 200% freeze, 400% lightning, 100% fire.

Estimated Damage: 502 freeze, 1004 lightning, 251 fire, 5020 armor piercing, 0 white. Total: 6777

Moa

Body shot: 100% normal, 100% armor piercing, 100% freeze, 200% lightning, 50% fire.

Estimated damage: 251 freeze, 502 lightning, 126 fire, 251 armor piercing, 279 white. Total: 1134

Head Shot: 200% normal, 200% armor piercing, 200% freeze, 400% lightning, 100% fire.

Estimated damage: 502 freeze, 1004 lightning, 251 fire, 502 freeze, 502 armor piercing, 558 white. Total:

Osprey(They have no weak spot, only Body Shot damage is calculatible.)

Body Shot: 100% normal, 100% armor piercing, 100% freeze, 200% lightning, 100% fire.

Estimated damage: 251 freeze, 502 lightning, 251 fire, 251 armor piercing, 279 white. Total: 3040

INFESTED

Walkers

Body shot: 100% normal, 50% armor piercing, 100% freeze, 50% lightning, 200% fire.

Estimated damage: 251 freeze, 126 lightning, 502 fire, 126 armor piercing, 279 white.Total: 1284

Head shot: 200% normal, 100% armor piercing, 200% freeze, 100% lightning, 400% fire.

Estimated damage: 502 freeze, 251 lightning, 1004 fire, 251 armor piercing, 558 white. Total: 2606

Crawlers

NO DATA(Incomplete)

Ancients

NO DATA(Incomplete)

Edited by LeucienWeaver
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21 answers to this question

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I just started using the Hek. Lordy is that a big gun when you hold it in the Arsenal. I had my doubts at first. Sometime shotguns can be lame.

WHOA! The HEK is no friggin joke, ladies and gentlemen! Power, range, mode potential...forgetaboutit!! It's a monster.

Thank a ton for the meticulous calculations.

+1

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Actually perfect build would have a bit lower damage, cause reload speed on Hek is ungodly slow. Also you'd want at least 0.15 puncture (0.20 is better) when going against Grineer and Corpus for dispatching enemies behind covers and Shield Lancers.

At least for me puncture + reloadspeed build works better and still oneshots everything except big enemies (and even orange Moas on Pluto).

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The problem with puncture is the fact that it costs 10 energy to begin with, and Hek has no Polarity at all. These aren't 'You must conform or you fail' guidelines, they are 'If you go for straight damage, this is what you can expect' guidelines. I'm aware that Hek has an ungodly reload time, but it's hard to place an exact damage number on reload speed, hence why it's not in here, and instead there's a Way 2 with 11 points remaining for people to fill as they please.

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Someone asked a question on Reddit somewhat similar, except they were trying to find the best damage possible with only 30 points.

This was my reply:

http://www.reddit.com/r/Warframe/comments/1ckarn/multishot_vs_damage/c9hgvr5

 

though I don't really know much about shotguns, a tl;dr version of that would be:

damage 75%, 8 points, multishot 100% 14 points, AP only 8 points for 75% coming out to about 900 damage. Was I right or wrong?

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My preferred setup:

 

90% Damage, 120% Multishot, 90% AP damage, 90% cold damage, 90% Fire OR Elec damage, the remaining 7 points into 30% reload or 40% ammo (2 shells) and 5% reload.

 

Fire damage is subpar for Corpus, elec damage is terrible on Grineer and Infested. So we drop those damage mods and use em for faster reloads and/or more ammo/clip.

 

Edit: On Strun, we can take elec AND fire and still have 10% reload speed due to the polarity slot.

Edited by Darzk
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Darz, that is a good setup, but, depending on the content of a mission, having 75 of all types might be more beneficial than having 90 of three. For instance, if you cut out fire on a lv 70+ alert against corpus, and Infested bust in...You're gonna have a small problem, y'know? Sure, your Hek will still oneshot most things, but it will be sub-optimal. 

 

Though, as I said, that MIGHT be more beneficial. Personally though, I don't bother with reload or fire rate speed due to the Animation Cancel stuff. 

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Oh, and FYI if you do any more of these or want to finish the Infected section

 


Ancients(Disruptor, Toxic, Healer)Lower legs/arms weakpoint, head lightly armored, body armored, staggered by fire, Immune to lightning
Feet/hands/shins/forearms= Normal 100%, AP=100%  Fire=200%, Freeze=100%, lightning = ZERO
Head=75% – 1%/lvl, AP=200% Fire=75% – .5%/lvl Freeze= 50% – 1.5%/lvl, lightning = ZERO
Body=Headshot normal damage / 3 (armor), AP/Fire/Freeze = half of headshot damage, lightning = ZERO

 

Nauseous Crawler-Head weak point(2x), forearms/hands/shins/feet weak point(1x), Bodies armored
head= 200% normal/freeze   AP/lightning=100% Fire = 400%
forearms/hands/shins/feet = 100% normal/freeze  AP/lightning=50%  Fire = 200%
body= 66% normal-.5%/lvl, AP = 50%, Fire = Slightly over 125%-?/lvl, Freeze= 50%-?/lvl, Lightning = 50%-?/lvl

 

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No, that's the best setup you can do for 30 points. Good Job!

Cool thanks, though I'm considering sticking with a utility version of that which would just keep 15% freeze and 15% ap but the damage is lowered to 600-something. I can't tell if that's a good tradeoff or not. Having things running slower is always great especially when enemies start ignoring normal damage, but so is killing them faster.

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Well soon, there's going to be a prestige system where you can knock down a weapon from 30 to unranked to manually change one of the mod slots and add a polarity of your choice to it...After 8 cycles, you've essentially got 120 or 60 energy. :D

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I do indeed plan on finishing the infested section, it's just that with how the Ancients scale, people will get &!$$y about not having accurate numbers. 

 

Actually everything scales like this, you've just ignored it above (assuming for simplicity's sake) so do the same for the Infesteds :D

 

For example Grineer take 100% damage on a headshot from normal damage at level 1, and take around 1.25% less damage for each level after that.

Elemental (not AP) damage scales down like this too, all at different rates depending on the element and the mob you're shooting.

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Um question..

Multishot lv. 4 = 100%

Multishot lv. 5 = 120%

Is it worth it to get lv 5?

 

 

Yes, it's actually better than Point Blank per rank (tho more $$).

 

Basically if Heks default is 6 pellets/shot (I'm not sure what it is) than +100% multishot gives 12 pellets and +120% gives 13 pellets.

 

Upgrading from rank 4 to rank 5 is the equivalent of +~16.5% damage.

 

If its 8 pellets/shot, it goes to 16 (+100%) or 18 (+120%) pellets, so +~25% damage

Edited by Darzk
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