Okay, I understand the basics of damage 2.0. What I am about to ask is highly technical, so I need some math junkies.
So I know for Grineer, the optimal damage mod to use is easily Radiation, my question is what is the optimal elemental damage setup after radiation.
Possible options
A) 2 toxin mods + bane
B) 1 toxin+1 cold + bane
C) 2 toxin + 1 cold
I know viral are 75% more effective against cloned flesh, but that will be reduced by armor, which increase as grineer units level get's higher. Toxin are very effect against ferrite, so intuitively it would be good as a secondary element against weaker ferrite armor unit. I also know that Toxin do not increase damage directly but ignore a percentage of armor and the effect will scale well as armor rating increase.
Guess my question is:
Of the 3 options listed above, which one will be optimal at different level range? at which point effectiveness of viral start to drop off.
Question
SubjectV
Okay, I understand the basics of damage 2.0. What I am about to ask is highly technical, so I need some math junkies.
So I know for Grineer, the optimal damage mod to use is easily Radiation, my question is what is the optimal elemental damage setup after radiation.
Possible options
A) 2 toxin mods + bane
B) 1 toxin+1 cold + bane
C) 2 toxin + 1 cold
I know viral are 75% more effective against cloned flesh, but that will be reduced by armor, which increase as grineer units level get's higher. Toxin are very effect against ferrite, so intuitively it would be good as a secondary element against weaker ferrite armor unit. I also know that Toxin do not increase damage directly but ignore a percentage of armor and the effect will scale well as armor rating increase.
Guess my question is:
Of the 3 options listed above, which one will be optimal at different level range? at which point effectiveness of viral start to drop off.
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