ShiraHagane Posted April 21, 2018 Share Posted April 21, 2018 Back before the weapon balance pass, supra was a base damage weapon, unable to be built for either crit or status, with 2.5% crit chance/1.5x crit multiplier and 5% status chance The augment mod, Entropy Burst, served to make the supra status viable by adding a flat 20% status chance. But now that the supra has 30% base status, Entropy Burst is almost completely overshadowed by dual stats which add 18% status chance as well as 60% elemental damage. Some suggestions are: Weapon draws straight from maximum ammo supply, similar to how bows work (no reloading) something similar to the tetra mod where bullets ricochet Link to comment Share on other sites More sharing options...
-AoN-CanoLathra- Posted April 21, 2018 Share Posted April 21, 2018 Free Energy. That's all the augment needs, and it has that. Be grateful. Link to comment Share on other sites More sharing options...
bad4youLT Posted April 21, 2018 Share Posted April 21, 2018 or you know , do nothing because some people use it for entropy burst effect Link to comment Share on other sites More sharing options...
mosaickle Posted April 21, 2018 Share Posted April 21, 2018 Why would you want to change that? With absolutely nothing but Entropy Burst it can reach 50% status chance, what's so bad about that? With this one mod you can literally make the Supra a hybrid bullet hose since you no longer need to dedicate that much mod capacity to status anymore and can work on crit, my Supra (Vandal) has no forma and has 40% crit and around 80%+ status, isn't that amazing enough for you? And yeah, energy's nice Link to comment Share on other sites More sharing options...
ShiraHagane Posted April 21, 2018 Author Share Posted April 21, 2018 oh boy, I love that single energy orb's worth of energy, as well as a whopping 1000 Magnetic damage Link to comment Share on other sites More sharing options...
ShiraHagane Posted April 21, 2018 Author Share Posted April 21, 2018 Just now, NSDBL said: Why would you want to change that? With absolutely nothing but Entropy Burst it can reach 50% status chance, what's so bad about that? With this one mod you can literally make the Supra a hybrid bullet hose since you no longer need to dedicate that much mod capacity to status anymore and can work on crit, my Supra (Vandal) has no forma and has 40% crit and around 80%+ status, isn't that amazing enough for you? And yeah, energy's nice or you could use a single dual stat mod and get 48% status as well as 60% damage of your element of choice Link to comment Share on other sites More sharing options...
-QUILL_PETER- Posted April 21, 2018 Share Posted April 21, 2018 2 minutes ago, ShiraHagane said: oh boy, I love that single energy orb's worth of energy, as well as a whopping 1000 Magnetic damage It's a percentage of your frames energy. The more you have, the more it gives you, so caster frames seriously benefit from it. Link to comment Share on other sites More sharing options...
mosaickle Posted April 21, 2018 Share Posted April 21, 2018 Just now, ShiraHagane said: or you could use a single dual stat mod and get 48% status as well as 60% damage of your element of choice How is that better? I get crit (chance and damage), magnetic proc and energy in 'replace' of that 60% elemental Entropy Burst was to make the pre-nerf Supra okay, but now the post-buff Supra (well I have Vandal), Entropy Burst pretty much makes it broken. Why are you complaining about something that's broken (OP)? Link to comment Share on other sites More sharing options...
ShiraHagane Posted April 21, 2018 Author Share Posted April 21, 2018 1 minute ago, -QUILL_PETER- said: It's a percentage of your frames energy. The more you have, the more it gives you, so caster frames seriously benefit from it. so it's 50 energy at max, since it's a percentage of base energy Link to comment Share on other sites More sharing options...
mosaickle Posted April 21, 2018 Share Posted April 21, 2018 I'm actually here hoping they wouldn't nerf/change it because it's so good. I mean, with multishot (Split Chamber) and Entropy Burst you literally don't need any dual stat mods at all if you don't want. I think my build has umm, Split Chamber, Serration, Entropy Burst, Point Strike, Vital Sense, Cold Dual Stat, can't remember the others, probably a 90% elemental but that's enough to wreck face Link to comment Share on other sites More sharing options...
mosaickle Posted April 21, 2018 Share Posted April 21, 2018 2 minutes ago, ShiraHagane said: so it's 50 energy at max, since it's a percentage of base energy You get that for free, why you complaining about something free? Well, I guess it comes at the cost of 7 mod capacity but that also gives you flat status and magnetic procs Link to comment Share on other sites More sharing options...
LordPantaloonsthe3rd Posted April 21, 2018 Share Posted April 21, 2018 I wish they would add the kinetic ricochet mod for the tetra to the surpa, it would be sweet af to have 300 rounds worth of angry disco beeswarm. Link to comment Share on other sites More sharing options...
(XBOX)GearsMatrix301 Posted April 22, 2018 Share Posted April 22, 2018 Entropy burst + 2 dual stats + hammer shot = 99.9% status. If it’s not a shotgun, you don’t need 100% Link to comment Share on other sites More sharing options...
DiabolusUrsus Posted April 22, 2018 Share Posted April 22, 2018 4 hours ago, (XB1)GearsMatrix301 said: Entropy burst + 2 dual stats + hammer shot = 99.9% status. If it’s not a shotgun, you don’t need 100% That was OP's point, though. +status mattered when Supra had <10% status; now it gets enough from dual stats so it would be nice to have the augment do something different. Link to comment Share on other sites More sharing options...
PurpleBomber Posted April 22, 2018 Share Posted April 22, 2018 As it stands Entropy Burst is basically a tradeoff with a dual stat mod, as you can get 100% status on the Supra Vandal either way. That... doesn't seem like a bad thing to me? You say it's overshadowed by a dual stat mod, but IMO actually having the option to choose between the two and not be wrong either way is a good thing that we don't have nearly enough of in modding. Link to comment Share on other sites More sharing options...
DiabolusUrsus Posted April 22, 2018 Share Posted April 22, 2018 ^I agree with this sentiment. Link to comment Share on other sites More sharing options...
Sloan441 Posted April 22, 2018 Share Posted April 22, 2018 (edited) 17 hours ago, bad4youLT said: or you know , do nothing because some people use it for entropy burst effect It does work. I wouldn't complain about an enhancement to what it already has, but this is a useful augment. Aside from the Entropy effect, a SupraV built with 60/60 mods can strip armor very effectively. It procs often and the return on energy is significant. Enough so you can usually drop Flow in a build and rely on this keeping your base energy maxed through most situations (assuming you're actually shooting, of course). Also, keep mind the SupraV is now crit viable. Your best damage builds will be crit builds. The gun has an extremely high RoF; you don't need 100% status (or even anywhere near it) to debuff enemies effectively and just basically kill the hell out of them. Edited April 22, 2018 by Sloan441 clarity Link to comment Share on other sites More sharing options...
(PSN)Lei-Lei_23 Posted April 22, 2018 Share Posted April 22, 2018 Imo, for the sake of flexibility a flat +20% Status Chance is very useful to have as it offers another option to push forward that Status Chance even further than the dual stat mods. This is especially so if you are a Riven user and if you have one with Status Chance for the Supra. The extra 2% status chance boost from the augment (flat 20% additive) as opposed to a dual stat mod only offering 18% is a good thing to have. Then again, Supra is an automatic rifle, so the boost to status chance from the augment doesn’t hold much weight and importance aside from the Entropy effect. However, the augment that behaves similarly, Sobek’s Shattering Justice, has more importance with the static additive 20% status chance due to Shotgun mechanics. Imho, keep the augment the way it is because of its flexibility and versatility of having a flat value aside from a multiplicative value. It might be important for those that need or want that type pf stat. Link to comment Share on other sites More sharing options...
AzureTerra Posted April 22, 2018 Share Posted April 22, 2018 Its RoF and 50% Status is going to see a lot of procs. Mine with 1 Dual Stat is at 68% before the Multishot (88% with SP) and really i should drop that dualstat eventually for more damage from a 90% mod but that means another forma and its not a high need vs getting all the Zaws forma'd Link to comment Share on other sites More sharing options...
DreamsmithJane Posted April 22, 2018 Share Posted April 22, 2018 Personally, I like being able to increase status chance without skewing my proc pool or changing my damage types unnecessarily. Link to comment Share on other sites More sharing options...
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