Warframe Faction Damage Mods Worth It. another elemental, multishot or a Why don't they just add a new mod t

another elemental, multishot or a Why don't they just add a new mod that requires to combine all 4 faction mods to create so we won't have to be change faction mods every time we go into another planet or mission ? Faction Damage Mods increase damage done to all enemy types of the corresponding faction, including bosses (see Faction Are faction damage mods, like cleanse and bane, still better than base damage mods, like serration and point blank, without any arcanes or This is something I've been having a bit of an issue with in terms of weapon building. Currently, Narmer, Scaldra, Techrot, Stalker, and Wild are the only factions that lack a damage mod. Why not introduce a What I thought of is to remove these mods completely and replace these mods with warframe buffs (which in image we're going to call buff gems). Faction mods against Sentient only exist for melee weapons, which have the polarity and a lower damage bonus but enjoys a set effect when both Sacrificial Pressure and Sacrificial Steel are Can someone explain modding for damage? Like why is having a bane mod better than having 2 - 165% damage mods (serration and heavy caliber)? I see in videos they keep saying it is I am totally critical of faction mods, it is a damage mechanic to mitigate or bypass the faction damage reduction/attenuation. Grineer, Corpus, and Infested Bane damage modifiers are very problematic and are very anti QOL, sure most of the times you don't need them, but due to certain interactions and damage calculations you are severely A 45% faction mod with two elemental 90% mods would deal 406% in this example. As far as actual use in gameplay goes The easiest way to think about this is whatever DPS your gun outputs with the other seven mods, adding a faction mod will increase it by 30%. more than primed point blank and primed heated charge so definitively focus on those first,you'll need tons of endo. 4x increase in proc damage. Any build that relies on Slash, Electric, Toxin, Heat, or Gas procs will see a 2. when a mod says increase by 90% does it increase damage on top of the base damage or Js to be clear if u had to choose one faction only to get the dmg mods for ur saying might as well go grineer? Also what abt corrupted for speed Primed ravage and target cracker boost damage A LOT. It's about the Faction Damage is not a "utility" mod and has no business being in the Exilus slot. The rule of thumb usually is, if your base damage Faction mods are multiplicative, whereas serration is additive. Serration adds 165% damage, faction mods multiply all other modifiers by 55%, including serration. Faction mods double dip for status effects. Grineer, Corpus, and Infested Faction Mods have no effect on their Corrupted or Narmer 9/10 you can just throw damage mod, multishot, element combos and then some QoL or more damage or whatever on a gun and it'll dakka just fine. +30% damage is a lot less than any other mod. So these faction mods are useful for high Status% build and Hi tennos, I am wondering if someone can explain how elemental mods work with ips weapons. Honestly, Faction mods aren't really worth it. Faction Damage Mods increase damage done to all enemy types of the corresponding faction, including bosses (see Faction They're a very substantial damage increase that can give you some crazy numbers, so just from a mathematical standpoint, yes, they're worth using. Not only is the bonus damage considered to determine the So been less focused on the operation and been trying out some of the new mods in the last few hours , and the elementalist mods are pretty decent. primed reach is like 3 . If DE removes these mods most of the damage issues between Faction Mods also apply their affects twice on DoT procs. I've taken the opportunity to take off the base damage mods Faction mods seem a bit unnecessary to me since a standard elemental CO build is working fine, although I've come to see that smite mods can bring I've been thinking about an idea to improve Faction mods. Rifles and pistols get +165% from serration and hornet Faction damage bonuses increase the weapon's raw damage and applies a second time to damage over time (DoT) from status effects created by it Currently, Narmer, Scaldra, Techrot, Stalker, and Wild are the only factions that lack a damage mod. While they are great, it can be quite tedious to constantly swap mods depending on which faction I'm facing. This is incredibly potent on The new arcanes are additive with base damage mods, so you can replace base damage mods with something that is multiplicative with base damage (e. How do Faction mods work? Is it worth adding a Faction mod like, "Bane", or "Expel" to your builds? Do bane mods apply multiple times to your Builds. g. How do bane mods work in 2023? Faction damage mods double-dip in the calculation doing harder damage compared to using only basic damage mods.

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