WARFRAME | How to Mod BIG DAMAGE!! | Weapon Modding Explained! | 2024 | Modding Deep Dive Pt 3

Поділитися
Вставка
  • Опубліковано 23 вер 2024

КОМЕНТАРІ • 52

  • @hardmerchandise
    @hardmerchandise  2 дні тому +13

    CORRECTION: Apparently in all of this I somehow spaced on the fact that we are applying multiple status procs for Galvanized Aptitude. To clarify - Galvanized Aptitude caps at 2 stacks (80%) PER unique status effect. Our calculations would obviously be conditional, but it is an additive 80% for each status currently inflicted on the target into Phase 1, so + 80% for heat, +80 for viral, etc.

    • @Tripleyou
      @Tripleyou 2 дні тому

      Came to the comment section to point this out. Aside from this, a really well done video.

  • @paladindaril
    @paladindaril 3 дні тому +24

    As a Veteran this is very well explain. No fanfare and straight to the point

    • @hardmerchandise
      @hardmerchandise  3 дні тому +1

      appreciate it! I know it's kind of a niche area that many won't care about but I hope it helps those who do

  • @tonyoffinland
    @tonyoffinland 2 дні тому +10

    Took me 150hours in this game to grasp some basic modding and here you turned my brain upside down :D

    • @noahmfmessino2418
      @noahmfmessino2418 День тому

      @@tonyoffinland gotta take what he gives you and add it into your own equations !

  • @dreammaker5374
    @dreammaker5374 2 дні тому +3

    I'm a returning player to warframe after a few years and I never understood the modding to this level. This is an awesome video and easy to understand so thank you bro, great work! 👌

  • @OsirusIrdia
    @OsirusIrdia 3 дні тому +9

    Galvanized Aptitude maxes out at +80% damage per unique status effect. So for 2 instances of viral, it will do +80% damage. But if the enemy has 2 instances of viral and heat, it does +160%.

    • @hardmerchandise
      @hardmerchandise  2 дні тому

      @@OsirusIrdia correct, I apparently did not accurately apply that. Thanks for catching that!

  • @Jasonlehsten
    @Jasonlehsten 2 дні тому +2

    This is the greatest explanation of damage I’ve ever seen in warframe well done mate

  • @syrian9301
    @syrian9301 2 дні тому +3

    Honestly I wasn't expecting much coming to this video, but you did an amazing job man, sending every new clueless player here whenever I see one xd

  • @dougtrythalleqoasharpy3101
    @dougtrythalleqoasharpy3101 2 дні тому +1

    Excellent explanation!! Got my sub. Will check out the rest of your content.

  • @gacktcbiz
    @gacktcbiz 2 дні тому +1

    Excellent video, liked and subscribed!

  • @villain027
    @villain027 День тому

    I really like your explanation, but the way Galvanized Aptitude works is a bit different I think. It does get added to base damage, but it actually accounts for each multishot per trigger fire. It aligns with how you explained multishot. In one trigger fire where you have 3 multishot and 100% status on a fresh enemy, the first multishot will apply a status effect but gets a 0% dmg bonus. The second multishot will gain 40% dmg bonus and proc another status. The third multishot will then benefit from an 80% dmg bonus in its calculation, and proc a third status that could be the same or different from the previous statuses depending on your element/IPS distribution. And then you get to the second trigger fire lol and keep doing the calculations for each new status from multishots and the previous trigger

  • @salthin
    @salthin 3 дні тому +1

    Very well explained. Nothing that I really didn't know already, but you put it in such a nice package I had to watch all the way through

  • @davidballes5698
    @davidballes5698 3 дні тому +1

    Wow, this was one of the best explanations for damage modding. Keep up the good work man!

  • @saschaberger3212
    @saschaberger3212 7 годин тому

    All those pretty 1% drop chance mods. Guess I'll farm some more.
    Very well done video

  • @MAJmufin
    @MAJmufin 2 дні тому +2

    and here I thought i always had to run serration 😅

  • @hatorade3359
    @hatorade3359 3 дні тому +1

    Love this, thank you!

  • @samuelthompson5815
    @samuelthompson5815 2 дні тому +1

    🫡
    Best explanation I’ve watched. Concise and to the point. Organized and explained, step-by-step. Well done, and thank you for the effort you put into this.
    Liked and subscribed.

  • @Ahston-i3x
    @Ahston-i3x 3 дні тому +1

    Great video bro

  • @yoann.d3375
    @yoann.d3375 8 годин тому

    Can you explain galvanized aptitude cause i dont get the wording, like is it :
    1. If the weapon deal 2 unique status effect it get 80% damage overall - like a base damage mod like serration
    2. Each unique status effect deals 80% more damage (then is it additive to elementalist mods?)
    3. ??

    • @hardmerchandise
      @hardmerchandise  4 години тому

      @yoann.d3375 40 percent additional damage per stack per status, with a maximum of 2 per status. So if you have 2 stacks each of viral, heat, and slash on a target and one stack of puncture, galvanized Aptitude will proc 80% three times and 40% one time for a total 280% bonus.
      Elementalist mods affect specifically status damage, so they act as a final multiplier on things like heat and toxin status.

  • @yoann.d3375
    @yoann.d3375 8 годин тому

    Just one question as a returning player.. where do you place the elementalist mods ? Is it phase 2 or 4 ? Or even 1 ?? And is it additive to galvanized aptitude ?

    • @hardmerchandise
      @hardmerchandise  3 години тому

      @yoann.d3375 elementalist mods so far have been show to function as phase 4 multipliers on the status damage, as in heat procs or blast procs/explosion but NOT the initial damage hit. So your initial shot does fire damage and faction mods multiply that, then it leaves a heat status and the heat status damage is multiplied first by the faction mod and then THAT result is multiplied by the elementalist mod. So I guess they're something like a phase 4.5 only applicable to status procs.
      Galvanized Aptitude is phase 2 for the status chance, phase 1 for the damage bonus it gives. It is additive to things like serration and primary merciless, all three add to the same category of damage.

  • @astromoe1
    @astromoe1 3 дні тому

    Good stuff

  • @KL-us1ed
    @KL-us1ed 3 дні тому +6

    I’m sorry, I tried watching multiple videos on warframe damage but I still can’t I understand it 😂 it just doesn’t click with me for some reason

    • @crisnebpascual9814
      @crisnebpascual9814 3 дні тому

      @@KL-us1ed same bro, been playing 4 years now and just copy builds straight from yt 😭

    • @emiliochavez2135
      @emiliochavez2135 2 дні тому

      Thats exactly the problem, if u buildwithout understanding what ure building ure never gonna learn. I understood modding in a much more organic way that this mathematical way, but my braton build is pretty similar to his build. The way i went abt it was by trial and error, see which configs killed more, see which mods affected my ttk in actual missions and how theyd scale compared to others in longer Steelpath endurance runs to kind of understand what did mods actually do, how huge crits multipliers are not rly what matters in builds and such. Its fun, experiment with your builds and see what works out :)

    • @deluded2630
      @deluded2630 День тому

      @@emiliochavez2135exactly, not everyone can understand this stuff. so just try to experiment on your own and test stuff out within your simulacrum! you will learn in your own way visually!

    • @iTzJonko
      @iTzJonko День тому +1

      @KL-us1ed I'll try to keep it simple.
      Use 1 damage mod. Faction mods means you have to constantly swap so I rather stick to serration.
      Build multishot. The normal variant will do until you get the galvanized version, really good. I always build it.
      To crit or not to crit is the question. Do you want crit (crit chance 22% or higher?) then build crit chance and critical damage.
      With crit we are at 4 mods. I would add viral (toxin+cold) and the galvanized status.
      Viral will make your hits bigger when you hit their hp and the galvanized status mod will help us scale a bit.
      With 7 mods you have 1 flex pick left. Need crit damage and status? Hammer shot.
      Need slash but you got no slash? Hunter munitions
      Shotguns can use blaze, also nice.
      Galvanized crit chance on headshot could be nice if you are precisely aiming a lot.
      Last slot gives a lot of options, just don't use more only damage mods, it is just not worth it.
      For arcanes just use primary merciless and you are fine.
      Most weapons that don't crit are kinda meh, exceptions are felarx laetum which you want negative crit on. If you don't use the 2 crit mods I usually go with heat. Secondaries like cascadia flare for arcane and shotguns have blaze.

  • @dadshirt6681
    @dadshirt6681 3 дні тому +1

    okay but when should you use roar vs eclipse vs xata's

    • @hardmerchandise
      @hardmerchandise  3 дні тому +4

      @dadshirt6681 xata's is completely different than Roar or Eclipse. Xata's creates a separate instance of void damage somewhat similar to Saryn's Toxic Lash. Roar buffs different abilities than Eclipse so that may make a decision for you on its own, and otherwise post eclipse Helminth nerf a "general" rule of thumb is that Roar will almost always be better damage output except on Mirage herself, but that doesn't necessarily mean it does what you want in your build. I know that's a lot of non-specific information, but like many things there are multiple factors involving what you choose as a helminth, and this video is about how to decide and see the actual damage output differences based on the numbers, it doesn't factor in what may or may not be right for your specific build because I have no way to know what you're going for on your build. Video is to show you how YOU can make those decisions.
      Hope it helps!

  • @shamiekgivens375
    @shamiekgivens375 День тому

    Why isn't multi shot mods like vigilant armorments more used ?

    • @hardmerchandise
      @hardmerchandise  День тому

      @shamiekgivens375 for the same reason the straight damage versions of that mod aren't. Vigilant Armaments is additive to Galvanized multishot mods, so it gives you a small boost to a chance for another round, but ultimately the overall DPS of the weapon is generally boosted further by using a mod that's multiplicative of the damage you already have. Multishot is a standard and arguably the most important stat on rivens and to have in general, but mod space is scarce, and you have to decide what will suit your particular build more in that mod slot. I have a few builds I use it on, typically shotguns where the percentage bonus gets more pellets in.

  • @ParisTheFirst
    @ParisTheFirst 2 дні тому +1

    does the bane give 1.33x damage or 1.55x damage because on the mod it says 1.55 but on the final/flat you put 1.33

    • @hardmerchandise
      @hardmerchandise  2 дні тому +1

      @ParisTheFirst you are correct. At 10:43 the multiplier should be a total x3.61 rather than x3.39. The process and conclusion remains the same, but you're right for some reason I have the wrong number in there. Thanks for catching that. Now to figure out where I got 1.33 from, that's not even a step on the primed OR regular version 🤔

    • @JustOutHereTinkering
      @JustOutHereTinkering День тому

      I think I also see a mistake in the Status. You said we have 200% status and base is 26 so we have 78.... 200% of 26 is 52. How did we get to 78?

    • @hardmerchandise
      @hardmerchandise  3 години тому

      ​@JustOutHereTinkering because it's +200% status with a base of 26. 200% is indeed 52, but then that adds on to the original 26.
      26 + (26 x 2) = 78
      As there are no conditionals involved, this can also be seen in the paper stats around 8:26
      Hope that clarifies!

    • @JustOutHereTinkering
      @JustOutHereTinkering 3 години тому

      @@hardmerchandise yep that's where my math went awry!!! Thanks for clarifying. I do feel like my modding needs help so thanks for giving me a good direction to go in!

    • @hardmerchandise
      @hardmerchandise  2 години тому

      @@JustOutHereTinkering hey thanks for watching! I honestly thought this video was so niche it was going to get like 100 views, I'm just happy it's helping people learn what they wanted to learn! Happy hunting!

  • @Underpaidmanx64
    @Underpaidmanx64 3 дні тому

    I have a question about certain arcane such as cascadia flare and secondary shiver. Do those act as final multipliers or phase 1 multipliers?

  • @rubencondemagar
    @rubencondemagar День тому

    i dont get how the pet mod works, it says it procs when the companion have mora than 50% crit

    • @hardmerchandise
      @hardmerchandise  День тому

      @rubencondemagar correct. So Vulkax/Vulklok (or however those are spelled) with a critical delay on it for any sentinel puts it at over 50% crit, or Bite at the appropriate level (for example rank 4 on a Panzer Vulpaphyla) will put its crit over 50 and trigger the buff. Just have to make sure the sentinel weapon for sentinels/hounds/moa or the actual pet for vulpaphyla/kavat/predasite/charger/kubrow is over 50. Not all companions and weapons are able to reach it but most are.

  • @villain027
    @villain027 День тому

    I really like your explanation, but the way Galvanized Aptitude works is a bit different I think. It does get added to base damage, but it actually accounts for each multishot per trigger fire. It aligns with how you explained multishot. In one trigger fire where you have 3 multishot and 100% status on a fresh enemy, the first multishot will apply a status effect but gets a 0% dmg bonus. The second multishot will gain 40% dmg bonus and proc another status. The third multishot will then benefit from an 80% dmg bonus in its calculation, and proc a third status that could be the same or different from the previous statuses depending on your element/IPS distribution. And then you get to the second trigger fire lol and keep doing the calculations for each new status from multishots and the previous trigger

    • @hardmerchandise
      @hardmerchandise  День тому

      @villain027 you're correct on how it functions, I'm just not sure where you believe I said anything to the contrary? Multishot applies sequentially in the case of Aptitude, but we did not do any math involving multishot, just touched on the basis of how it functions. The base damage would also only change depending on WHAT status was applied each shot. For example with a multishot of 3, if we applied 3 different status effects with each round, after 2 or 3 trigger pulls our damage is Capped at +400% from Aptitude (2 stacks, 5 status types, 80x5). All damage calculated was based on full stacks as was stated. I did make the error of not applying Aptitude fully in the math, and that is noted in the pinned comment.
      Hope that clarifies!