Okay, so the old thread, pre-Tethra mods, concludes that 150% toxin is better than 180% mag.
While this conclusion holds true, how does 150% toxin compare to Magnetic, now that we can reach +240% magnetic damage?
For ease of math, I'm assuming base damage has a roughly 1.0 damage modifier on average. Obv Puncture weapons will have more DPS against Robots, Slash against crewmen, etc, but the relative DPS with different elements shouldn't change (much). Impact heavy weapons will slightly reduce the comparative effectiveness of #2 and #7 against robots.
Part 1: Primary Weapons (Part 2 and 3 wont happen till next week, Pistols and Shotguns[probably mag/fire b.c of Blaze)
#6 180% Magnetic, 100% Base [stormbringer, Cryo Rounds]
#7 150% Toxin, 100% Base [infected Clip, Malignant Force]
*Note: #s shown below are actually % modifiers to base damage. To calculate actual in game DPS, divide by 100% and multiply by your weapons base modified DPS (base modified meaning modified by +damage/rof/crit etc but not including elementals)
EDPS is Effective DPS, meaning the DPS you would have to do if you had to break shields as well to get the same kill time.
The builds raw DPS:
4 Elements
#1 180% Mag, 150% Toxin, 100% Base
Toxin: 225 to Flesh, 112.5 to Robotic
415 to Shields, then 505 Flesh / 392.5 Robotic
#2 150% Blast, 150% Toxin, 100% Base
Toxin: 225 to Flesh, 112.5 to Robotic
250 to Shields, then 475 Flesh / 362.5 Robotic
#3 240% Mag, 90% Toxin, 100% Base
135 to Flesh, 67.5 to Robotic
520 to Shields, then 475 Flesh / 407.5 Robotic
3 Elements
#4 240% Mag, 100% Base
520 to shields, then 340 to Flesh/Robotic
#5 180% Mag, 90% Toxin, 100% Base
135 to Flesh, 67.5 to Robotic
460 to Shields, then 415 Flesh / 347.5 Robotic
2 Elements
#6 180% Mag, 100% Base
415 to Shields, then 280 to Flesh/Robotic
#7 150% Toxin, 100% Base
Toxin: 225 to Flesh, 112.5 to Robotic
100 to Shields, then 325 Flesh 212.5 Robotic
Damage to specific Corpus Enemies:
Moa
60 robotic, 150 Shield
=28.5% robotic, 71.5% shield
%150 toxin kills in 0.533 sec, must have more than 281 to shields to break them
#1 does 415 to shields, breaks in .361 sec, Toxin does 40.7 damage
19.3 robotic @392.5 = 0.049 sec, .410 sec to do 210 damage = 512.2 DPS
#2 dies from Toxin. 112.5/0.285 = 394.7 EDPS
#7 dies from Toxin, 394.7 EDPS
%90 toxin kills in 0.888 sec, must have more than 168.75 to shields to break
#3 does 520 to shields, breaks in 0.288 sec, toxin does 19.4 damage
40.6 robotic @ 407.5 = 0.099 sec + 0.288 sec = 0.388 sec to do 210 dmg = 541.2 DPS
#5 does 460 to shields, breaks in 0.326 sec, toxin does 22 damage
38 robotic @ 347.5 = 0.109 sec, = 0.435 sec to do 210 dmg, 482.8 DPS
TLDR: Average DPS (Simply the average of the DPS against each enemy type)
4 Elements
#1 180% Mag, 150% Toxin, 100% Base = 547.6
#2 150% Blast, 150% Toxin, 100% Base = 476.9
#3 240% Mag, 90% Toxin, 100% Base = 529.8
3 Elements
#4 240% Mag, 100% Base = 425.0
#5 180% Mag, 90% Toxin, 100% Base = 471.0
2 Elements
#6 180% Mag, 100% Base = 343.7
#7 150% Toxin, 100% Base = 394.3
TLDR: Weighted Average DPS (weightings are as follows: Moa/Crewmen x2 as they are quite common, Techsx2 as they do a lot of damage. Fusion Moa x1 as IMO they're not as much of a problem from their short range
4 Elements
#1 180% Mag, 150% Toxin, 100% Base = 574.0
#2 150% Blast, 150% Toxin, 100% Base = 505.5
#3 240% Mag, 90% Toxin, 100% Base = 546.6
3 Elements
#4 240% Mag, 100% Base = 431.2
#5 180% Mag, 90% Toxin, 100% Base = 488.1
2 Elements
#6 180% Mag, 100% Base = 348.4
#7 150% Toxin, 100% Base = 435.1
Conclusions
Whew. That was a lot of numbers. What does it all mean?
-> You can use the 'Resulting DPS' spoiler to build more effectively against a certain enemy type. For example, when farming Oxium, using #5 or #6 works slightly better than the comparable #4 or #7.
-> You can use the 'Rough Weighted Average' spoiler to choose an ideal elemental combination for all Corpus enemies. To simplify:
5 Slots available -> 180% Mag, 150% Toxin, 30% Bane
4 Slots Available -> 180% Mag, 90% Toxin, 30% Bane
3 Slots Available -> 150% Toxin, 30% Bane
2 Slots Available -> 150% Toxin
1 Slot Available -> 90% Toxin is best, but 90% Elec for anti-robotic with Impact base, and 90% Cold for general use.
Of note here is that 150% Toxin with Bane is only 1.5% less damage on average than 180% Mag 150% Toxin, and uses 1 less slot. However with 4 slots available you should be using 180% mag 90% toxin 30% bane; switching to 150% toxin and bane is a 12.2% DPS loss.
The Synapse, which deals innate elec, will work far better with magnetic based builds and will break shields quicker. Build for the max +damage (etc take 90% toxin over 60% elec, but 60% toxin vs 60% elec either works);
The Penta, which deals innate Blast damage, will follow EXACTLY the dps modifiers shown above, as blast is completely neutral to Corpus.
Weapons with high proc rates, like the Grakata or Gorgon Wraith, will benefit most from both event mods, and building mag/toxin. Pure toxin is still better than mag so long as you stop firing once you notice a proc. If you choose instead to fire until dead, stick with pure mag.
Weapons with high proc rates but low RoF, like the snipers, bows, and Grinlok, will benefit from toxin proc but should ignore magnetic proc, as the damage you do from the first shot basically is as effective as the mag proc. Toxin proc is useful only if you dont kill in one hit.
Edit1: Updated with link to Ignis thread in Addendum
Edit2: Updated with link to Synapse thread in Addendum
Question
Darzk
Okay, so the old thread, pre-Tethra mods, concludes that 150% toxin is better than 180% mag.
While this conclusion holds true, how does 150% toxin compare to Magnetic, now that we can reach +240% magnetic damage?
For ease of math, I'm assuming base damage has a roughly 1.0 damage modifier on average. Obv Puncture weapons will have more DPS against Robots, Slash against crewmen, etc, but the relative DPS with different elements shouldn't change (much). Impact heavy weapons will slightly reduce the comparative effectiveness of #2 and #7 against robots.
Part 1: Primary Weapons (Part 2 and 3 wont happen till next week, Pistols and Shotguns[probably mag/fire b.c of Blaze)
The Build Options:
4 element slots
#1 180% Magnetic, 150% Toxin, 100% Base [stormbringer, Cryo Rounds, Infected Clip, Malignant Force]
#2 150% Blast, 150% Toxin, 100% Base (+20% ammo) [WildFire, Cryo Rounds, Infected Clip, Malignant Force]
#3 240% Magnetic, 90% Toxin, 100% Base [stormbringer, Cryo Rounds, High Voltage, Infected Clip]
3 element slots
#4 240% Magnetic, 100% Base [stormbringer, Cryo Rounds, High Voltage]
#5 180% Magnetic, 90% Toxin, 100% Base [stormbringer, Cryo Rounds, Infected Clip]
2 element slots
#6 180% Magnetic, 100% Base [stormbringer, Cryo Rounds]
#7 150% Toxin, 100% Base [infected Clip, Malignant Force]
*Note: #s shown below are actually % modifiers to base damage. To calculate actual in game DPS, divide by 100% and multiply by your weapons base modified DPS (base modified meaning modified by +damage/rof/crit etc but not including elementals)
EDPS is Effective DPS, meaning the DPS you would have to do if you had to break shields as well to get the same kill time.
The builds raw DPS:
Damage to specific Corpus Enemies:
Resulting DPS
TLDR: Average DPS (Simply the average of the DPS against each enemy type)
TLDR: Weighted Average DPS (weightings are as follows: Moa/Crewmen x2 as they are quite common, Techsx2 as they do a lot of damage. Fusion Moa x1 as IMO they're not as much of a problem from their short range
Conclusions
Whew. That was a lot of numbers. What does it all mean?
-> You can use the 'Resulting DPS' spoiler to build more effectively against a certain enemy type. For example, when farming Oxium, using #5 or #6 works slightly better than the comparable #4 or #7.
-> You can use the 'Rough Weighted Average' spoiler to choose an ideal elemental combination for all Corpus enemies. To simplify:
5 Slots available -> 180% Mag, 150% Toxin, 30% Bane
4 Slots Available -> 180% Mag, 90% Toxin, 30% Bane
3 Slots Available -> 150% Toxin, 30% Bane
2 Slots Available -> 150% Toxin
1 Slot Available -> 90% Toxin is best, but 90% Elec for anti-robotic with Impact base, and 90% Cold for general use.
Of note here is that 150% Toxin with Bane is only 1.5% less damage on average than 180% Mag 150% Toxin, and uses 1 less slot. However with 4 slots available you should be using 180% mag 90% toxin 30% bane; switching to 150% toxin and bane is a 12.2% DPS loss.
Part 1 Addendum: Innate Elementals and Procs
Edit1: Updated with link to Ignis thread in Addendum
Edit2: Updated with link to Synapse thread in Addendum
Edited by DarzkLink to comment
Share on other sites
5 answers to this question
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now