Warframe Does Crit Dmg Help Slash Proc

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Developer Workshop: Damage 3.0 It’s been nearly 3 years since Damage 2.0 was released in Update 11 and almost two years since Digital Extremes first began hinting at yet another iteration on Warframe ‘s combat system. Critical hits and headshots multiply bleed damage ticks, therefore crit mods and sniper headshot multipliers DO indirectly increase the slash proc damage. Combo multipliers multiply bleed damage ticks, therefore combo duration mods DO indirectly increase the slash proc damage (and same principle applies to channeling) These are all true. It does mostly slash with good crit chance, good status chance, above average crit multiplier, and decent enough attack speed. So, it will trash pretty much anything you touch with it regardless of level or faction because as the enemies keep getting stronger so well you because you will get higher combo which means eventually you will start red criting and at that point, you just delete everything you touch. Slash procs use the weapons base damage (modified by Damge% and Faction% mods) and are affected by crit. Adding slash mods will not increase the damage of the proc. While you can weigh the status% towards Slash if you stack it, because proc damage dosn't sale with slash mods it ends up dealing less damage than a non-slash build. Affinity, also known as Critical Chance, in Monster Hunter World (MHW) is a weapon's chance to deal a bonus or a penalty to Damage on attacks. Some Weapons have innate Affinity, but it can also be increased with Skills and Equipment. For a more complete rundown on combat with Monsters, see Weapon Mechanics, Defense, and Elemental Resistances.

Jan 8, 2019

If you can already solo level 40+ missions, please ignore this guide. If you're new or just can't seem to get past Jupiter (like me during my first whole year in warframe), then please have a read.
This guide was written to let new players know how to counter different types of enemies in terms of dealing damage and also surviving against them. I'll try to keep this nice and short but forgive me if I end up spewing out huge chunks of texts.
Other Warframe Guides:
  • All Cave Locations (Orb Vallis / Vallis Spelunker Achievement).
  • Orb Vallis Conservation for Floofs and Profit / Hunting Guide.
  • Mesa, Akjagara and Redeemer Prime Drop Locations.
  • Easy and Fast Way to Grind Standing for Vent Kids.
  • Fortuna Fish Locations and Drops.
  • Kitgun Builds / Guide.
  • MOA Builds / Guide.

Introduction


Does the situation below sound familiar to you?
Why am I only doing (insert small number) points of damage per bullet when I modded it for (insert stats as shown in arsenal) points of damage?
If you said yes, don't worry, your eyesight isn't going bad or anything. You're simply just not modding your items correctly (or not using the right weapon for the right job).
Modding in warframe can be very confusing for new players, especially when you have no idea how to actually interpret the information given to you. But fear not, I am here to give you a solution to that (sort of, don't report me if it doesnt work that well).
Now, Enemy health are generally split into 3 types: Armoured, Shield, and Flesh. Each of these types of health have DIFFERENT weaknesses.
With different types of health, there are also different factions of enemies you will face as you conquer the star chart: Grineer (ugly boiz), Corpus (Cubic helmets), Infested (What is this mess), Sentient (Advanced boiz), and Natural (wild animals you see on earth and other places i dunno). Note that I did not mention the Orokin faction because they are a mix of infested, corpus, and grineer.
As a beginner or someone who's clueless, just focus on grineer, corpus and infested for now.

Elemental Modding: Your Best Friend for Endless Level 100+ Survivals


Now I know what you're probably thinking, Why would I use these mods?, they only do their assigned damage when I trigger a status proc.
To that I say: Wrong!
Elemental damage as shown on your weapon will still be dealt to the enemy, the status proc is just the extra fancy effect the element has. Speaking of status procs, below is a list of all the elements and what they do when you trigger their status proc.
Basic Elements (Single):

  • Heat: Sets the enemy on fire, deals damage over time (DoT) and causes them to stagger for a short period.
  • Toxic: Deals DoT.
  • Cold: Slows enemy movement.
  • Electricity: Causes the enemy to stagger for a longer period compared to Heat.

Combined Elements (The Good Stuff):
  • Corrosive (Electricity+Toxic): Reduces enemy armour value (pss, use this for grineer).
  • Blast (Heat+Cold): Causes enemies within the affected range(~5m) to be knocked down.
  • Viral (Toxic+Cold): Halves the target's Max and current health.
  • Radiation (Electricity+Heat): Causes the target to attack anyone they see regardless of faction.
  • Gas (Heat+Toxic): Deals DoT in an AoE(Area of effect) manner.
  • Magnetic (Electricity+Cold): Reduces targets' shield capacity by 75%

Physical Damage - Back to the Basics


So..you dont have those fancy elemental mods yet? Don't worry, physical damage are here to help, and oddly enough, there are only 3 of them and each one of them are designed for a specific type of health.
Slash

This should be pretty straightforward, you cut things in half and stuff, this type of damage works great against flesh. Proc effect does DoT to the target.
Impact

I dunno the logic behind this but I guess you give them a ram to reduce their shields faster(?), impact damage are more effective towards shields, its Proc effect makes the enemy stagger and fall back a bit.
Puncture

Think of this like AP (armour piercing) rounds, as the name suggests, puncture damage are more effective against armour. Puncture damage's proc effect makes the target do 30% less damage while affected.
Like elemental mods, there are also mods out there that increase your physical damage, but the common ones don't give you much, so I wouldn't recommend you to even bother using them. If you're gonna use them, use the rare ones.

What Damage to Use on Who?


Now that you know most of the damage types, what types of damage do you use on who?
As mentioned earlier, different types of enemy have different types of blah blah blah.. you get it.
Just kidding (please don't report me), below is a list that tells you what type if damage I usually use for different enemies.
  • Grineer: Corrosive, Puncture.
  • Corpus: Magnetic, Impact, Slash, Toxic.
  • Infested: Slash.
  • Universal elements: Radiation, Viral.

But really though, use your brain here a bit, and just experiment around, because while theres all these elements, I tend to only use radiation and viral for most builds.

Types of Weapon Build


Most weapons split into 3 types of categories (no im not talking about primary, secondary, and melee): High crit, High Status, or a mix of those two.
Important: Before you start experimenting with modding, always check the weapon's physical damage stats (if its got any that is cuz some weapons only dela elemental i.e. Lanka). Theres no point modding a Puncture based weapon for a corpus mission even if you got lots of elemental damage (you get the point: try to maximise your weapon's potential.
Semi-introduction to modding: Before you start adding other fancy mods, I strongly recommend you to apply these two types of mods first: Basic damage mod(Serration, Hornet strike, Pressure Point), Multishot mods(for primaries and secondaries).
High Crit Weapons

These weapons usually rely on higher base damage and crit chance as they won't trigger much status(i.e. Soma/Prime).
For these weapons, I would recommend you to put the basic elemental mods(uncommon grade, not the dual stat ones) as they give more elemental damage than the dual stats at 90% compared to the dual stats' 60%.
Aside from the elements, also slap on a critical chance mod (Point strike, True steel, etc) and a crit multiplier mod if you can(target cracker, organ shatter, etc).
High Status

These weapons usually rely on the status procs to finish off enemies at a faster rate (i.e.Detron).
for these weapons, I would recommend you to put on dual stat elemental mods(ones that add status chance and elemental damage within the same mod) first before you put on pure elemental mods as this allows the weapon to trigger status procs more often.
Mix of Both

Sigh..How do i put this, for these types of weapons that have both high status and high CC, you just gotta experiment and see which one fits you more as different people have different playstyles. i.e. Tiberon prime has High Crit chance on semi fire while it has higher status chance on full auto.

Special: Melee Build


The secret to not dying. Pss, are you always running low on health but have no health orbs nearby or health pads at your disposal?
Heres a secret: Use [Life Strike]

Seriously, this thing is underrated by new players because of this one word: Channeling.
What is channeling you ask? As the name implies, you channel your energy into your melee weapon to do more damage and with [Life strike], steal health from your enemy depending on how much damage you do. The amount of extra damage you do is decided by the channeling multiplier as shown in your arsenal section.
I know this sounds like a bad thing but trust me, all that energy you save up is gonna be useless if you die cuz your energy resets when you respawn, you might as well use it to save your ♥♥♥.
Here's another secret: [Rage] or [Hunter adrenaline] (converts damage done to energy) + [Life strike] = Immortality. Since youre basically generating health, which generates energy for generating more health.

Modding: Warframes (Some General Tips)


So, you can mod your weapon properly now, but as someone once said(I think, I dunno): A weapon is only as good as its user.
Warframe modding is another thing that new players tend to overlook cuz they usually think 'why bother if they can't even scratch me before I kill them?' Good luck saying that to a level 150 Bombard when you stay in sortie survival for an unnecessarily long time.
Much like modding weapons, modding Warframes are also situational. meaning that you mod according to your needs and the warframe's stats/abilities.
But assuming you're a beginner, lets just cover the basic set of mods you should use:
Redirection

Increases your maximum shield capacity.
Vitality

Increases your max health.
Flow

Increases your energy capacity.
Streamline

Increases your energy efficiency, meaning that you require less energy to use abilities.
Continuity

Increases your ability duration.
Stretch
Increases your ability range for abilities that have a limited range. i.e. putting this on excalibur can make his slash dash distance further.
Intensify

Increases your ability strength, this means abilities that add stats in any way will add more for the same amount of energy you use. I.e. Put this on Rhino and his iron skin will have more hit points,his rhino stomp will also do more damage.
After you put on these mods you should have 2 slots left(1 normal, 1 exilus if you've used an adapter), and your warframe should have 130% ability strength/efficiency/duration and 145% ability range. It should also have an increase in health and shield(if its got any shield that is).
If you somehow cant fit both Vitality and Redirection onto your warframe at the same time, Vigor is a good mod to use as it gives you both health and shield in 1 mod, but not as much as those 2 mods.
Auras

Warframe Does Crit Dmg Help Slash Proc Build

Now you might see a mod slot on the top with a weird circular icon, and you might've tried to put in a normal mod into that slot. Chances are, it wont fit.
That slot is reserved for a set of mods called Aura mods.
Aura mods are mods that give your entire team a passive boost, and the boost is depended on the mod. Aside from the passive boost, they also give you more mod capacity, so you can use them to increase your mod capacity first if you dont have an Orokin Reactor (yellow potato).
Mod Polarity

Hey, you. Yes you, you see those weird symbols on the top right corner of each mod and mod slot? guess what, they matter.
Mod polarity is another important step in modding your gear correctly, and this doesn't just apply to warframes, this applies to everything you mod.
Putting a mod into a mod slot with the corresponding polarity will Halve its cost on your mod capacity(I know, what a great bonus).
For example: Redirection at max rank costs 14 capacity(yikes), but if you put it into a mod slot that also has the same symbol as itself(shown on the top right corner of the mod), it will only cost you 7 capacity.
This is how people manage to fit a whole set of mods that have a total capacity of >60 into a warframe/weapon/companion.
Mods too big to put in but theres no polarity slots left?

You might be thinking: But my warframe only has 1 polarised slot, how can i fit all my mods then?

Warframe Does Crit Dmg Help Slash Proc 2017


Introducing Forma, Forma allows you to manually add a polarity slot onto an item once it reaches level 30. But Beware tenno, are you ready for a sacrifice? (credits to Vay Hek for the quote).
Every time you put a forma onto an item, it resets its level to 0, which could be a bit annoying for new players due to their low mastery rank, So I recommend that you touch on this as you progress further into the game when you actually need it.

Warframe Does Crit Dmg Help Slash Proc 1

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Since Warframe is a Free-to-Play game with lots of grinding, players are naturally incentivized to do said grinding as efficiently as possible. This, of course, leads to experimentation, min-maxing, and can and do result in absolutely broken builds, frequent developer patches be damned. That said, while with enough dedication, and some luck, any weapon and frame can be turned into an absolute powerhouse, some are still obvious superior to the point where they seem to throw game balance out the window. Here are just a few of them:

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Warframe Does Crit Dmg Help Slash Proc 2

  • Nova is widely considered to be wildly overpowered - she has abilities that can, with the right mods and equipment, do everything. Her first ability provides her with percentage-based damage resistance, her second can clear groups and one-shot bosses, the third allows whole groups to bypass agility/parkour challenges, while her fourth cause all mobs to take double damage from every attack then explode when they die, resulting in a chain-reaction that can kill entire waves at once in defense missions. With proper auras and energy management, a Nova player can often spam these abilities for as long as they need to.
    • It's not even Nova as such, just her fourth ability: Molecular Prime. It does THREE things, any ONE of which would be an ultimate-caliber ability: first, it slows all enemy movement and attack speed by half, effectively neutering any threat the enemy might pose. Second, it causes all affected enemies to take double damage from all sources. Third, it causes any enemy killed to explode in a powerful blast strong enough to kill almost any other nearby enemies (thanks to the aforementioned damage doubling). On top of this, by modding her for negative ability strength, she actually makes mobs faster, making her extremely useful for speeding up grinding on defense and survival missions. You could strip every other ability out of Nova and nerf her stats to the ground, and she would still be overpowered solely because of Molecular Prime.
  • Loki is considered to be bit of a troll-frame, but when used by a skilled player, he is practically unkillable due to a single ability: Invisibility. A properly modded Loki with Zenurik focus can regenerate more energy while invisible than what it cost to cast it, meaning he can stay permanently stealthed, and while it doesn't necessarily make him invincible, in the hands of a skilled player, it might as well do.
    • On top of his invisibility, Loki's other signature move is his Radial Disarm, which when combined with his augment, Irradiating Disarm, makes so that all enemies in his very respectable range would lose their ranged weapons and start attacking each other. It is not impossible to clear entire missions with Loki just by spamming this ability, without firing a single shot.
  • Nyx's Chaos is another very good crowd-control solution, ensuring that the only threat to Nyx is when the Energy is low. In addition, her passive is that enemies will be 20% less accurate when targeting Nyx (except while Absorb is active).
  • Trinity is the sole reason any new support/healer Warframe is doomed to failure. Not only can she ensure that her team will never run out of energy, but her ultimate makes all other healing powers obsolete, thanks to its damage reduction buff (which stacks with her own damage reduction ability, making her tougher than some tank frames), instant cast time, and large range. Even after a number of nerfs, she's still the one Warframe that every squad wants.
  • While she might look complicated and gimmicky at first glance, Octavia's kit is absolutely insane in the right hands. To elaborate, her first ability, Mallet, is a deploy-able that can pull aggro to it and then sends the damage dealt to it back at the enemy at a multiplied rate on every percussion beat, which can lock down hallways and large rooms fast at high levels. Furthermore, since its damage is dependent on incoming damage, it infinitely scales with the level of the enemies. Her second ability, Resonator, deploys a roller ball that charms enemies like Titania's 'Lantern' and deals light damage, but has the added bonus of being able to pick up the Mallet, which can cause widespread death to enemies. Her third ability is Metronome, which grants an initial armor buff and can grant other buffs based on doing various actions in time to the beat, the best of which is Nocturne, which grants invisibility for a good amount of time, but unlike Loki's invisibility, it can be refreshed at any time so long as 'Metronome' is still active. Her ultimate is Amp, which increases damage in an area and also double's the range and damage of any Mallet that is in the area, making it even stronger and can create choke points out of entire rooms with enough range. Combine all of these, and you get a permanently invisible frame that buffs allies and deals infinitely scaling AOE damage to all enemies in range.
  • Speaking of infinitely scaling, Saryn is the new queen of the niche after patch 22.20. She was a bit of a game breaker before, as when modded right, she could clear entire maps by simply throwing her Spores onto her Molt and then bursting them, spreading them over to all the enemies in range, who then spread them further, resulting in stacking damage over time effects. After the rework, said strategy no longer works, but instead her Spores now scale in damage infinitely based on how long they have been active and how many enemies are infected. Even after later patched toned this back a little, she can still easily reach thousands of corrosive damage per tick.
  • Gara's second ability, Splinter Storm, makes her into an incredibly tough tornado of death by using and abusing her skill synergies. First, her ability can provide 90% damage reduction than acts on shields, making her incredibly tanky. It also deals a bit of damage on enemies in a sphere around her. Furthermore, casting her fourth ability refreshes the duration of her Splinter Storm. Then comes the crazy part: By moving outside of the wall her 4th ability creates and hitting it with her 1st ability, the wall is shattered and deals a good bit of damage to surrounding enemies, but more importantly, 50% of said damage is permanently added to the damage over time effect of her Splinter Storm. Repeating the process enough times can result in Gara being able to kill level 100+ enemies just by running past them while she herself can take their attacks without a care in the world.
  • Ivara is one of the hardest frames to get, but she is also one of the most broken by far. Her Quiver has four different types of arrows that allows her to put enemies to sleep, distract them, make wire paths to circumvent parkour challenges and she can even make things invisible, including rescue targets. Her second ability allows her to guide projectiles even to the point of hitting targets from around corners. Her third ability makes her invisible and allows her to pickpocket enemies, allowing her to steal energy orbs and remain permanently stealthed, while her last ability summons a bow that deals staggering amounts of damage. However, while all of these would make her a top grade warframe, the thing that makes her unquestionably a game breaker is her Prowl augment, Infiltrator, as it completely trivializes spy missions by making her undetectable by all the various defensive lasers and scanners in the data vaults, allowing her to just casually walk in through the heavily watched laser fences and crack the vaults without having to go through the usual process, essentially breaking the entire mission type.
  • Similarly to Ivara, Limbo is a frame that can completely trivialize and circumvent the main mechanics of certain mission types. First off, Limbo is capable of entering into the Rift Plane just by dashing, where he is literally invincible, allowing him to go through entire maps unmolested at the cost of not being able to deal damage himself. He can, however, use his Cataclysm ability combined with Stasis to create a bubble where enemies are frozen in time and enemies outside of the bubble cannot deal damage to anyone inside of the bubble. Like this, a Limbo modded for maximum duration can put a Cataclysm bubble on a defense target, mobile defense console or excavator, and then just sit back and laze around in the Rift Plane occasionally recasting Stasis without having to face any difficulties. However, while a skilled Limbo player is practically invincible and can solo even sortie missions of these types, they are consistently hated by most of the player-base because they really don't work well with a team, and newbies in particular, who have no idea of how to take advantage of the Rift Plane and his Cataclysm bubbles can easily get locked out of the loop - or if the newbie's using Limbo, actively hinder their team.
  • Nekros and Hydroid, while middling frames on their own, are actually two of the most crucial frames in every grinding party due to a simple reason: Warframe is a game with a lot of grinding, and they are the frame that boost drop rates, Nekros by his Desecration (which makes dead bodies have a chance of giving an additional drop, multiple if they were cut apart) while Hydroid's Pilfering Swarm augment gives a guaranteed extra drop from enemies killed while grabbed by his tentacles. In a game where you can spend hours upon hours collecting resources, that is nothing to scoff at.
  • Mesa, the gunslinger frame, is pretty much a tanky murderous aim-bot on legs. Her Shatter Shield can provide a patently insane 95% damage reduction to projectiles, while her Peacemaker ability makes it so that by holding down the fire-button she rapidly murders everything in her sights with her built in dual pistols.
  • Believe it or not, Revenant is considered by some to be the best frame to use on The Index, due to his second ability, Mesmer Skin. It's an ability with a certain number of charges that not only negates damage dealt to Revenant, but stuns enemies in the process, leaving them open to fire for up to 15 seconds. Alternatively, while they're stunned by Mesmer Skin, you can convert them into one of your Thralls with Enthrall for free, which temporarily makes them fight for you while still keeping them open to damage from your teammates.
  • The Wukong rework brought many improvements to a frame that was previously known for being hard to kill but very little else. Of all of the changes, one particular ability improvement blew the Spy game mode wide open. Originally, Cloud Walker was a very slow way of avoiding damage and not much more. Movement speed was buffed to be faster than full-sprint Volt, casting time was made much faster, energy costs were lowered, it can be cancelled via attacking, and most importantly, it ignores cameras, traps, laser doors, and enemy vision. Spy with Wukong is now as simple as pointing in the direction of the vault, activating the ability, and basically teleporting straight to it.
  • Broken War, the damaged version of Stalker's new sword from 'The Second Dream'. Stats roughly on par with Dragon Nikana, plus it's a longsword compatible with the already-lethal Crimson Dervish stance. It instantly made most other melee weapons of its time obsolete. Most damningly, you get it for free just for finishing the quest..AND it comes with its own Catalyst and weapon slot!
  • A properly-modded Tonkor will annihilate anything in explosive range. Serration, Point Strike, Vital Sense, Split Chamber and Hammer Shot are pretty much requisites. If you're lucky enough to have acquired Bladed Rounds, that will add an additional 3x to the critical damage multiplier, otherwise, Heavy Caliber is a reasonable substitute. After that, set up the mod configuration tabs for specific mission areas using the last two mod slots (Corrosive for Grineer, Toxic to bypass Corpus shields, and max Blast for Infested, mixed enemy types and everything else), and you're good to go. You'll need six Forma to unleash its full potential, but after that, its explosives will kill virtually anything that isn't a boss in one hit, or two if the first happens to not crit.
    • The Tonkor was eventually nerfed to give it lethal amounts of friendly-fire like the rest , making it far less safe to use, but with enough perseverance and caution (or the right frame, such as a Nidus built for spamming Larva) it can still shine.
  • The deceptively simple Hek, a Grineer shotgun that a player can purchase or build early on, doubling as a Disk One Nuke. Without any mods being applied to it, it has a base damage around five times that of many standard mooks, even those who would normally resist its damage type, like the Corpus, and has an absurdly tight pellet spread, giving it mid to long range capabilities. Apply mods to it and throw on a catalyst for good measure, and the thing can make normally difficult bosses like the Terra Frame or Corrupted Vor completely trivial. The only faction it has difficulties with are the Sentients, as they become mostly immune to it after a few volleys due to their natural abilities. Not that it matters that much though, as the player would have access to the Operator's anti-Sentient power by the time they start facing Sentients.
    • Its successor, the Steel Meridian-built Vaykor Hek, is even more powerful, due to its larger clip, high critical chance, and (thanks to Primed Ravage) extremely high critical damage. The one downside is that it loses the ability to use a unique mod for the Hek that increases the number of pellets per shot, but the benefits ultimately outweigh the negatives - it has roughly the same average per-shot damage as the regular Hek with the unique mod but with twice the magazine size, meaning it can, among other things, kill the aforementioned Sentients in one magazine, damage resistances be damned.
  • The TigrisPrime can reach 100% status chance (which means every pellet will always trigger a status effect, instead of an overall chance of at least something triggering an effect). Unlike the earlier 100% status shotguns (the Strun Wraith and the Boar Prime), the Tigris Prime has ridiculous base damage (meaning the disadvantage of status builds in terms of raw damage is largely negated), a damage distribution heavily biased toward Slash damage (which is a damage-over-time status effect that ignores shields and armor and can stack with itself, making it a player favorite). A properly built Tigris Prime will melt most mobs with its raw damage like the other top-tier shotguns, and unlike those damage-oriented shotguns, when its raw damage doesn't suffice (mostly against heavily-armored foes at Level 120+ or so), the Slash status effects you inflict on that enemy will still kill it within seconds without requiring another shot (and there's nothing stopping you from firing another shot anyway). It is mainly balanced (with the other top-tier shotguns) by the lack of the healing utility found on the Sancti Tigris, its New Loka syndicate brethren, as well as the highest mastery rank requirement of all weapons at the time (13, shared with the Galatine Prime).
  • All beam weapons after their 2018 February rework have became incredibly powerful, but the four biggest winners are Amprex, which is a high-crit chance weapon firing Chain Lightning that can melt entire rooms in seconds, the Atomos, which is pretty much just a tiny Amprex that fires fire beams and does the same as its bigger cousin, the Ignis and its Wraith variant, which is a flamethrower that can also melt entire rooms in a slightly different manner, and finally the Synoid Gammacor, which is a pinpoint-accurate laser that not only deals ridiculous damage, but its syndicate proc also replenishes the user's Energy reserves.
  • Almost every polearm or whip, utilized in the infamous 'spin to win' setup. Even after they a nerf preventing melee from hitting through walls and obstacles, when properly modded they can still tear through enemies like tissue paper, so long as the player can stomach constantly spamming slide attacks like a carousel.
    • The exact reason this works as well as it does is detailed in the Mods folder.
  • The Redeemer Prime is, in short, a 100% status chance shotgun, except it's a melee weapon. To go into specifics, this means it has unlimited ammunition, benefits from the combo multiplier, and - most importantly - can equip Condition Overload. Already extremely powerful in its own right (see below), this mod interacts uniquely with the Redeemer's shotgun fire: while normally its multiplier doesn't count effects applied on the same hit, in this case it calculates individually for each pellet. If, say, the first three out of 10 each proc a different effect, the remaining seven will all dish out at least 4.1x damage. With a simple zero-Forma build of Pressure Point, the four element/status mods, Drifting Contact (to reach 100% status chance), and Condition Overload, the Redeemer Prime will simply vaporize just about anything you point it at short of the Eidolons.
  • The Sacrifice quest grants you Skiajati, a nikana that gives you 5 seconds of invisibility every time you perform a successful Back Stab. Equip an Enemy-Detecting Radar such as Enemy Sense and you can clear entire rooms crowded with enemies with little retribution. It's also already at max rank when aquired, meaning you don't need to undertake any missions to reach its full modding potential.
  • Maiming Strike is memetic for single-handedly creating the 'spin to win' meta. It makes it so that when the player's frame is doing a spinning melee strike during a slide, their weapon gets extra 90 percentage points to base critical chance. This means that a weapon with a 25% critical hit chance will have a guaranteed crit, and 15% chance for an upgraded crit. This is already crazy good, but it gets really insane when combined with..
  • Blood Rush. It's a mod that makes it so that the melee system's combo multiplier not only affects weapon damage, but also critical chance. Since this acts on the weapon's base critical chance again, each combo multiplier can more than double this base crit chance, resulting in an Atterax, with a base damage of 100, dealing damage in the hundreds of thousands on a red crit at a 2.5x combo multiplier, annihilating everything in range.
  • Condition Overload is a melee mod that grants a 60% damage boost for each different status ailment affecting an enemy. This is a stacking multiplier, so if two procs are active, it'll deal 256% damage; with three, 410% damage, with four, 655%.. Suffice to say, a high status chance melee weapon with this mod can shred enemies in short order.
  • Hunter Munitions and Hunter Adrenaline, easily acquirable from the periodic Ghoul Purge event. The former gives a 30% chance to inflict a Slash proc on a critical hit. This, combined with a high-fire rate, high crit chance weapon can allow the player to kill level 120+ enemies via Death of a Thousand Cuts by piling armor-ignoring bleed effects on them. The latter converts 45% of incoming damage to the frame's health into energy. This might sound bad at first, but there are quite a number of frames (Saryn, Inaros, Nidus, etc.) who either don't have shields to begin with, or have ways to quickly heal back damage, allowing them to quickly gather Energy and use and abuse their abilities with impunity.
    • And this isn't mentioning the other sources of healing available
  • Covert Lethality allows daggers to instantly kill enemies regardless of their health or armor on a melee finisher. This would normally only work on unaware enemies, but there are a number of warframes with crowd control abilities that open enemies up to finisher attacks, allowing tank frames like Inaros to systematically murder their enemies one by one regardless of their level.
  • Adaptation is a mod that can make almost any frame, baring the absolute squishiest, borderline immortal. It gives stacking damage reduction based on the damage that you are taking, up to a staggering 90%. It's only available from Arbitrations, but anyone who owns it can tell you it's well worth it.
  • Umbral Mods, in exchange of their high cost and inability to forma slots for them, provide much higher bonuses than their vanilla counterparts, allowing resourceful players to create even more broken builds in exchange of a lot of time and effort.
    • With the release of Umbral forma, Umbral mods have become even more powerful if you can manage to set polarities for them on your warframe and weapons, allowing just about everything to have easy access to these mods for half the cost. The only thing keeping them in check is their extreme rarity.
  • The so-called 'Corrupted' Mods obtained from the Orokin Derelict vaults definitely qualify— they give a massive upside, but also a fairly sizable downside. With the right build, the downsides can become irrelevantnote or even a straight upgradenote .
    • Special note has to be given to the combination of the Vectis sniper rifle and the Depleted Reload and Charged Chamber mods. The Vectis has a magazine capacity of 1 (2 for the Vectis Prime), and Depleted Reload decreases magazine capacity, but increases reload speed, meaning that there is literally no penalty for equipping it onto the Vectis. Charged Chamber is a mod that increases the damage on the 1st shot fired from a sniper rifle's clip by 40%— and with the Vectis having only one shot and reloading in less than half a second with depleted reload.. yeah.
  • Certain Augments certainly fit this category. Ivara's Infiltrate (allows her to ignore spy vault defenses), Excalibur's Chromatic Blade (makes his already really powerful 4th even more broken by applying elemental damage based on emissive color and grants it large amounts of status chance), Nezha's Reaping Chakram (makes his Chakrams even deadlier and also free health dispensers), Rhino's Ironclad Charge (makes him able to supercharge his already game-breaking Iron Skin ability), Ash's Fatal Teleport (with a Covert Lethality Dagger, he can automatically one-shot everything not immune to the effect), Inaros' Negation Swarm (makes them practically immune to status procs) Loki's Irradiating Disarm (makes his disarm into one of the game's best Crowd Control abilities), Banshee's Resonance (makes her damage booster infectious) and Resonating Quake (makes her able to swipe entire rooms clean of enemies in one cast), Hydroid's Pilfering Swarm (makes enemies drop additional loot) are just some of the more glaring examples.
  • Riven Mods. There's an incredible amount of RNG and grinding involved with them, from only fitting on a single, randomly-chosen weapon, to grinding out the resource needed to randomise its effects - but they have multiple effects in one mod, with the right combination of effects for their weapon, they can easily take otherwise middling weapons to great, and good weapons to ridiculous levels, thanks to being able to do the job of multiple mods in one. The only thing that keeps them in relative check are semi-regular adjustments to weapons' Riven disposition, which affects how strong (or weak) a Riven's effects are for a given weapon.
    • In particular, Riven Mods for melee weapons can roll 'critical chance on slide attack'. This allows you to effectively have two copies of Maiming Strike on the same weapon.
  • The Zenurik focus tree is specialized in energy recovery, which makes it the first school most people unlock. In particular, the Energizing Dash ability gives a massive 150 energy over 30 seconds, allowing most frames to abuse their abilities to their heart's content.
  • Due to the way status chance calculations work, reaching 100% status chance on a shotgun, before multi-shot mods, allows each individual shotgun pellet to proc a status effect with 100% certainty. Depending on the build, this can be easily abused to strip enemy armor, pile slash procs on them, infect them with Viral to temporarily halve their maximum HP, or all of the above.
  • The critical damage calculations can also lead to runaway results. If a weapon with 100 damage has a 100% crit chance and a 3x multiplier, it will deal 300 damage. If it has more crit chance, it has a chance for an 'orange crit', which would deal 900 damage. Consequently, if they had a 200+% crit chance, they could get 'red crits', which would deal 2700 damage. It is because of this that Maiming Strike and other crit-chance increasing mods/rivens are incredibly sought after.
  • The Conservation mechanic can make getting standing with Solaris United stupidly easy, especially at higher ranks— completely botching the capture of a Kubrodon still rewards 1,000 standing. This is even easier on Cetus, where echo-lures aren't locked behind rank.

Warframe Does Crit Dmg Help Slash Proc 3

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