I'm trying to compile some data about the ways augment buffs and Warframe ability buffs can be stacked to extreme heights to create absurd damage numbers with Warframe abilities (like Peacemaker, Sound Quake, and potentially more), but I'm still getting caught on the order buffs apply. I'm mostly wanting to make sure I'm doing this correctly before I go much further with this as it's something I enjoy working on.
Note that Base Damage is the only one I calculate without max strength (seeing as high-efficiency builds and high-range builds are often necessary), but that I also calculate it with max strength anyways later on. All buffs are at max power strength (which is great for me as a Frost Prime main as that's 299% Strength, the highest in the game). I round to the nearest 0.1 decimal point.
So far, I've done my calculations with the ordering of buffs/damage as follows:
1. Base Damage. Affected (for the most part) directly by power strength.
2. Elemental Augments. Affected by Power Strength of the buffing Warframe (max varies based on frame as 2 augment buffs can have Arcane helmets apply to their strength). This is based on the Base Damage and adds directly to it (i.e. +299% Freeze Force would turn 100 Slash into 100 Slash + 299 Cold). These also apply like mods, so they only stack additively (i.e. +299% Freeze Force and +284% Venom Dose would make +583% Viral).
3. Pure Damage Buffs. Mirage and Rhino apply these. I'm pretty sure these affect Elemental Augments as well as Base Damage because one is based off the other (i.e. +142% Rhino Roar would turn the example above (100 Slash + 299 Cold) into 242 Slash + 723.6 Cold). This would only change if Rhino's or Mirage's buffs did not apply at all to the Augments and they were based off previous base damage, which I find unlikely, or if the buffs multiplied on each other.
4. On-Hit Buffs. Nova and Banshee apply these. After the weapon's damage is calculated, it then gets buffed by the target's latent effects (i.e. Molecular Primed targets taking 2x damage). These stack multiplicatively as they are applied separately from one another (i.e. Sonar spots giving 1420% more damage to hits there, then being doubled by Molecular Prime). This (both effects) would turn the above situation (242 Slash + 723.6 Cold) into 6872.8 Slash + 20550.2 Cold.
As you can see, at this point with just 4 Warframes, we've got an ability that had 100 damage to begin with (I looked it up and an unranked Ash Shuriken does 100 base slash) dealing 27423 raw damage (and if this was an Ash Shuriken, the slash would proc and deal 2405.5Slash damage per tick for an extra 16838.5Slash damage), so this could make for some pretty absurd party-builds. My main issue is that I'm not sure if all augments stack up like this (like how Element Augment buffs act somewhat similar to mods added after the current mod set and not straight buffs). I'm also pretty sure that Element Augments could (under my current understanding) be swapped with the Pure Damage Buffs and still return the same damage.
I have (using a spreadsheet) made a 4-frame party build called "Squad Damage" (I think I'm clever) that can buff Mesa's Peacemaker to deal upwards of ~1,000,000 damageon-crit with one shot without considering resistances, and that's without Shooting Gallery because the duration would be too short to use. This build uses an efficiency-build Mesa (185% strength for ~5000 base physical damage on-crit), and a max-strength Frost, Mirage, and Banshee, hitting a single Sonar spot.
TL;DR: We know the order that weapon mods apply, but augment buffs and ability buffs applying to abilities are a little hazy and I want to make sure I'm calculating this right. Any and all feedback is welcome.
Question
BubblesTheBlob
I'm trying to compile some data about the ways augment buffs and Warframe ability buffs can be stacked to extreme heights to create absurd damage numbers with Warframe abilities (like Peacemaker, Sound Quake, and potentially more), but I'm still getting caught on the order buffs apply. I'm mostly wanting to make sure I'm doing this correctly before I go much further with this as it's something I enjoy working on.
Note that Base Damage is the only one I calculate without max strength (seeing as high-efficiency builds and high-range builds are often necessary), but that I also calculate it with max strength anyways later on. All buffs are at max power strength (which is great for me as a Frost Prime main as that's 299% Strength, the highest in the game). I round to the nearest 0.1 decimal point.
So far, I've done my calculations with the ordering of buffs/damage as follows:
1. Base Damage. Affected (for the most part) directly by power strength.
2. Elemental Augments. Affected by Power Strength of the buffing Warframe (max varies based on frame as 2 augment buffs can have Arcane helmets apply to their strength). This is based on the Base Damage and adds directly to it (i.e. +299% Freeze Force would turn 100 Slash into 100 Slash + 299 Cold). These also apply like mods, so they only stack additively (i.e. +299% Freeze Force and +284% Venom Dose would make +583% Viral).
3. Pure Damage Buffs. Mirage and Rhino apply these. I'm pretty sure these affect Elemental Augments as well as Base Damage because one is based off the other (i.e. +142% Rhino Roar would turn the example above (100 Slash + 299 Cold) into 242 Slash + 723.6 Cold). This would only change if Rhino's or Mirage's buffs did not apply at all to the Augments and they were based off previous base damage, which I find unlikely, or if the buffs multiplied on each other.
4. On-Hit Buffs. Nova and Banshee apply these. After the weapon's damage is calculated, it then gets buffed by the target's latent effects (i.e. Molecular Primed targets taking 2x damage). These stack multiplicatively as they are applied separately from one another (i.e. Sonar spots giving 1420% more damage to hits there, then being doubled by Molecular Prime). This (both effects) would turn the above situation (242 Slash + 723.6 Cold) into 6872.8 Slash + 20550.2 Cold.
As you can see, at this point with just 4 Warframes, we've got an ability that had 100 damage to begin with (I looked it up and an unranked Ash Shuriken does 100 base slash) dealing 27423 raw damage (and if this was an Ash Shuriken, the slash would proc and deal 2405.5 Slash damage per tick for an extra 16838.5 Slash damage), so this could make for some pretty absurd party-builds. My main issue is that I'm not sure if all augments stack up like this (like how Element Augment buffs act somewhat similar to mods added after the current mod set and not straight buffs). I'm also pretty sure that Element Augments could (under my current understanding) be swapped with the Pure Damage Buffs and still return the same damage.
I have (using a spreadsheet) made a 4-frame party build called "Squad Damage" (I think I'm clever) that can buff Mesa's Peacemaker to deal upwards of ~1,000,000 damage on-crit with one shot without considering resistances, and that's without Shooting Gallery because the duration would be too short to use. This build uses an efficiency-build Mesa (185% strength for ~5000 base physical damage on-crit), and a max-strength Frost, Mirage, and Banshee, hitting a single Sonar spot.
TL;DR: We know the order that weapon mods apply, but augment buffs and ability buffs applying to abilities are a little hazy and I want to make sure I'm calculating this right. Any and all feedback is welcome.
Edited by MrBubbleSSLink to comment
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