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Hunter Munitions Damage %


Grimmstyler
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"Slash damage's status effect is Bleed, lacerating the enemy with a damage over time effect that deals 35% of the source's base damage per tick for 7 ticks in 6 seconds as True damage, while also bypassing Shields, enabling it to ignore nearly all forms of damage reduction. Multiple instances of the effect can stack on the same target, with each instance having its own timer.

Base damage increasing mods, such as Serration, and combo multipliers will increase the damage of Bleed ticks while mods increasing Slash b Slash damage will not. If a proc occurs together with a headshot, stealth bonus, and/or critical hit, the ticks are also affected by their respective multipliers."

 

The reason hunter munitions tends to work so well is because it works off of crits, which means everytime it procs a bleed it's going to be getting multiplied by the crit damage everytime (from the hunter bleed procs)

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19 minutes ago, Grimmstyler said:

Apparently adding a Slash mod to a weapon without Slash damage.. And [Hunter Munitions] is installed.. Does not increase the Slash Damage to [Hunter Munitions]

Adding a slash mod on any weapon does not increase slash proc damage. Slash procs scale with base damage. 

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@A7xConnor is right, Slash's proc, Bleed, currently works by totalling the overall damage of the weapon, after bonuses and resistances and critical multipliers, and then does its calculation for 35% damage per tick for 7 ticks of damage as Finisher Damage (which bypasses all resistances and affects Health points directly).

Status is also biased by the percentage of damage of that type that's on the weapon, so even high Status chance weapons would not reliably proc a Slash proc if they had really high Impact, Puncture and Elemental damage types, but very low comparative Slash damage.

Bleed procs are strong when used correctly, immediately upping any damage you're doing to enemies over time, and that's actually why DE's proposed change to them last year (the one where they only work off the base Slash damage of the weapon, not the total) was so badly received, because it was a massive nerf to Bleed procs overall.

Hunter Munitions is strong because it allows weapons with no Status chance, or low Slash base damage, to reliably proc large Bleed statuses.

See?

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3 hours ago, Grimmstyler said:

So Slash Damage is good against Infested..

[Hunter Munitions] damage against Infested is the same as any other enemy.. Because [Hunter Munitions] is just a bleed proc.. Not a Slash Damage proc..

It’s a better idea to use it against Armor since Heavy Gunners and Bombards can bleed out from Slash. Also, Armor is a big issue in the high level compare to flesh.

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On 4/18/2018 at 6:33 AM, rapt0rman said:

Yeah, they kinda double-dip on bleeds. Honestly one of the higher damage returns you can get for them, once you have the basics out of the way.

I dunno.. I haven't tested thoroughly.. But it seems using the Banes might not be as good as [Heavy Calibur] on some weapons due to damage and accuracy

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24 minutes ago, Grimmstyler said:

I dunno.. I haven't tested thoroughly.. But it seems using the Banes might not be as good as [Heavy Calibur] on some weapons due to damage and accuracy

You're right actually, though there are diminishing returns on raw base damage once you've got more then two mod slots dedicated to it. Which is a bit more relevant if you've got a riven with base damage close to or above the baseline +165%.

Serration + Heavy Cal:

100(1+(1.65+1.65))=430

Serration + Primed Bane:

(100(1+1.65))*1.55=410.75

Serration + Heavy Cal + Riven:

100(1+(1.65+1.65+1.65))=595

Serration + Riven + Primed Bane:

(100(1+(1.65+1.65)))*1.55=666.5

This also of course, depends on the weapon and if you have enough mod slots to make it work.

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You forgot to take into account that Primed Bane mods are calculated after all base damage is applied, after all elemental damage is applied, and on top of crits. If you watch videos you can see that a Primed Banes at R8 are more or less equal in damage to Heavy Caliber while suffering no accuracy loss, and are superior to it at R9/R10. The main issue is all the endo and creds it takes to hit R9 or 10 on four different mods and having to swap at least one out when going into the Void/Fissures. More accuracy and higher tick damage on all procs, plus higher damage on crits.

 

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  • 3 years later...
On 2018-04-18 at 4:49 AM, A7xConnor said:

"Slash damage's status effect is Bleed, lacerating the enemy with a damage over time effect that deals 35% of the source's base damage per tick for 7 ticks in 6 seconds as True damage, while also bypassing Shields, enabling it to ignore nearly all forms of damage reduction. Multiple instances of the effect can stack on the same target, with each instance having its own timer.

Base damage increasing mods, such as Serration, and combo multipliers will increase the damage of Bleed ticks while mods increasing Slash b Slash damage will not. If a proc occurs together with a headshot, stealth bonus, and/or critical hit, the ticks are also affected by their respective multipliers."

 

The reason hunter munitions tends to work so well is because it works off of crits, which means everytime it procs a bleed it's going to be getting multiplied by the crit damage everytime (from the hunter bleed procs)

I know this was an old forum but thank you for your explanation, it helped me too =^_^=

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3 minutes ago, (PSN)Buka-Emiko18 said:

I know this was an old forum but thank you for your explanation, it helped me too =^_^=

That data is no longer accurate. Bleed does not bypass shields anymore. There may be other out of date details. Read warframe.fandom.com for accurate info.

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