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how to chek is riven mod good or bad?


God0fW4r
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Why would you need that? If your Mod has 250%+ Crit Damage even though the max Stat is (for example) 300%.. the Mod is still good, it's still usefull, and people will still pay a lot for it. Just because it doesn't have the max stats possible doesn't mean that the Mod is bad.

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You can check if the mod is good by looking at it with your very own eyes and seeing if the stats are relevant to the weapon you are using. If they are, the next step is to look how big the numbers are. If the numbers are bigger than the numbers on mods you're currently using, it's obviously better.

16 minutes ago, mobilehacker said:

You need to try it yourself in Simulacrum.If with the mod your weapon performs better, its good. But you need to look on the stats of the weapon. Lets say, Riven that adds crit to Miter is awful. Status and Multishot for Ignis is ok.

Status on continuous weapons is bad.

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There are no big variations between individual mods...just basics

there's 3 mod categorys, listed in the wiki

http://warframe.wikia.com/wiki/Riven_Mods

strong, medium and weak rivens, depending on strength and, important, popularity of each listed weapon. Some good weapons thus got strong Rivens (Dera for example)

The stats in a static percentage depend on the quantity of the positive and negative stats...mods with negative stats have stronger positive stats. Mods with more stats have weaker individuall stats.

 

As for the stats themselfes...yea...depends on the weapon if they are usefull or not.

Edited by (PS4)CoolD2108
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depends on the weapon, you need to look at them and understand it's functions to say that riven attribute is good, meh or bad

examples:

- Multishot bonus is, generally, the best one for weapons, except on those weapons that have some clumsy mechanic that make your weapon works a lot differently that is supposed to be with it, like Cernos Prime, is not the best for long range utility, because of the split arrow mechanic, but still good, Simulor barely doesn't matter, since it's damage mechanic rely on merging it's bullets, and multishot make the weapon shoot 2-3 already fused ones, so, no damage and on Angstrum is dangerous, since the pattern of the shot changes based on the amount of missiles launched, and if you try have more than 4 ammo magazine + 180% multishot on full charged shoot, some of the missiles can hit your own feet (lethal self-damage)

- Critical damage and Multiplier are good especially on critical focused weapons, maybe on weapons with 10-15% critical chance and 2x multiplier can be reasonable, but definitively not on Panthera, Miter or Seer, since they have no values for it.

- Punchthrought is good on hitscan and projectile weapons that doesn't have any innate bonus on it (unlike bows and Lanka) or doesn't needs to land, instead of piercing throught, on something to deal it's effects (explosive weapons)

...

 

plus you need to look at the negative attributes, since you can't use Buzlok with +300% damage if your weapon's flight speed penalty on the mod is -99%... you will just make an unmovable barrier of bullets, but some negative values that doesn't affect the weapon at all (like -% maximum ammunition on efficient weapons, like Marelok) are perfect, since it increase the value of the positive ones

Edited by Zeyez
like this topic, everything in the world can be changed, it just need the right words... and the left ones too
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