Arcatar Posted April 16, 2013 Share Posted April 16, 2013 Fire mod = 15%Ice mod = 10%Shock mod = 5%?Why, people, why? I mean, is it worth leveling?And how is elemental damage calculated? Link to comment Share on other sites More sharing options...
ShadowsCrush Posted April 16, 2013 Share Posted April 16, 2013 (edited) shock causes stagger/ministun fire is for damage over time ice is for slow damage is a %'age of your base damage Edited April 16, 2013 by ShadowsCrush Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted April 16, 2013 Share Posted April 16, 2013 shock causes stagger/ministun fire is for damage over time ice is for slow in other words, never level shock, its terrible and costs way too much, whereas armor peircing on melee weapons gives 15% damage starting at only 2 points. Balance seems a bit off somewhere in there. Link to comment Share on other sites More sharing options...
Thirdstar Posted April 16, 2013 Share Posted April 16, 2013 And how is elemental damage calculated? https://forums.warframe.com/index.php?/topic/5812-damage-shields-mods-enemies-and-you/ Link to comment Share on other sites More sharing options...
MaximumSquid Posted April 16, 2013 Share Posted April 16, 2013 Utility over damage obviously Go hit a Corpus with Elecrticity Link to comment Share on other sites More sharing options...
ShadowsCrush Posted April 16, 2013 Share Posted April 16, 2013 in other words, never level shock, its terrible and costs way too much, whereas armor peircing on melee weapons gives 15% damage starting at only 2 points. Balance seems a bit off somewhere in there. Most people seem to favor only 2 elements at a time Frost/Fire vs Infestation Frost/Elec vs Grineer/Corpus And then armor pen always on every weapon against all things all the time forever XD Link to comment Share on other sites More sharing options...
Slorch Posted April 16, 2013 Share Posted April 16, 2013 where do you get fire mods any way? Link to comment Share on other sites More sharing options...
Yorinar Posted April 16, 2013 Share Posted April 16, 2013 Never not armor piercing all the things But yeah, electricity damage is very valuable against Corpus. Turns crewmen into quivering Frankensteins of jelly. Link to comment Share on other sites More sharing options...
TinFoilMkIV Posted April 16, 2013 Share Posted April 16, 2013 Utility over damage obviously Go hit a Corpus with Elecrticity The problem with this is that the % of electricity damage has zero effect on its ability to stun enemies (that I am aware of), so it is essentially ideal to use a rank 0 shock mod if you use one at all. That just seems a bit silly imo, as you get virtually no advantage to using up your mod space upgrading a shocking touch mod. Link to comment Share on other sites More sharing options...
Thirdstar Posted April 16, 2013 Share Posted April 16, 2013 Turns crewmen into quivering Frankensteins of jelly. I actually consider that a downside. They spend a good 5-7 seconds 'dying'. The animation is long as hell and gets in the way of of killing more of them. Fine on Moas because they collapse instantly, crewmen just dance for what fells like an hour. Link to comment Share on other sites More sharing options...
Nokturnal Posted April 16, 2013 Share Posted April 16, 2013 (edited) The problem with this is that the % of electricity damage has zero effect on its ability to stun enemies (that I am aware of), so it is essentially ideal to use a rank 0 shock mod if you use one at all. That just seems a bit silly imo, as you get virtually no advantage to using up your mod space upgrading a shocking touch mod. Yea Shocking Touch % damage increase is too low to consider anything more than rank 0. Sure some mobs might take extra damage from electricity, but the energy cost vs dps increase is too low to consider upgrading it. Even if ya hit enemies in a weak point the best you can hope for it +200% damage from those Which only upgrades it to +10% instead of +5% At least No Return starts with only requiring 2 energy and is useful vs a huge amount of enemies, but Shocking Touch requires 6 energy at rank 0 to slot, for only +5% electricity damage. Where as Molten Impact which should have the same values as Shocking Touch, adds 15% Fire Damage for 6 energy at rank 0. (Instead of 5% for 6 energy at rank 0) IMO Buff Shocking Touch to have 15% per rank. That way people can switch between fire and electricity depending on the enemies being fought. (Hellfire and Stormbringer have same values. Heated Charge and Convulsion have same values, why doesn't Molten Impact and Shocking Touch have same values?) While we're on the subject of buffing Melee Mods though, Pressure Point should probably be increased to 10-15% per rank and goto Rank 10. (Unless DE just hates normal melee attacks) -- Edited April 16, 2013 by Nokturnal Link to comment Share on other sites More sharing options...
Thirdstar Posted April 16, 2013 Share Posted April 16, 2013 (edited) While we're on the subject of buffing Melee Mods though, Pressure Point should probably be increased to 10-15% per rank and goto Rank 10. (Unless DE just hates normal melee attacks)- Melee Crit chance mods as well. +30% at rank 5 is just sad. Edited April 16, 2013 by Thirdstar Link to comment Share on other sites More sharing options...
__Kanade__ Posted April 16, 2013 Share Posted April 16, 2013 (edited) AP with electricity is my preferred setup, but against Infestation, I switch to ice for slow, helps alot when fightning hordes of Disruptors. Edited April 16, 2013 by __Kanade__ Link to comment Share on other sites More sharing options...
Ced23Ric Posted April 16, 2013 Share Posted April 16, 2013 fire is for damage over time Fire does not deal damage over time. Fire has a "panic" effect on organics (Crewmen, Grineer) and a stagger effect on Infested, plus dealing more damage to unarmoured targets. Shock deals additional damage to Ospreys and Robotics, plus has a stun on Organics, but reduced power against Infested. Ice deals the most damage against shields, has a slow effect and has reduced effects on Infested. AP bypasses armour and deals tremendous damage to Corpus Crewmen on headshots, helps against Ancients and Grineer, but is almost without effect against unarmoured targets and shields. Base Damage augments the damage dealt by your weapon and also amplifies the effect of elemental mods. Link to comment Share on other sites More sharing options...
Arcatar Posted April 16, 2013 Author Share Posted April 16, 2013 Fire does not deal damage over time. Fire has a "panic" effect on organics (Crewmen, Grineer) and a stagger effect on Infested, plus dealing more damage to unarmoured targets. Shock deals additional damage to Ospreys and Robotics, plus has a stun on Organics, but reduced power against Infested. Ice deals the most damage against shields, has a slow effect and has reduced effects on Infested. AP bypasses armour and deals tremendous damage to Corpus Crewmen on headshots, helps against Ancients and Grineer, but is almost without effect against unarmoured targets and shields. Base Damage augments the damage dealt by your weapon and also amplifies the effect of elemental mods. Flawless info. By the way, if I improve Pressure Point I improve all the elemental effects, right? Link to comment Share on other sites More sharing options...
Ced23Ric Posted April 16, 2013 Share Posted April 16, 2013 Yipp. Link to comment Share on other sites More sharing options...
niykin Posted April 16, 2013 Share Posted April 16, 2013 I HAVE 10 OF THEM I DONT WANT THEM MAKE THEM GO AWAY ;_; Link to comment Share on other sites More sharing options...
FrostWolf Posted April 16, 2013 Share Posted April 16, 2013 The Weapons have various different values on elements Electric is lowest on Melee Armor Pierce: Lowest on Pistols Can't think whats lowest on shotguns and rifiles Link to comment Share on other sites More sharing options...
DataShade Posted April 17, 2013 Share Posted April 17, 2013 where do you get fire mods any way? Anywhere. Anecdotally more common on infested, I believe. Link to comment Share on other sites More sharing options...
FrostWolf Posted April 17, 2013 Share Posted April 17, 2013 Before the mod change... You fought Corpus for Elements You fought Infected for Skills You fought Grineer for everything else Now its pretty much everybody drops everything now... which is annoying Link to comment Share on other sites More sharing options...
ZephyrFlow Posted April 17, 2013 Share Posted April 17, 2013 Contrary to popular belief, Armor Pierce does not bypass armor. It simply adds damage, but one can consider that it adds damage due to its name, if AP really bypasses armor, every weapon should hit like Dagger weapons, wherein they bypass armor naturally. Link to comment Share on other sites More sharing options...
Nokturnal Posted April 17, 2013 Share Posted April 17, 2013 (edited) Before the mod change... You fought Corpus for Elements You fought Infected for Skills You fought Grineer for everything else Now its pretty much everybody drops everything now... which is annoying If ya haven't noticed factions still do drop faction specific mods at a higher percent, but they also still can drop any mod. It's just now that commons are common, uncommons are uncommon and rares are rare that it seems like they don't. Contrary to popular belief, Armor Pierce does not bypass armor. It simply adds damage, but one can consider that it adds damage due to its name, if AP really bypasses armor, every weapon should hit like Dagger weapons, wherein they bypass armor naturally. Yep, it's just like an elemental type. If a mob takes 150% AP damage, the bonus AP damage is multiplied by 1.5 etc. Edited April 17, 2013 by Nokturnal Link to comment Share on other sites More sharing options...
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