I saw a video a day ago, a guy using anabasis and doing 275k crystal explosion damage, i dont know how he’s doing that. I can link vid in discord if you want
I was looking to put a bounce build together because I was bored, so thank you for making this! Really like how you explained the math because I suck at it. Merry Christmas to you!
My build isnt near is strong as yours. The only thing that i can see is different are the substats in my mods. What are your substats in total without buffs? Or what should i try and reach in each catagory? Great vid, great explenation. Thanks
Yes. Add in your deviation and 2 turrets, the kumawink becomes a single target shredder. It will be similar but in different ways. However the other ones you’ve mentioned require less ressource maintenance if you’re doing content that has only 1 target
I said 30% is a lie, and that it is rather a multiplier of 75% bonus thrown in there. You’ll see more of how it is applied once I talk about precision bounce
The description is not wrong, just works in a different way. Bounce damage = 0.4*bullet damage, with the pasive: bounce damage = (0.4+0.3)*bullet damage = 0.7*bullet damage. 435*0.7=304.
@@TheGrassEater Yes. He got right the fact that it works additive with the gun's pasive. Bounce damage with precision bounce = (0.4+0.3+0.5)*bullet damage = 1.2*bullet damage. 435*1.2 = 522. The substat of the mod has 6% bounce DMG that weirdly work multiplicatively. 522*(1+0.06)=553. Another way to look at it is that 0.3 is the 75% of 0.4 (base bounce damage) and that 0.5 is 125% of 0.4. The two combined (0.8) is 200% of the bounce base damage.
The old 100% which used to be on tattoo pants, used to just straight up change the keyword from 60% to 100%. How exactly they calculate it now, I am not sure, during the patch notes they kept changing it between attack and weapon damage. You sure this is not whats playing a trick on the numbers? Havnt been able to play since before they fixed trigger count. So cant test anything atm because of holiday.
@mawn7976 no, the rebound for 100% bounce damage used to be on tattoo pants. And it just straight up changed the keyword. This would be the one they have now put on kumawink instead. But I havnt been able to test, cause I am home at family for christmas. But in patch notes they kept changing the wording of what it would scale of.
I can't say for old bounce since I didn't really play much with it before bounce rework, but could you clarify what you think might be bugged right now? I m just not sure what you mean lol. But if I can give some numbers, say I have nothing equipped but the gun and it has 397 dmg. If I shoot at a dummy , I deal 278 no matter the pants equipped. Which comes back at 397 x 0.4 x 1.75. Or 397 x 0.7 (here we would interpret the 30% bounce dmg bonus is added to the 0.4 multiplier by default for bounce). Have a good time w/ ur fam btw
@@mawn7976If this would be the case though, we would still be missing the "100% rebound damage" I cant believe that they just made it so it wouldnt lose damage over distance or something like that, since that is so far from how it worked before
What gun would you guys like to see next?
Updated memento or pred mg4?
I saw a video a day ago, a guy using anabasis and doing 275k crystal explosion damage, i dont know how he’s doing that. I can link vid in discord if you want
Boom Boom, new ad clear Monster.
Little Jaws pleaseeeeeeeeeeee i want to know if hte rework makes it the new bomber king
Predator and Memento next please! It’s been way too long since either have been showcased on most channels, haha
I was looking to put a bounce build together because I was bored, so thank you for making this! Really like how you explained the math because I suck at it. Merry Christmas to you!
Thanks for putting this build together. Happy Holidays!
love it Mate - merry chirstmas to ya^ll !
very nice guide thank you very much
Love the extra dmg footage!
Insane damage and guide
i wana see little jaws next.
have yu considered the reload speed calibration alongside the first move advantage mod
Any chance for updated Socr the last valor?
maybe, but I will do the ones who have gotten a bigger rework first
Doombringer/sandstorm combo would be cool to see too!
Someone already made that video with an infinite ammo build using fortress warfare and hard tactical boots
@ I am looking for THIS channel to, not other channels haha. Idk why you keep suggesting other channels 🤣
My build isnt near is strong as yours. The only thing that i can see is different are the substats in my mods. What are your substats in total without buffs? Or what should i try and reach in each catagory?
Great vid, great explenation. Thanks
Is this a good boss weapon? Even if there are no mobs to bounce from? How does this compare against Fast Gunner or Doom crit?
Yes. Add in your deviation and 2 turrets, the kumawink becomes a single target shredder. It will be similar but in different ways. However the other ones you’ve mentioned require less ressource maintenance if you’re doing content that has only 1 target
Homie just doesn't miss
I get 60K DPS which reaches to 85K DPS without a Food buffs in close range. This is a dope build.
i find the best drink to use is the whimsical drink to increase your crit damage otherwise i just run the double jump drink
whimsical drink's effect is 25% bonus status damage. And status dmg doesn't benefit non-element guns such as the kumawink
@@mawn7976 oh crap your right i was thinking about the pumpkin salad which isnt a drink sorry about that
how do u spawn more than 1 shadow swift turret
I don't spawn more than 1 shadow shift turret. The other turrets I use are normal ones
U said 70% is a lie, but 40+30 is 70... Or did you expect that "30% more damage" would be 40-10?
I said 30% is a lie, and that it is rather a multiplier of 75% bonus thrown in there. You’ll see more of how it is applied once I talk about precision bounce
The description is not wrong, just works in a different way. Bounce damage = 0.4*bullet damage, with the pasive: bounce damage = (0.4+0.3)*bullet damage = 0.7*bullet damage. 435*0.7=304.
Then can you explain how he does 553 with precision bounce? His 75% dmg bonus theory also works with precision bounce in the formula
@@TheGrassEater Yes. He got right the fact that it works additive with the gun's pasive. Bounce damage with precision bounce = (0.4+0.3+0.5)*bullet damage = 1.2*bullet damage. 435*1.2 = 522. The substat of the mod has 6% bounce DMG that weirdly work multiplicatively. 522*(1+0.06)=553.
Another way to look at it is that 0.3 is the 75% of 0.4 (base bounce damage) and that 0.5 is 125% of 0.4. The two combined (0.8) is 200% of the bounce base damage.
11:57 its 20% not 5%...
20% (boomerang bullet) x 25% (kumawink trigger chance) = 5% bonus
Keep in mind the bonus is multiplicative with the weapon’s base trigger chance
Boom Boom, please
The old 100% which used to be on tattoo pants, used to just straight up change the keyword from 60% to 100%. How exactly they calculate it now, I am not sure, during the patch notes they kept changing it between attack and weapon damage. You sure this is not whats playing a trick on the numbers?
Havnt been able to play since before they fixed trigger count. So cant test anything atm because of holiday.
Are you suggesting tattoo pants is doing funny things in the damage calculations?
@mawn7976 no, the rebound for 100% bounce damage used to be on tattoo pants. And it just straight up changed the keyword. This would be the one they have now put on kumawink instead. But I havnt been able to test, cause I am home at family for christmas. But in patch notes they kept changing the wording of what it would scale of.
I can't say for old bounce since I didn't really play much with it before bounce rework, but could you clarify what you think might be bugged right now? I m just not sure what you mean lol. But if I can give some numbers, say I have nothing equipped but the gun and it has 397 dmg. If I shoot at a dummy , I deal 278 no matter the pants equipped. Which comes back at 397 x 0.4 x 1.75. Or 397 x 0.7 (here we would interpret the 30% bounce dmg bonus is added to the 0.4 multiplier by default for bounce). Have a good time w/ ur fam btw
@@mawn7976If this would be the case though, we would still be missing the "100% rebound damage" I cant believe that they just made it so it wouldnt lose damage over distance or something like that, since that is so far from how it worked before
@@zipnn unfortunately the numbers I provided were actual damage numbers I tested earlier
little jaws pleaseeeeeeeeee nobody is covering its rework
It's really strong , so is the boom boom