Characters that have damage over time moves like freyna, valby, and blair benefit a lot more from ability modifier than characters with high modifiers on their abilities. So for example on sharens sword ability, it has a base modifier of 700% which means Im better off putting a combo of skill power mods on her than trying to get the like 4 seconds of electric damage to hit a little harder especially since you can get that ability to like a 2 second cooldown. Now on freyna who has a lot of DOT built into all her abilities you want to do a combo since her abilities have low base modifiers. People need to actually look at their characters skills and see what is ganna benefit that character most, not just slap on what sounds good. You can use the training room to test the increases that mods give you one at a time to see which has more impact that way you know what mods you want to level in what order. I always put survivability mods first, then largest damage increases to smallest that way, by the end im just min maxing. Also I would wait to use catalysts until you either test transcendent mods for your character yourself or watch a video on them, because you don't want to use a bunch of catalysts then realize that the mods need to be changed due to one of your skills changing the way its damage in distributed.
The simplest way I understand it is All "skill power" mods add together to multiply reactor. Reactor x (1+mod1+mod2+ etc) While "skill power modifier" adds to the ٪ on the right when looking at skills. Using the 40% skill adding a 40% "modifier" doubles, 80% triples 40+40=80% 40+80=120% Around 200 SP modifier is where it's more benefit to increase SP instead of SPM 20%SPM at an already 200 essentially is only a 10% increase
Save yourself 10 minutes, here is a few sentences summary. 1) Skill Power: Directly increases your base skill power by a percentage. For example, if your skill power is 11,696 and you increase it by 133%, you multiply by 1.33 to get the new skill power. 2) Skill Power Modifier: Increases the multiplier used in skill damage calculations. If a skill's base modifier is 209%, adding a 13% modifier increases it to 222%, enhancing the damage output significantly.
Well explained, I agree equipping both is the best but early on when you don't have a large capacity and need other mods like Def/HP you might not be able to use both. Knowing which one is better when you're only able to equip one is a good thing. Thanks!
"So there's a pretty big misTAKE you can MAKE when you're building your DESCENDANT in the first DESCENDANT. I want to explain so you don't make this misTAKE so there's no CONFUSION by the end of this video, "..... At this point, I'm already confused. I thought these were song lyrics. Hearing "skill power" 1000 times added by "point skill power modifier" 1000 times, divided by "point base skill power" that 1000 times, just doesn't help the confusion. Now I'm going to slam my head into a wall...
@sad2322 it could be that I was using headphones, but the music is definitely blurring his words. It should be a subtle addition to the video, but it's too loud. I can make out what he's saying fine. It's just that after 5 minutes, it began to mesh and sound like noise.
He isn't recording his vocals while the music is playing at the same time. He is adding the bgm in post. He needs to adjust his volumes in the mix. Edit- or atleast he should be adding in post. I'm listening through a phone speaker so I can't really tell. That would be wild if he was playing loud music in the background while recording vocals through a mic tho. 😂😂😂
For warframe players, skill power modifier works like arcane avenger. If you have a high modifier figure, use skill power. If you have a low modifier figure use skill power modifier.
it just seems so easy when you understand the % increase on the modified value for the lower starter value is a big jump. adding 13% to say 13% is a 100% gain. adding 13% to 100% is only a 13% gain. so seems pretty easy to grasp. thanks for the information.
So basically the skill modifier mods are better until you descendant skill has 100% modifier without the mod. (Assuming they have the same % bonus) after that your power mod adds more damage.
An easy fix fore sure is making sockets interchangeable and removable at no cost. Locking your character to 1 Build is pretty crazy since you are expected to have more then one build atm. until a year from now when everyone has every content covered by at least 1 fulled built Descendant. But if someone like me who wants to build ONLY Bunny, i have to be very careful where I socket so i dont ruin my Farm build and my Boss build.
Feel like most of the video, the calculation part either adding more confusion or was a bit redundant when the game shows the numbers and calculates it for you. Only did the later part seem useful or explained it to me. Didnt really explain when to use one or the other when u cant fit both. Like u can simply at the numbers but for some that wont help.
One of the things that helped me most was upgrading all my slots on my weapons. Then adding rifling reinforcement, faire rate up, action reaction, better concentration, better insight and weak point insight. Huge difference.
You should have one Hp mod maxed out and one defense mod about halfway. With the resist all mod after that. Before you ever touch skill power and it's modifier. Weapon mods should be two mods that give attack boost (slow art mod) is a good purple mod but decreases fire rate. So you want to get a fire rate mod to rebalance that after the two attack mods. Just those 3 mods took a level 100 weapon I had to the next level. Rule of importance No.1- Hp(defense, and resistance have a maximum amount of reduction they can offer and the base value of shields is much lower than Hp) No.2-Defense (This decreases the overall damage you take) No.3-Resistance( I Have half the number I need for hard bosses and yet I survive quite well because this is just another reduction and my hp is High.) Notes: Make sure you get the best external components and reactor you can. That will give you the edge and the reactor will be your primary skill boost until later.
Note: ajax’s void charge mod is still all over the place with problems if you have it you know but mods like technician actually affects *expulsion’s* defense scaling or whatever by what appears to be an additive amount so at max you got DEF x 53.4% or something on top of your skill damage scaling so…not impressive as it usually will just be between 200k and 300k dmg from your expulsion…which is a lot more than the most damage from a single rocket…well no not really because weakpoints and crits but yea hope they fix that mod Note there are few mods that increase skill power modifier but most won’t be able to stack only walk a tightrope(must be below half health for 30%), iron defense(like 12.7% but 89.9%def so..), and any attack mod of your choosing either technician/skill simplification/maximize power in order from least to highest amount granted but the last two having a trade off of cooldown or max mp Don’t have either to know the max amount but in hopefully i prevent people from getting their hopes up Just learned it’s supposedly 96.1% on maximize power so altogether that’s basically still just 300k total unless I’m calculating the interaction between DEF power and skill power but maximize power gives a +50% ability cooldown as well still don’t think it’s a lot
Ngl this is exactly the video i needed that no one else could provide. Thank you so much for explaining in depth. Everyone else just reads the cover and you actually read me the book and i actually understand much better now ❤
Appreciate the video though I do agree with other feedback that the video could have easily been half the duration and going super in depth with the calcs just makes it more confusing. Take it or leave it but keep it up! You got a sub from me!
Thank you. I think I have a better understanding of these stats now. I play bunny the most and both of these mods seems to work well for her as she does have a dot connected to 2 of her abilities, if i recall. I swapped out electricity skill power mod for the general use power increase mod.
This is excellent info. I had no idea it worked this way. I'm gonna get home and look thru all the mods on all my characters 😅. I have allot of changes to make
Lepic gets millions of damage with this combined and using skillpower over modifier in the beginning butbthe tick rate is insane also for over time damage if you dont have high crit on his build early on
So I’m working on my Lepic. Am I supposed to run both of these mods. Asking because currently I run the skill modifier mod and a bunch of crit chance and crit damage mods
Hey you forgot to mention the type of DMG each skill is. For example freynas abilities are tech base. So if you increase tech mods you might find out it deals more dmg
What do you mean figure out shields? Building into shields on a character that doesn’t in someway utilize shields is just kinda bad. Boom figured it out for you:). Hp+def is gonna be better like 97% of the time
The only characters that want to invest in shields are Enzo and Kyle. The math guys have found out DEF is also kinda worthless once you're Lv100. Get around 5K DEF (unless you're Ajax), then just invest in HP modules and HP boosting external components. 20K HP is significantly stronger than 80K DEF. Shields would rival HP, but their modifiers are too low when compared to HP.
Its pretty simple.. is the modifier at or below 100%? Modifers become pretty good. Is the modifier above something like 400%? You probably can simply skip any and all modifer mods and only lose about 10% damage at max
I have a question then maybe I’m just stupid but I haven’t figured it out on my own The Question: is there a difference between using skill power vs attribute skill power mod Ex. Freyna is it better to build skill power OR Toxic Skill Power if they both do the same thing in theory? If this could be cleared up in a comment or video I would appreciate it
Lets say i use mod for dimension abilities then i cant use one of those, what is that buffing? The skill? Kinda lost. But great vid i needed it for Roy
(Attribute) Master, technician, and power increase are the generic versions. You are correct in that you can get the specialized versions of those that have higher ceilings. Beware that the tooltip may not appropriately reflect the modifier, though.
Just say skill power multiplayer is addative while skill power is multiplicative. Which in the end means low skill multiplier = add more and high skill multiplier = dont add more.
You literally just said “skill power” and “skill power”. You mean Skill Power and Categorized Power? Because Singular, Tech, Dimension, etc. and Electric, chill and fire are all categories.
Never ever EVER pick a flat modifier over an elemental one matching your character. This whole debate/information is confusing itself ( more so for those already confused ) they are always an attack mod btw.
@BDLG. it's more that half of the video feels like you're just trying to pad out content. You keep dancing around the topic rather than diving in and giving a thorough explanation.
Or you can experiment and mess around in the lab and see which hits harder. This game is like EVE Online: You need to be at least competent in math, and hope Nexon don't falsify the numbers again. 😀
I kind of had a basic knowledge of it I just didn't understand it exactly and I bought I tried to watch five or six videos and I don't even know what those people were trying to say but man I clicked on your video and like in the first 3 minutes you made more sense than the hour of my life I'll never get back out wasted watching his other fools just thank you
@@BDLG. I saw it too at 1:20 dimensional skill power and that was kinda confusing for about 1 second and then I realised that it is modifying only her second ability which is not been considered here so it doesn't matter at all 😅
Where people make mistakes is not in the mod because they copy that from UA-camrs they making mistake on their reactor that is where the problem with people is
If you are going to do top lategame builds you are going to use it all the time, this is for a first and for a second this video is not about mods at all looks like you didn't watch it at all it is about math formulas working in game
They made the build system way too complicated for the average person. Also when modifying elemntal or archetype modifiers it doesnt reflect on the final skill damage. Its annoying how they did this.
Not really, the gain from modifiers on some characters like ajax, with over 1000% skill power modifier, esiemo with 6000 and Kyle hitting 10k on his ultimate mean that the small gain in modifier has very little impact on the final damage, however the raw skill power has a far larger impact. Plus, using both removes space for things like area or cooldown / duration or just more def / hp. Overall, low skill power modifier skills will benefit far more from the 'modifier' mods while high skill power modifiers will benefit more from raw power. Use both of you couldn't get better performance from other mods, my ajax (ultimate) could not fit them in so I use non attribute skill power that also reduces cooldown as a best bang for buck option.
@@alaskayoung3413 skill power not modifier, if you only want to pick one to have some damage on your attacks and it boosts his shields / dmg reflection
Yeah I worked this out not long ago, check the base level of multipliers on a skill of it’s got huge multipliers already you’ll benefit from more base damage and elemental damage, People need to know the difference, the modifier is much different to the base damage increase, if you got a skill that has 6000x damage modifier your better off not increasing my that modifier and just increasing the base damage cause 200x6000=1.2million But 900x6000 is = 5.4million Where as if you contreast the modifier by the same amount 200x6700= 1.34million HUUUUGE DIFFERENCE for the “same increase” on different stats
Characters that have damage over time moves like freyna, valby, and blair benefit a lot more from ability modifier than characters with high modifiers on their abilities. So for example on sharens sword ability, it has a base modifier of 700% which means Im better off putting a combo of skill power mods on her than trying to get the like 4 seconds of electric damage to hit a little harder especially since you can get that ability to like a 2 second cooldown. Now on freyna who has a lot of DOT built into all her abilities you want to do a combo since her abilities have low base modifiers. People need to actually look at their characters skills and see what is ganna benefit that character most, not just slap on what sounds good. You can use the training room to test the increases that mods give you one at a time to see which has more impact that way you know what mods you want to level in what order. I always put survivability mods first, then largest damage increases to smallest that way, by the end im just min maxing. Also I would wait to use catalysts until you either test transcendent mods for your character yourself or watch a video on them, because you don't want to use a bunch of catalysts then realize that the mods need to be changed due to one of your skills changing the way its damage in distributed.
Great advice! appreciate you watching!
The simplest way I understand it is
All "skill power" mods add together to multiply reactor.
Reactor x (1+mod1+mod2+ etc)
While "skill power modifier" adds to the ٪ on the right when looking at skills.
Using the 40% skill adding a 40% "modifier" doubles, 80% triples
40+40=80%
40+80=120%
Around 200 SP modifier is where it's more benefit to increase SP instead of SPM 20%SPM at an already 200 essentially is only a 10% increase
Save yourself 10 minutes, here is a few sentences summary.
1) Skill Power: Directly increases your base skill power by a percentage. For example, if your skill power is 11,696 and you increase it by 133%, you multiply by 1.33 to get the new skill power.
2) Skill Power Modifier: Increases the multiplier used in skill damage calculations. If a skill's base modifier is 209%, adding a 13% modifier increases it to 222%, enhancing the damage output significantly.
Best comment this one needs to be pinned
Well explained, I agree equipping both is the best but early on when you don't have a large capacity and need other mods like Def/HP you might not be able to use both. Knowing which one is better when you're only able to equip one is a good thing. Thanks!
Thank you!
“Well explained” lmao don’t lie
If you take a shot every time he says skill power
😂😂
Skill power
💀
I'm hangover just reading that 🤣🤣🤣.
"So there's a pretty big misTAKE you can MAKE when you're building your DESCENDANT in the first DESCENDANT. I want to explain so you don't make this misTAKE so there's no CONFUSION by the end of this video, "..... At this point, I'm already confused. I thought these were song lyrics. Hearing "skill power" 1000 times added by "point skill power modifier" 1000 times, divided by "point base skill power" that 1000 times, just doesn't help the confusion. Now I'm going to slam my head into a wall...
Just some friendly feedback. I think you should consider lowing the background music. It seems like you are trying to speak up over it. 👍
I hear him perfectly
I hear him fine, he speaks well and loud enough.
@sad2322 it could be that I was using headphones, but the music is definitely blurring his words. It should be a subtle addition to the video, but it's too loud. I can make out what he's saying fine. It's just that after 5 minutes, it began to mesh and sound like noise.
No the music is annoying. Is it too loud? No but its annoying and why have stupid music playing when you're explainging something anyway.
He isn't recording his vocals while the music is playing at the same time. He is adding the bgm in post. He needs to adjust his volumes in the mix.
Edit- or atleast he should be adding in post. I'm listening through a phone speaker so I can't really tell. That would be wild if he was playing loud music in the background while recording vocals through a mic tho. 😂😂😂
As a lazy Warframe smoothbrain that doesn't like to think too hard and do a bunch of math, my advice is to just forma twice and equip both.
For warframe players, skill power modifier works like arcane avenger.
If you have a high modifier figure, use skill power. If you have a low modifier figure use skill power modifier.
U da goat for that analogy
it just seems so easy when you understand the % increase on the modified value for the lower starter value is a big jump. adding 13% to say 13% is a 100% gain. adding 13% to 100% is only a 13% gain. so seems pretty easy to grasp. thanks for the information.
So basically the skill modifier mods are better until you descendant skill has 100% modifier without the mod. (Assuming they have the same % bonus) after that your power mod adds more damage.
Thanks for the explanation. Confusing indeed.
Thanks!
So long story short, the battle mods are additive and the attack mods are multiplicative cool so like serration and faction mods in warframe
Excellent video, finally someone explained this in a way I could easily understand! You earned a subscription and a thumbs-up from me.
Thank you!
An easy fix fore sure is making sockets interchangeable and removable at no cost. Locking your character to 1 Build is pretty crazy since you are expected to have more then one build atm. until a year from now when everyone has every content covered by at least 1 fulled built Descendant. But if someone like me who wants to build ONLY Bunny, i have to be very careful where I socket so i dont ruin my Farm build and my Boss build.
Feel like most of the video, the calculation part either adding more confusion or was a bit redundant when the game shows the numbers and calculates it for you. Only did the later part seem useful or explained it to me. Didnt really explain when to use one or the other when u cant fit both. Like u can simply at the numbers but for some that wont help.
I like the examples with the math calculations. Helps understand the nuances between the two values.
I have seen a lot of videos today on this and you have the best explanation thanks
Thank you!
One of the things that helped me most was upgrading all my slots on my weapons. Then adding rifling reinforcement, faire rate up, action reaction, better concentration, better insight and weak point insight. Huge difference.
Depends on a gun
Better insight on any gun with less than 20% crit chance before mods is a waste of mod space. So, depends on the weapon.
@@raijinmeister ye
So which is better?
You should have one Hp mod maxed out and one defense mod about halfway. With the resist all mod after that. Before you ever touch skill power and it's modifier. Weapon mods should be two mods that give attack boost (slow art mod) is a good purple mod but decreases fire rate. So you want to get a fire rate mod to rebalance that after the two attack mods. Just those 3 mods took a level 100 weapon I had to the next level.
Rule of importance
No.1- Hp(defense, and resistance have a maximum amount of reduction they can offer and the base value of shields is much lower than Hp)
No.2-Defense (This decreases the overall damage you take)
No.3-Resistance( I Have half the number I need for hard bosses and yet I survive quite well because this is just another reduction and my hp is High.)
Notes: Make sure you get the best external components and reactor you can. That will give you the edge and the reactor will be your primary skill boost until later.
How can I tell if I'm getting diminishing returns?
Note: ajax’s void charge mod is still all over the place with problems if you have it you know but mods like technician actually affects *expulsion’s* defense scaling or whatever by what appears to be an additive amount so at max you got DEF x 53.4% or something on top of your skill damage scaling so…not impressive as it usually will just be between 200k and 300k dmg from your expulsion…which is a lot more than the most damage from a single rocket…well no not really because weakpoints and crits but yea hope they fix that mod
Note there are few mods that increase skill power modifier but most won’t be able to stack only walk a tightrope(must be below half health for 30%), iron defense(like 12.7% but 89.9%def so..), and any attack mod of your choosing either technician/skill simplification/maximize power in order from least to highest amount granted but the last two having a trade off of cooldown or max mp
Don’t have either to know the max amount but in hopefully i prevent people from getting their hopes up
Just learned it’s supposedly 96.1% on maximize power so altogether that’s basically still just 300k total unless I’m calculating the interaction between DEF power and skill power but maximize power gives a +50% ability cooldown as well still don’t think it’s a lot
I was hoping youd upgrade them to show us a difference in numbers shown on character screens
Ngl this is exactly the video i needed that no one else could provide. Thank you so much for explaining in depth. Everyone else just reads the cover and you actually read me the book and i actually understand much better now ❤
Glad it helped! Thanks for watching!
freyna’s pose really sums up how i feel after watching this… 😅
Dude thank goodness I came across your channel.
So having overall skill power is better if their was a choice between the 2?
If you play bunny
Electric power is better. Modifier is worse by 5% damage or so. Checked myself. Yw.
Appreciate the video though I do agree with other feedback that the video could have easily been half the duration and going super in depth with the calcs just makes it more confusing. Take it or leave it but keep it up! You got a sub from me!
Thanks for the feedback!
Thank you. I think I have a better understanding of these stats now. I play bunny the most and both of these mods seems to work well for her as she does have a dot connected to 2 of her abilities, if i recall. I swapped out electricity skill power mod for the general use power increase mod.
elec is way better your doing yourself a disservice if your running technician
This is excellent info. I had no idea it worked this way. I'm gonna get home and look thru all the mods on all my characters 😅. I have allot of changes to make
Thanks! Glad it helped!
Lepic gets millions of damage with this combined and using skillpower over modifier in the beginning butbthe tick rate is insane also for over time damage if you dont have high crit on his build early on
So I’m working on my Lepic. Am I supposed to run both of these mods. Asking because currently I run the skill modifier mod and a bunch of crit chance and crit damage mods
Hey you forgot to mention the type of DMG each skill is. For example freynas abilities are tech base. So if you increase tech mods you might find out it deals more dmg
Ah, some nerdy math shi I didn’t know I needed, and that I’ll never be able to make my friend understand no matter how well I explain it 😂
Power goes into the base power of your skills, modifier goes into the calculations multiplier.
yep!
If base is higher then 100 build for skill. If lower then 100 build for modifier.
Awesome thank you! Can you figure out shields? Mine last about 3 seconds after White Night
What do you mean figure out shields? Building into shields on a character that doesn’t in someway utilize shields is just kinda bad. Boom figured it out for you:). Hp+def is gonna be better like 97% of the time
The only characters that want to invest in shields are Enzo and Kyle.
The math guys have found out DEF is also kinda worthless once you're Lv100. Get around 5K DEF (unless you're Ajax), then just invest in HP modules and HP boosting external components.
20K HP is significantly stronger than 80K DEF. Shields would rival HP, but their modifiers are too low when compared to HP.
@@admiralalyssa well said, admiral.
@@admiralalyssa Yeah, I have gone with HP and Poly Resist. Shields are at this point worthless.
Its pretty simple.. is the modifier at or below 100%? Modifers become pretty good.
Is the modifier above something like 400%?
You probably can simply skip any and all modifer mods and only lose about 10% damage at max
I have a question then maybe I’m just stupid but I haven’t figured it out on my own
The Question: is there a difference between using skill power vs attribute skill power mod
Ex. Freyna is it better to build skill power OR Toxic Skill Power if they both do the same thing in theory?
If this could be cleared up in a comment or video I would appreciate it
Skill power was said to much in this video😂
lol 😂 you can use it for a drinking game. My bad!
Lets say i use mod for dimension abilities then i cant use one of those, what is that buffing? The skill? Kinda lost.
But great vid i needed it for Roy
Excellent work well explained indeed now I have a better understanding definitely a follow a like.
Thank you!
Making mistakes is how we learn.
Great video thank you !
Thanks!
Aren’t your attribute one’s stronger tho such as focus on chill can’t equip them both
(Attribute) Master, technician, and power increase are the generic versions. You are correct in that you can get the specialized versions of those that have higher ceilings. Beware that the tooltip may not appropriately reflect the modifier, though.
@@DbDBlackJack Yes, this. Thanks!
Just say skill power multiplayer is addative while skill power is multiplicative. Which in the end means low skill multiplier = add more and high skill multiplier = dont add more.
You literally just said “skill power” and “skill power”.
You mean Skill Power and Categorized Power?
Because Singular, Tech, Dimension, etc. and Electric, chill and fire are all categories.
@@ImEcchi read again i never said skill power and skill power. i said "skill power multiplier" and "skill power"
Asmongold: "If it is high number, then its better"
Remember.... skill power modifier for Kyle. 😉
This is a joke... don't do that.
So what you're saying is don't use the modifiers got it
I’m So confused. I’m not dumb but I feel like I am.
Single point damage you want just power with damage over time you want moddefire 😅 it's late for me don't judge 😂
In most situations, yes. Thanks for watching! Get off TDF and get some sleep 😂
Great video man, thanks for the information. Subbing👍🏻.
Thanks!
Hey thanks man, this was very helpful
Thanks! Appreciate you watching!
I should have paid more attention to my math classes 😓
So if I’m playing as lepic which mod do I want to ultimately do more damage
Skill power I think because hist burst abilities already have quite a high modifier
What's the difference between skill power increase and skill power modifier I noticed the stats displayed different
Did you watch the video
@@TrellSkywalker Watched it and I still don't know which one to use.
Great video. Well explained and presented. Appreciate it brother.
Thanks!
Never ever EVER pick a flat modifier over an elemental one matching your character. This whole debate/information is confusing itself ( more so for those already confused ) they are always an attack mod btw.
I mentioned at the beginning there were upgrades to those mods. Those were used to simply explain the differences
I'm not confused than when the video started
you mean more? lol. Sorry bro!
Thank you ❤
Why do they pad it out. You could have made a short and saved hss all time
Some people enjoy a longer explanation. Just trying to help out by being thorough! Thanks for watching!
@BDLG. it's more that half of the video feels like you're just trying to pad out content. You keep dancing around the topic rather than diving in and giving a thorough explanation.
Good video.
Thanks!
Can you explain this for a 13 year old?
Or you can experiment and mess around in the lab and see which hits harder. This game is like EVE Online: You need to be at least competent in math, and hope Nexon don't falsify the numbers again. 😀
I kind of had a basic knowledge of it I just didn't understand it exactly and I bought I tried to watch five or six videos and I don't even know what those people were trying to say but man I clicked on your video and like in the first 3 minutes you made more sense than the hour of my life I'll never get back out wasted watching his other fools just thank you
Thanks! Glad it helped!
You say not getting bonuses but i can see one active. Wth can you see?
Not sure what you're referring to here
@@BDLG. I saw it too at 1:20 dimensional skill power and that was kinda confusing for about 1 second and then I realised that it is modifying only her second ability which is not been considered here so it doesn't matter at all 😅
Where people make mistakes is not in the mod because they copy that from UA-camrs they making mistake on their reactor that is where the problem with people is
Good info
Thanks! Appreciate you watching!
Dummies Guide:
If skill power modifier < x2 (200%)
then
add more skill power modifier
If skill power modifier > x2 or = x2
Then
Add skill power.
These are rookie mods later on end game you will barely need them or never
If you are going to do top lategame builds you are going to use it all the time, this is for a first and for a second this video is not about mods at all looks like you didn't watch it at all it is about math formulas working in game
Just go to the lab and test what works best.
100%
Informative, but that was a long video...
Can someone summarize the difference in one sentence please 😂
Over 10 mins for something you can say in way less...
You know the rules, and so do i…
@@hardluckmk.52 me too
Gotta get that watch time 😂😂
@@beastintheeasttravels You know the drill 😂😅
@@BDLG. ✊🏿 RESPECT 🤣
Lol so basically add them both
They made the build system way too complicated for the average person. Also when modifying elemntal or archetype modifiers it doesnt reflect on the final skill damage. Its annoying how they did this.
You gotta be a math wiz to play this dumb game!
Too long
sry but ngl this video makes 0 sens ... u gota equip both anyways ...
Not really, the gain from modifiers on some characters like ajax, with over 1000% skill power modifier, esiemo with 6000 and Kyle hitting 10k on his ultimate mean that the small gain in modifier has very little impact on the final damage, however the raw skill power has a far larger impact.
Plus, using both removes space for things like area or cooldown / duration or just more def / hp.
Overall, low skill power modifier skills will benefit far more from the 'modifier' mods while high skill power modifiers will benefit more from raw power.
Use both of you couldn't get better performance from other mods, my ajax (ultimate) could not fit them in so I use non attribute skill power that also reduces cooldown as a best bang for buck option.
Name checks out…
I actually totally agree, like I understood it before watching then after honestly. The monk darlington actualky explains it far better and clearly.
@@Monk-Darlingtonso which one is better on Ajax?
@@alaskayoung3413 skill power not modifier, if you only want to pick one to have some damage on your attacks and it boosts his shields / dmg reflection
LOL brother you too left New world for TFD?
Hahahaha hope you've had a blast playing this, I know I did.
Yeah I worked this out not long ago, check the base level of multipliers on a skill of it’s got huge multipliers already you’ll benefit from more base damage and elemental damage,
People need to know the difference, the modifier is much different to the base damage increase, if you got a skill that has 6000x damage modifier your better off not increasing my that modifier and just increasing the base damage cause 200x6000=1.2million
But 900x6000 is = 5.4million
Where as if you contreast the modifier by the same amount
200x6700= 1.34million
HUUUUGE DIFFERENCE for the “same increase” on different stats