@@eng.abdulhadi make a crit build buddy cc+cd status viral to pair it w the high slash it has ...then depends how u like it but if possible add wepping wounds but if u like fast melees not enough space ....but this should be the basis then adjust to ur playstyle ...easy peasy!!
@@eng.abdulhadi not good ? did they told u why?im courious...but trust me on that....however if u want to also try a really fast build ...i use my melees with 2. or above for speed...with this u loose damage but if u add the speed u inflict small damage ...its death by 1000 cuts ...done in seconds...and guandao has good AOE stance to ...try something like that see if u like it ...if anything add in game PC: addex !!also 1 advice next time someone tells u a weird thing just listen pick the build simulacrukm and test it !1this way u are sure what works and what suits ur playstyle!!!
I understand and respect the advice presented here. However i feel it is important to remember that as a player of nearly 2000 hours in the game to remember. Have fun with the game. If your build isnt purely optimal but your still surviving missions, killing and having fun. Then your building your loadout right.
@@joshuavandver3784 xD I mean like, to be fair, Steam says I have close to 3,000 hours in Warframe now. In-game, the time played reads as closer to 2k. In actuality, I've been lying since Warframe left closed Alpha back in 2014, and have done an account reset at least once xP so when all things are considered, 2000 hours isn't really that much time spent on just Warframe when there's people out there who -actually-don't have social lives, and are sitting closer to six digit numbers instead of four
" understand and respect the advice" Why? So much of it is incredibly arbitrary and the examples given are against strawmen to make his shitty advice seem great, the Warframe equivalent of "I've already depicted you as the Soyjak and me as the Chad." And several tips given are just misinformation or misrepresented, like with viral damage. And the weird simping for useless faction mods and being patronizing about it, lol.
I basically keep a bane of grineer on my weapon loadout and never bother changing it. The other factions defenses just don't scale as well in SP. Even then, outside of SP Disruptions there's really very little content that cares if you take an extra few seconds to kill something. Against demolyst you're better off armor stripping, which will pretty much instantly kill the thing unless something very, very unfortunate happened to your mod layout.
"There's a special place in hell for everyone who is too lazy to use damage to Faction mods" Then I'm going to hell gladly, because I'm not gonna worry with those shitty mods every time I want to go on a random mission. Using Galvanized mods is better than using Faction mods for that reason.
Bane mods are the bane of quality of life... With hundreds of weapons and dozens of warframes and companions, the LAST thing I need is to micro managing every single factor when going into a mission.
Your tip about not putting viral on your primary 'for high levels' is only half correct. If the weapon can proc slash effects a lot its absolutely worth modding for because it can boost the slash procs to 375%, without having to clumsily use a primer or a companion to get the viral procs for you. In addition viral and heat is an even stronger combo as heat will reduce the armor of the burning enemy by half, allowing viral damage to be boosted further, which then boosts the damage heat procs deal as they have less armor to be reduced by. If you cannot strip enemy armor with your Warframe or your weapon cannot proc slash enough, then it is better to use corrosive and heat instead, or use a different weapon as by this point most primary weapons either have high enough slash damage OR enough critical chance to use hunter munitions to proc slash.
The lack of pistol hunter meme makes me hate atomos even with incarnon stat buffs. and love the Torid incarnon. But for incarnon beams the furis is also strong but short, however, no chains or PT.
Citrine main here. Started playing warframe less than a week ago. I don't fully understand factions yet so i've been replaying quests to farm all the stuff to upgrade mods.
4:00 That only applies if you don't Armor strip. If you do armor strip, Viral on the main weapon gives a huge bonus because the target changes from Ferrite Armor/Alloy Armor to Cloned Flesh. In steel path NOT armor stripping is a bigger deal that using corrosive over viral.
that is not even the issue even with armor ! a build viral +slash melts anything with or without armor ...just diif time to kill ...but if u add heat to this ...well its the most powerful combo in game simple as that !strip0ping armor is nice ofc but u can easily make steel path without w far better results then using corrosive ...wich is poop in many other ways ....viral slash does not need armor stripper although good to have....once upon a time corrosive was good now...meh and ponctual at best!!
I think the main reason people avoid faction damage is because they want their weapons to be ready to grab and go. If you're focusing on faction damage, then you've basically got to swap mods out for any mission with a different faction. So lower damage to specific targets becomes more appealing if it means more damage to every other target. Of course if you dont mind swapping out your mods and are super vigilant, it's fine, but if you go into a mission with the wrong faction mod on then your weapon is effectively suffering a massive nerf.
DE should create a new "Faction" rarity mods, which can "consume" other fraction mods, so the weapon can change damage type depending on a main fraction in a mission
Faction mods serve a purpose, but in warframe you have multiple options for the same effect and it's up to you to decide what's best for your buildset. Example, High Strength Wisp with Roar, It means no need for faction mods, I can utilize conjuction voltage on my secondary, and I can use slower weapons. If I'm using Xata's Whisper now Faction mods are mandatory due to the double-dipping. Warframe is a puzzle game, except your ambition is the puzzle and your equipment are the pieces. It's very ironic that most people will tell you the arcane free's up a mod-slot but never go into depth on how a skill can free up a mod-slot and so-forth.
The explanation for viral damage is only explaining half the story. First and foremost, viral is really only useful against Grineer (and it’s variants)(corrosive is actually a better “all around” damage type). However, you should never be using viral as your only damage type. If you’re going to build for viral, make sure your weapon procs slash as well. Viral is so powerful because it combines with slash to bypass armor and opens the enemies up to the affects of viral. So yes, it’s absolutely ok to build your primary weapon for viral, as long as you’re also building it for slash. If you’re going up against Corpus or Infested, bring something else. Also, one big misconception about Steel Path is that it’s much harder than the standard mode. It’s really not, if you know what you’re doing. You can actually get through all of Steel Path with a Molecular Fission Nova and an Acceltra. Neither have to be endgame builds either. Just be smart about who you’re about to fight and bring a loadout that does well against those enemies. And you can actually get through the entire star chart, standard and Steel Path, without ever using a Bane mod. If endgame is your goal, learn the synergies. If just playing the game like a normal person is your goal, learn your synergies but don’t obsess over them because the game really isn’t that hard.
Viral slash is great, but I think you're overstating it. Against unarmored enemies slash is mid. And viral has nothing to do with getting around armor-it will be equally powerful at multiplying your damage against anything except for shields and specific viral-immune enemies. So +325% dmg will have the same effect vs your level 1000 heavy gunner as it will vs your level 1000 infested runner. It's just the heavy gunner has wayyyyyy higher EHP till you strip the armor so the added damage still doesn't feel like much
Something else to keep in mind about the first tip is that even if you have all the Endo in the game unless you are MR30 it is way easier to forma your weapons when your mods are not all maxed I have purposefully kept a lot of extra lower rank mods specifically so that my builds will not get messed up and I can simply exchange the higher rank mods in later after the weapon is fully leveled
A big mistake I made early on was maxing some of my prime mods, because it meant that I would always have to have a slot with a polarity of that mod to fit it But like you showed with your last tip, having a bunch of mid-rank mods all multiplied together can often be more damage than a couple of maxed mods if you are limited on capacity
The main reason people don't use faction damage mods is A) you only really get the benefit of the faction damage from the primed versions which B) not a lot of players have nor do they understand the importance of such a mod, I'm certain that 99% of players who are picking up baro items would rather go for the Primed Ravage or Primed Pressure point than a primed faction mod, that and because of how much Baro's shop changes every two weeks it takes a long time to collect and rank up all of the different faction mods for each type of weapon in the game
That is very true, indeed. About Ravage, I'd rather pick that one, too. PPP is surely more appealing to many players at first glance because the number is bigger.
As for faction mods... I don’t use it, not because I’m too lazy to change the mod, but because in 99% of cases I go where there are either a bunch of factions in a row, or those that don’t have enemies for faction mods. .. So yes, faction mods are a great damage boost, but in reality they are outdated mechanics that need to be changed.
Here's the one thing that fixed my modding: overframe. Sort by the mods damage, enable conditionals, and add all the mods roughly in the order overframe proposess. Occasionally you'll make some minor adjustments, but usually the first setup is the best one. Bonus tip: some weapons are completely trash no matter how much kuva and forma you throw at them. Use overframe to figure out which weapons have potential and which ones don't. Use your reseources accordingly.
Other thing I think absolutely destroys not your weapon builds, but the arsenal you're using, is making all the weapons you're using have a similar or identical damage type. For example: having a primary, secondary, and melee that deal puncture + corrosive damage, and use these three in the same arsenal. I get it if it's to combo with the Warframe you're using (example: ash, ember, frost etc.), but most of the time, you're just limiting your damage output by a lot.
Woo another not-a-fan of faction mods dudee! I have prime bane of infested for.. whatever reason (propably baby tenno me bought it cause yes), wondering if I shouldnt just sell it since now it just collects dust.. #banemodssuck
The modding configuration you show in the thumbnail, used to be very common way back in the day, when we didnt have a lot of different mods to choose from in the first place. People even used to pay 800p for mods like Buzz Kill or Tempo Royale. Today nobody even uses them anymore and they became extremely common. 8:45 Keep in mind that this scales twice on slash/toxin and triple on gas procs So like the following: finalDamageOutput*1.55^2 for slash/toxin finalDamage Output*1.55^3 for gas So in reality this mod scales 1.55x for all damage, 2.51x for the DOT after a slash/toxin proc and 3.71x for the DOT after a gas proc. Rhinos Roar btw. does the same. It scales like a universal faction mod, whilch also means that its multiplier scales additively to the faction multiplier. So if you have a +200% roar, or a 3x roar, that is 9x for slash procs and 27x for gas procs. If you add within an exponential operation, this leads to multiplication meaning you get 4.5x on all damage, 20.25x on slash proc DOTs and 91.125x for gas proc DOTs if you use a rather min maxed roar with faction mods combined if I'm not mistaken. So yeah, faction mods can get very powerful, especially with slash and gas procs.
There's a big reason why viral IS GOOD on primary; It is the safest status to deal consistent DPS against a majority of enemy types. For all new players or unaware players, yes you don't gain the +75% Damage bonus from viral's damage if it is not Cloned Flesh, but that does NOT mean your damage is reduced (against most enemies.) Your viral damage numbers are only reduced against machinery which are few and far between the standard enemy types you'll encounter. Yes you could use other damage types on a per-faction basis, but trying to find a single damage type that gains the innate DPS buff against the entire faction you're up against is impossible. You will lose your +75% bonus on other enemies within the same faction, and even gain a -25% or even -50% debuff on other enemies. That's the main reason viral is used on most primary weapons, not JUST because of the status effect.
And resistances like machinery and infested only reduces the damage of the viral application. Not the to health damage bonus of the viral status effect. They will still take the same increased percentage damage to health as anyone else.
I basically build every gun to be one of four things; Viral/slash if im not planning on armor stripping. viral/heat if i am planning on armor stripping. Corrosive/heat if i just want to hit hard. Or radiation for archons. If you're doing stuff thats below level 200 building this way will make most A tier and above guns melt through grineer, if your're not fighting grineer it doesnt really matter how you build stuffs gonna die, and if you're fighting above level 200 stuff, why? Also, priming is cancer.
It's not that I ignore faction mods, it's that I main Rhino and his Roar is already coded as a faction damage buff for all factions, stacking additively with other faction bonuses. So it actually comes out better for me to add more paper damage in that slot, because it's already getting a 150% faction bonus.
As someone whom knows how to add and multiply, I can confidently say that 430% (100%+165%+165%) is greater than 410%~ (265%*155%). Sure, if you have only one damage type on your entire weapon it's gonna suck, but having duplicates of one damage type isn't terrible until you have 3 or 4 of them. A little more math to prove the point, 2*2*2*2=16, but (2+2)*(2+2)=16 too. I do know there's the double dipping thing with faction mods too but that's exclusively tied to DOT status effects. Even with the boost to DOT, it isn't game changing enough to warrant switching it out for each individual mission, and especially not enough to get every one of the primed bane mods which are expensive and a hassle to get. The normal bane mods give a 30% boost, which isn't even helpful enough to consider using in place of another mod that could actually compliment the build, like fire rate, stat chance, crit chance, crit damage, raw damage, elemental damage, or multishot. I even choose reload speed and mag capacity over *prime* bane mods because of the utility they bring to builds. I just realized that halfway through this turned into a rant about bane mods😭but you get the point. I didn't mean to come off as rude, but it itched me the wrong way when he said "if you get this then you're smarter than 90% of all other Tenno," and "we could do the calculations, but I think you get the point" when he didn't do the the calculations for everything he said in the video himself. I know this video is over a year old and this comment will probably never reach anyone, but I just wanted to let newer players know about the flaws in what he's saying. But on the other hand, if I'm wrong about *any* of this, I would appreciate it if someone corrected me.
Other than the DOT procs, the accuracy debuff on HC makes a fair few weapons hard to land headshots on. And headshots is another multiplicative that stacks even more. So basically that 430% damage is less likely to headshot (X2 = 860% dmg) than the Bane 410% (X2 = 820%) because of inaccuracy. Ofc it depends on the person and weapon but that's one reason hc isn't always best in slot mod In general I agree tho, the video is far too simplistic and misleading in some ways
@@adventofnull I do agree with that, tbh I've never even used heavy caliber so I haven't experienced how bad the accuracy loss is :). I was just using it as an example since that's the main example he uses in the video.
“Mod for in-mission performance, not on paper damage” huh… that’s actually helpful advice for ANY game with customization, hell with that advice I’ve recognized that’s a problem I have with designing builds as a whole. So thank you for that.
I can not believe I have 1,400 hours in this game and I am only NOW learning how the damage numbers interact with each other!! Thank you for the amazing video!!
3:35 this is incorrect, viral still gets its bonuses against armored grineer, it is just also getting mitigated by the armor. Corrosive on the other hand becomes stronger when combined with viral because the bonus against the armor type gives it armor penetration against that armor type.
i am mr7 & i am still mindf*cked from how to mod for best damage against all factions in a whole, while still keeping good health, armour, and shield. put it like this; i am mr7 and i struggle solo on lvl 3 eudico bounties lol. is there a way to increase ability strength too? because i can't even make kills with embers inferno, i have to finish enemies off after using it; they get low on health after the burning but they never actually die :/, but with my frost i can perform avalanche and lvl 35 enemies will just drop dead instantly, i don't get it lol. ive made the mistake of maxing out my mod fusions too, and now the game is introducing these white mods that i can buy from syndicates and bounties with maxed out fusions, at a farmable cost. still have no clue what rivens are, how to get them or how to use them. i see little humans running around in open worlds and i have a little human as well, but can only use it as a ghost thing that pops out my chest lol. game is amazing & i cant get enough after 5 years on and off on 2 platforms, but it is probably the most confusing, mind scrambling, lose track game that i've ever played lol.
@@requiem4ameme929 it also keeps em from using some of the better weapons and mods in this game like rivens. It's also an indicator to how much experience and weapons/mods they have at their disposal however it's a soft indicator.
This video is extremely helpful. Of all the hours I have in Warframe I still couldn’t understand why my mod build wasn’t doing enough damage. You’re the only channel that was willing to edit and show what you’re talking about in the most simple way possible. Subscribed
First time I see a new player oriented video that actually gives good advice like using external primers for viral, using bane mods and avoiding stacking additive mods. This is worth a sub. Good job.
As a Rhino "main" I don't use bane mods since Roar's buff is basically a bane mod for all of your equipement and abilities. Also if you play Chroma, avoid Base Damage mods, his damage buff is purely base damage, unlike Rhino's Roar. Just slap more elemental and physical damage mods instead.
Very true ^^ I mean in case you go for DoT with Rhino then Faction Mods would still be helpful due to double dipping but in practice Roar is really all thf Faction Damage you need. Especially in mixed faction missions 😉
No need to switch when you can create several different configurations you get 3 by default and there’s only 3 factions you always kill Grineer, Corpus and infested. Each have a primary weakness that can eliminate them quickly. You also wield 3 different weapons to equip those weaknesses.
There's also orokin(corrupted), narmer, sentient and the murmur all of them are their own faction. Hit up the codex and check the factions tab. Also with the latest damage rework in steel path its best to try and match the right elements to the faction being fought or the big damage you see in one mission all of a sudden falls to doing almost nothing over a faction change ❤
I would use faction damage mods a lot more if they had their own designated slot. Even more so if they required less capacity. For me, it's not a matter of not wanting to put them on in general, but frustration from having to give up another mod I actually also need.
What he didn’t mention is that faction mods double dip on dots. For example, slash procs would get the multiplier twice multiplying their damage by something like 2.1x if it’s a primed mod. So much better than doubling up on a stat you already have. Furthermore there will pretty much always be space for faction damage on any build intended to do damage
As person who completed steel path, some of your advice is incorrect, when you said running viral in your main weapon won't work in steel path, then proceeds to show Corrosive damage in steel path. Infact I can easily use Gas damage through steel path, the game, it's not difficult and it doesn't need to be complicated. This video is incredibly misleading in some aspects, however adding 2 damage mods is a mistake I have done, and paper stats in Warframe can be tricky especially when you have mods that substantially increase damage but it doesn't show up on Warframe stats at all. My biggest regret is following UA-camrs advices when it comes to moding, it's messed me up so many times, it's better to test out the mods for yourself.
"A special place in hell for everyone who is too lazy to use damage to faction mods" Gotta go oil my coals so they stay nice and bright for this coming winter.
I mean yes faction mods do more damage but gonna be honest it is not worth the hassle to change bane mods every few missions just to kill an enemy a few milliseconds faster. Especially bc warframe is pve. It just doesn't matter as long as I can comfortably get through the content
This video really open my eyes on what I should be doing and giving me a new perspective on Warframe. It's almost like Monster Hunter on how much I need preparation before I start a hunt.
3:43 "only applies to unarmored grineer, and corpus flesh", so it still works for pretty much any setup that can easily armor/shield strip... which is also faster to do than swap to a secondary hit a couple of times, and swap back to your primary...
@@Greenleaf_ the real irony is, he should have talked about using viral against infested. which is useless as most of them are imune to viral status in the first place
@@marcosdheleno What he *actually* should have talked about is the fact that viral is often used in conjunction with bleed, which is incredibly busted.
You earned my sub just for that simple diagram you showed at the end. I can't tell you how utterly confusing this has been until I found this video. That diagram managed to explain everything in the most simplistic way and that is some serious teaching skills right there. You deserve 1 mil subs for just that
So for those of you who are still confused as to how diminishing returns work, let me over-explain how it works. As a statistics/excel nerd lemme explain how relative values in diminishing returns work. See, the way I usually do it is by looking at the damage values *relative* to themselves before looking at it on other values. Let's say you have a build that goes like this rawdamage*elemental*multishot*crit so it looks like this 4*2*2*2 (the 4 being serration damage.) As you can see, this totals up to 32. But let's say you have a choice of either adding +2 damage OR +2 multishot. If we do +2 in damage we get: (4+2)*2*2*2, which means we get 48 but if we instead chose to boost multishot by +2, we instead get: 4*(2+2)*2*2, which gives us 64. Now how did we get a 33% boost just by increasing multishot over raw damage? Well it has to do with the relative values of the damage types we've just increased. See, if we increase serration by +2, we are only increasing our serration damage output by 50%, whereas if we increase our multishot by +2, we are effectively doubling our multishot. So if you wanna minmax, see which values increase the most percentage-wise relative to *THEMSELVES.* A +400% serration damage on primary is oftentimes worse than getting +200% multishot for this exact reason. Because most of the time, we already have so many sources of +damage, but we have less ways to get +multishot Hope this helps!
My määän, I salute you, thank you so very much for this simple way of saying it. I have always been bad with warframe damages and always looked and copied other people's builds, thank you very much
Are people really that scared of math that you can't just say "it's additive instead of multiplicative" without easing into it with "we're going to have to do a little bit of very basic math, don't get frightened"?
Biggest single tip for good damage output I can give: Understand how each damage type stacks, and specifically if mods are INDEPENDENT MULTIPLIERS. You want as many independent multipliers affecting your damage as possible; don't have a ton of mods increasing just one type and ignore the others, when a spread of independent multipliers will have a much better effect. Base damage is the core of everything. Elemental damage mods calculate off of base damage only, they do not multiply each other. Faction damage mods are independent, and multiply EVERYTHING. A faction Weakness/Resistance to an element multiplies ONLY the Elemental portion of your damage Viral damage buffs to enemies multiply everything. Armor stripping (such as from Heat stacks) multiply everything when they are armored foes (Grineer for example). Multishot multiplies EVERYTHING. Your EFFECTIVE crit damage DPS multiplier, which is a factor of the damage multiplier times crit chance (i.e. a 2x damage multiplier with a 50% Crit chance becomes a 1.5x actual DPS multiplier) multiplies EVERYTHING. The actual effective damage math can be a bit tricky to deal with, but factor in all of the aspects above to truly tease out high damage setups.
Oh my god... this is the clearest that the damage calculations have ever been explained to me. I stuck with a viral loadout because of the damage multiplication but constantly felt like I was going to be stuck in the low-tier of steel path because I just couldn't output the right amount of damage. I've been playing this game since... the end of 2017 and had no clue this was how damage worked.
0:30 I remember trading for prime mods and trying to explain to people that a rank 9 mod and a rank 10 mod are not even close to the same thing, a rank 10 mod requires literally the same amount of credits and endo to go from 9 to 10 as going from 0 to 9, giving me a 10 plat discount is not an equivalent compensation, especially for lying in the first place that you were trading a level 10 mod
5:25, the Daikyu seems largely the exception to the rule from my experience, but then again anything that turns players into those goddamned Anor Londo archers firing those bloody Beach Umbrellas is probalbly bound to be an exception anyways.
Solid video actually for DMG optimisation. Although the point i would stress is that you do not need a fully optimal load-out to clear SP, Archon hunts and NetraCells. I do 2 of these points such as using Viral and not bothering with Faction multiplers but my end game builds still work for clearing anything in the game. Prioritise enjoying your builds then maximising them.
And to even build further on that, you don't need the most powerful build at all in order to have fun. Sometimes builds that are slightly weaker can actually be more enjoyable to play if you don't want to do the usual melee heavy play style for example
@@falxonPSNyup! Just have fun. I have a totally anti-meta setup that I run with mainly, that relies on the sheer volume of corrosive and PUNCTURE procs a kuva drakgoon with primary frostbite and corrosive cold can do, to kill off basically any target, at least running hydroid. Why? Cause I got bored of how weak viral slash *feels* to use.
The 2nd tip is just flat wrong technically, I understand your statement, but that's why we put heat on our weapons as well as heat strips armor. Which is why you will hear Viral/Heal instead of JUST viral damage.
I'm glad they updated the "auto-install mods" feature! It's really solid now, especially when you just want to level guns for mastery fodder or can't be bothered to figure out an optimal build for each weapon you want to try out. It's not perfect, but it's waaaaay way better then it was before, often giving you a great base to build off of. Kinda crazy that they just changed this a few weeks ago. This feature was overdue.
When modding a weapon i always use this feature . It gives me the "best dps on paper" option, and them i can start customizing the weapon for my gameplay
@@lookalike4805 Try it out then!! It's so much better now, but you definitely need to fine tune it. Sometimes it puts lvl 0 mods in it just to fill the mod slots 🤣
i see no use for the faction damage mods seeing as there isn't a full set for every enemy type in the game, some enemies dont count in their factions, and just as an added spur, a majority of content requires you fight more than one faction at a time, like Eidolon Hunting, Railjack, Duviri, Relic missions, etc. so your kneecapping yourself by expending a slot and a ton of capacity that could be better spent on something like 2 status + damage mods, a high end riven, or even an attack speed mod or combo mod if its a melee weapon
i’m not trying to argue with you and i think your point is valid but the mission types you gave examples of having multiple factions to fight all are very simple when it comes to factions, eidolons faction mods are unneeded and useless, RJ has at most two factions with one of them being the main faction you fight unless it’s a void storm, duivri has only one faction you’ll be facing and that’s corrupted and thrax and afaik thrax don’t have a bane, and relic missions will be mostly either corrupted or the main faction for that node.
Thanks for covering diminishing returns! I see a lot of people trying to stack crit chance mods but only really the Burston Incarnon can get away with Critical Delay and Galvanized Scope because it’s enough CC to actually bump it up a crit tier. Take a riven on the Tenet Arca Plasmor for example. Critical Deceleration already gives 200% CC. Another relative 50% or so won’t add much to that. Fire-rate actually ends up being better so you’re putting out those crits faster. Though funnily enough fire-rate is also affected by diminishing returns. CD and MS are diminished the least but only after you’ve applied base damage from Arcanes and aren’t relying on raw Corrosive damage. Then there's things like the Phenmor which throw CD out the window.
This makes so much sense. I began a few weeks ago and a buddy told me that Viral gets me the big boy numbers, but in a lot of scenarios I noticed my damage kinda falls short in late game stages like you mentioned.
He was not wrong, just didn't give you the full info. Viral works as a dmg amplifier to enemy health with each stacks (capped at 10 stacks), going to 325% more dmg or something similar. Usually people who do long runs they use a primer (a weapon to quickly spread viral stacks on enemies) to amplify the dmg from their main weapon
faction damage is a drop in the bucket if you build properly. i dont use it and i outdo most ppl, the very few being the occasional random in a sp curcuit. or an alliance member.
Yeah, it's technically more possible than matching health types since you know the faction whatever mission type you're going into, but it's a classic trade of convenience vs. cheese. The idea of switching loadouts per faction is laughable IMO. True garbage mechanic.
@@djmcbratney im not even saying for newer players cause they dont quite need faction dmg in the starchart but for high mastery i personally wouldnt mind them to tell me i need to fully upgrade all of the faction mods (that would already take quite literally a kidney of endo and credits to do so) to let me fuse them altogether into a single mod. That would be a smart move for them cause it would force players to actually farm for lots of ducats, credits and endo trought a couple of months since u would need to max 4 lvl 10 mods times 3 if u wanted for every weapon class lol. But they simply cannot see the opurtunity
@@AlexN0704 Ehhhhh - the purpose of faction mods is to force you to switch them for different enemies, though, and that's a stupid reason for a thing to exist, but it's still the *only* reason they do. I'm not going to say that DE has never introduced a mechanic that requires resources and grind or plat to simply invalidate another existing mechanic - that's what aura forma is, for instance, where polarizations are a mechanic for making you dedicate to a choice, and aura forma then turns around and lets you get the benefit to your builds without costing them anything, just costing your progression by being another thing you have to grind out. "Bane of Everything" wouldn't be so different from aura forma in that sense. But if you really did that, and had a weapon mod that's just 55% Roar? Weapon damage, multishot, crit chance, crit damage, and elemental damage are each a category of "stack that multiplies against the other stacks for your total damage output", each with some kind of flavor that at least affects the numbers coming out of the gun in slightly noticeably different ways. Faction damage is another, further stack, and one that's already mechanically uninteresting and has exactly the same effect on the numbers that weapon damage does, just again, in its own separate, multiplicatively applied stack. If you remove factions from faction damage, it's just Weapon Damage 2, Serration again but multiplying against the other Serration (or rather, against Primary Merciless, because if you're still using Serration now it'd be the slot to replace with Bane of Everything.) It's not something you'd have ever introduced if you were building the whole system fresh. I'd much rather just have faction damage ignored and forgotten than have it become usable as just another row on the spreadsheet. It's not as if weapons other than melee are even fun to build or involve any choices now, there's just always going to be one build that maximizes DPS and anything else is suboptimal means to the same end.
Why I will never use faction damage mods? 1. Because I am not constantly playing vs. one specific faction. I absolutely do not want to switch out mods after EVERY damn mission. The time wasted for doing that is bigger than it takes me to kill the enemies without faction mods. 2. There are plenty of missions which spawn multiple factions. The damage bonus I would gain from a faction mod would result in a damage loss against the 2nd faction in that mission (because the mod does absolutely nothing in regard to that 2nd faction). 3. The game meanwhile has game modes that depending on the waves spawn different factions. Same reasons as in 2) 4. Not every faction of the game has a faction mod. Nothing for Sentient, nothing for Narmer, nothing for Dax/Wild. Using a faction mod would mean to lose damage here. 5. The 55% damage increase mentioned is for the Prime mods only. A new player who is in need of additional damage early in the game has no access to the Prime mods. A player who is into the game for a longer time already and has the resources to get the prime mods and upgrade them to get the full 55% damage increase by default should not have a big issue dealing damage anymore even without faction mods and playing on Steel Path. In my eyes these mods only exist for high-lvl endurance runs vs. very specific factions and/or to show off ridiculous high damage numbers on screen that are actually not even needed to make the kill. So yeah, screw faction mods. Not worth the effort.
This. Also, since i missed quite some time not playing warframe, its gonna be pain in the ass waiting for baro to bring all faction mods, and i can't purchase platinum, so its harder to get lots of it. So screw it, im not going for factions mods until i have at least all of melee faction mods.
Your points are valid up to a certain lvl. But you don't really need to switch mods for each mission, take 30 mins of your time and create some loadouts. Mostly faction mods are used in disruption runs or other high lvl farming spots (beside khora) It kinda amazes me you are lazy enough to mod your weapons, but not lazy to write this whole bs
@@sprinngam2536 It amazes me that you found a counter argument to ONE of my FIVE points. Loadouts would btw only work if you have fixed warframes and weapons to use. Creating loadouts for all frame / weapon combinations just to switch out faction mods is something that most definitely takes more than 30 mins and clearly is not worth the effort. Then again... for what? Fancy numbers? I have not encountered any enemy in the game that would not die within seconds (or faster) even without faction mods.
@@sprinngam2536 if you say so. You have absolutely no idea what enemies I have encountered and actually this validates one of my statements from earlier. But feel free to believe what you want. I stick to what I have said. 99% of all players will never even need to use these mods or want to use these mods for the various reasons I have pointed out because they are just simply not needed for normal gameplay. Seriously, with every update DE makes the players more and more powerful. Every new weapon is more powerful than the last. Every new mod has to overpower the existing ones and since we have weapon arcanes damage numbers go through roof. People did endurance runs to such high lvls before all that...maybe back then factions mods were a must have... but not today. These days we are even in a situation where the devs think that double buffing weapons is the way to go. Underperforming weapons were meant to get buffed via Rivens and Riven dispositions but now we also Incarnon on top of that... and Arcanes... and Galvanized mods... and... argh well... if you think you really need faction mods these days to do damage then use them.
One thing to note is that if you're gonna bring faction mods to a relic mission, when the void fissure corrupts a unit it actually gains the Corrupted faction and loses its original faction. So it seems to me that bringing corrupted bane mods to void fissure missions would be the best call overall.
I was desperately looking for a descriptive damage breakdown like this thank u so much I always thought faction damage didn't matter to much but knowing that it multiples off the ending amount of damage I definitely changed my mind ima probably still not use it in lower level mission but this was so helpful ima changed man.
7:25 i actually like pineapple pizza, almost as much as i like keeping an all-around mod build on my weapon without faction damage. Im mostly casually playing but I'll change for serious missions if need be.
The faction mods are only good for double dipping on status weapons, which honestly takes too long; everyone runs crit for the most part, which means the only builds that really benefit are the ungodly boring slash proc ones, maybe the gas ones if you're feeling silly. You're better off just stripping their defenses for all the good it does you. It's actually quite nice if you're using toxin vs corpus, especially on steel path, but other than that, viral spam with max damage is just how it is because DE didn't think their rebalancing through all the way. Also, viral damage is different from viral stacks. even if the target is resistant to viral damage itself, if you manage to get all the stacks off anyway, the multiplied damage more than makes up for it. Thats why DE had to make the infested on deimos completely immune to viral, because like or not, viral on your main wep is just plain op. Use the heavy caliber, ignore the faction mods unless your weapon can't crit for crap, put viral on everything. That's warframe. I doubt they'll ever fix it.
@@Greenleaf_ Yeah, It does double dip on that. Also double dips on body part weaknesses and it has weird interactions with certain weapons. A decent ability, for sure.
Nice to see if DE can make it so when you join a mission , what ever the faction your weapons for that faction can be loaded. I hate having to equip a weapon and secondary and melee for a faction and then join another game and having to switch again. Be nice to just be able to choose a loadout while joining a mission before you start it.
One more thing is sentinels can use the Helstrum rocket launcher, which fires rockets in a burst with high status, so its the robotic equivalent to a panzer vulpaphya, which you can add to carrier :)
@@The_Deacon__ Verglas is better single target dps, helstrum is better for status spreading as it also has aoe. But honestly both are pretty close in damage, especially if you use hunter munitions on the helstrum as direct hits force proc impact. with multishot it will fire more than 6 rockets at once, each with a 70% chance to proc slash.
I have to say, the information about viral not affecting armored grineer is wrong. Viral bypasses armor, but not shields, so it can be very effective against even high level steel path targets, especially when paired with slash procs. I've been playing for the full 10 years, and you can even read about it on the wiki page for Viral damage types.
You're exactly right. It's kind of funny how he teaches about how damage works, and then goes on to say something that is completely wrong. You can easily find the correct answer by simply checking the first thing on the Wikipedia page. It's quite amusing, to be honest. "The status effect of Viral damage is Virus. It amplifies damage to the health of the afflicted target by 100% for 6 seconds. Subsequent procs add 25% increased damage to health up to 325% in total after 10 stacks, with each proc having their own duration. This effect will work even when the health is protected by armor ("yellow health"). Only the shield is not affected."
I am talking about the damage bonus, not the status effect. That is +75% against cloned- and Corpus flesh. I even explicitly said "While the status effect of Viral is pretty busted - making enemies more vulnerable to your damage - the actual damage bonus it gets..."
Viral does NOT bypass Armor. 😐 I might be Mistaken but I think one of the Reasons why people think that it Does is because of the Strange Way in how some Content Creators Explain what their Build Does. 🤔
I don't think faction mods are underrated. tbh I think most people know how strong they are but they are quite tedious to use with the right builds you can get quite far into steel path without having to change mods every mission. It's strong but you can do so much damage already that imo are not worth the time changing every mission especially for my sanity.
Hi i am a fellow Legendary 2, i have put almost 3k hours into warframe and i have been looking at all kinds of videos over the years about how damage is calculated. and yes they got to the same conclusion u did in this video, but u explain it in a "Very Easy To Understand way". every person ive seen explain this has just confused people, myself included. but i still kinda understood the nitty gritty so to speak of warframe. but let me just tell u... new players are not gonna understand those other videos at ALL. u explain it like i said in a very easy to understand way, and that is very good for new players because. as many of u probably know the numbers in warframe are straight up lying to u. So to be able to break it down yourself and MIN-MAX your builds is INVALUEABLE. 👍
One way I like to explain diminishing returns is by envisioning a bucket of water... Let's say you have 10 units of water in the bucket, and you add another 100% - 10 units. You now have 20 units, which is 2.0x the original amount. Now I have a bucket with 20 units of water. Let's add another 100% (of the base amount) - another 10 units. I now have 30 units. Don't compare this to the original 10 units! Instead compare it to the 20 units we had before adding more. 30 units is ONLY 1.5x BETTER than 20. If you continue this, and add another 10 units to a 30-unit bucket, you only increase the amount by another x1.33
Overall I like the emphasis you placed on faction damage and introducing people to the concept of diminishing returns in modding. However, there are a few misleading and incorrect statements in the video that I noticed, and I think it would be beneficial for new players to know the truth on some things. Viral is more important in Steel path. Viral directly counters the enhanced health buff that all of those enemies receive. Viral is the most universally good combined element in game. Every enemy unit has health, so if they are able to receive viral status at all, then they are weak to viral. Viral is not a multiplier for base damage like serration or your hypothetical riven that gives base damage. Viral status de buffs the enemy to take x% more damage from you to their health bar. In laymen’s terms it’s (Base dmg + Serration) x Viral Status = Y And NOT what you explained in the video, which was (Base dmg + serration/hypothetical riven + viral)= Y You get viral for the status effect. That’s why players kit their guns up with Damage over Time statuses (heat, slash) and sometimes faction dmg in addition to viral, which will more than offset any disadvantages viral has in terms of enemy resistances.
Viral actually is good on a primary if it has slash damage as its primary damage type. Slash itself has reduced damage against armor and robotics, but the slash procs (bleed damage) ignore armor and attacks health directly. So if you have viral procs reducing the enemy overall health, it takes less time for those bleed procs to kill them.
faction damage is criminally over-rated! The number of new players I've met who lost interest because they were told they needed faction mods by clans or UA-cam is depressing and how easy it is to bring them back just by saying I don't use them is scary. You don't need faction damage till you're facing level 500+ at which point you should just extract get some refreshments and restart the mission because your wasting time fighting overleveled enemies for rewards you could be getting from lower level enemies. if you happen to stumble across one and know you'll be fighting a single faction for an extended period of time by all means slap it on, its an amazing damage buff but you don't need it and definitely shouldn't use it on your daily use gun. the only faction mod I'd pressure someone to get is a mid game player looking to farm MR at hydron, serration plus bane of grineer will set you up for life on that grind. personally I never used faction mods because everyone who told me to use them were assholes about it and I didn't want to be part of that group of cry babies, now I still refuse to use them out of principle because people get excited to jump back in when I play end game content without them. is it a good mod, yes, is it a crutch and is your build bad if it can't function without it, also yes.
even if we're talking about level 500+ SP endless missions, faction mods are still not required you can easily take some weapons without faction mods to level cap
Faction damage should be explained somewhere, just a parenthesis saying (multiplies final damage number by 55% against grineer) somewhere in the game would make that mistake in particular way less common
this guide is like 60-70% accurate... in broad terms it's mostly good tips but at the end of the day, you ENTIRE build matters... sometimes your frame will have armor stripping which means modding for armor removal is a killer, sometimes you have a dead skill on your frame that can get replaced with armor strip or roar/eclipse which negates need for armor strip or faction mod respectively... Maybe your companion IS the dps and YOU"RE the primer, odd but I've seen it work weirdly well depending on the companion. There's no real one size fits all way to play/build and honestly just pumping up numbers works up until like lvl 160 which many players don't even get THAT far, they're just paddling in the shallows...
Hey I'm going to start playing Warframe... Spends one hr playing the game and then two weeks of watching WF "how to" videos on UA-cam. "1000hrs of video" Warframe player✅
The problem with not modding viral on your weapons is that you do not have companions in The Circuit at all, and no guarantees at a primer. So, while I’m not saying you’re wrong, I *am* saying that your point needs an asterisk.
Do not install mods that give the same damage bonus, of course it sounds nice, but.... playing through bleeding everything turns out to be somewhat different. Every mod that increases the base damage of a weapon will also increase bleeding. More precisely, bleeding in the calculation of damage takes only the base damage of the weapon and mods that increase this base damage. Of course, the factional bonus is also taken into account here, but it is taken into account twice. in any case, if you rely on bleeding, be sure to install all mods that increase the base damage of the weapon. Thus, you can play without elemental damage in weapons at all by installing a serration, a heavy caliber, a faction mod and a rift mod that gives damage as a percentage. Then there are mods that give status and, as an option, install a mod that increases cut damage to increase the frequency of triggering the bleeding status and not piercing or impact .as a result, the enemy dies from huge numbers of bleeding, especially on weapons with high one-time damage. Bleeding ignores armor. so there is no need to install elemental mods at all. With weapons that play on crits, everything is more difficult since you need to install 2 mods for crit chance and crit damage. There are only 2 mod slots left. There are slightly fewer variations in assemblies. on the other hand, using a weapon that plays through crits but does not have the main slash damage, you can install a mod that has a chance to inflict bleeding upon critical damage to the enemy. in any case, when playing through bleeding, on the contrary, you need to install as many mods as possible to increase the base and final damage, ignoring mods that give elemental damage.
This dude just told us all viral bad viral bad and then proceeded to tell us that viral is actually good enough to sacrifice your companion slot for it, LMAO.
@@the_homie_nero I honestly just can’t get behind that line of thinking, it’s honestly all preference unless you’re using puncture and/or magnetic lmao. Everything in this game is the same thing but a different flavor except for a few positive and negative outliers. Other games you might actually have to worry about what’s good but warframe overall feels very balanced because everything has the ability to be good through mods. If you have enough time I’m the game and thorough enough understanding you can overcome any challenge with any build.
faction damage is clearly extremely powerful, especially since the damage from your weapon double dips from that, and other mods. Problem being (for me at least) the primed faction damage mods are nowhere to be seen. Maybe Baro will have them soon
Which one was your biggest modding mistake?
can u teach us how to build guandao prime bc everyone says something very
Different
@@eng.abdulhadi make a crit build buddy cc+cd status viral to pair it w the high slash it has ...then depends how u like it but if possible add wepping wounds but if u like fast melees not enough space ....but this should be the basis then adjust to ur playstyle ...easy peasy!!
@@mauroalves317 thank you that is my build but in discord they told me it is not good (I think they do not know how to build guandao)
@@eng.abdulhadi not good ? did they told u why?im courious...but trust me on that....however if u want to also try a really fast build ...i use my melees with 2. or above for speed...with this u loose damage but if u add the speed u inflict small damage ...its death by 1000 cuts ...done in seconds...and guandao has good AOE stance to ...try something like that see if u like it ...if anything add in game PC: addex !!also 1 advice next time someone tells u a weird thing just listen pick the build simulacrukm and test it !1this way u are sure what works and what suits ur playstyle!!!
Forgetting to put in the mods. xD
I understand and respect the advice presented here. However i feel it is important to remember that as a player of nearly 2000 hours in the game to remember. Have fun with the game. If your build isnt purely optimal but your still surviving missions, killing and having fun. Then your building your loadout right.
I couldn't agree more. I hate having to prime enemies, or be restricted to using a Panzer, so I prefer to just have viral on all my weapons.
2,000 hours? You've never touched a 😼 and rarely see a shower.
No hate, if you're happy keep on keeping on.
@@joshuavandver3784 xD I mean like, to be fair, Steam says I have close to 3,000 hours in Warframe now. In-game, the time played reads as closer to 2k.
In actuality, I've been lying since Warframe left closed Alpha back in 2014, and have done an account reset at least once xP so when all things are considered, 2000 hours isn't really that much time spent on just Warframe when there's people out there who -actually-don't have social lives, and are sitting closer to six digit numbers instead of four
@@joshuavandver3784”your a stinky virgin loser. no hate btw” is wild and also insane lmfao
" understand and respect the advice" Why? So much of it is incredibly arbitrary and the examples given are against strawmen to make his shitty advice seem great, the Warframe equivalent of "I've already depicted you as the Soyjak and me as the Chad." And several tips given are just misinformation or misrepresented, like with viral damage. And the weird simping for useless faction mods and being patronizing about it, lol.
I'm that lazy person, I'm not switching mods every mission.
ONG 😂😂😂
I basically keep a bane of grineer on my weapon loadout and never bother changing it. The other factions defenses just don't scale as well in SP.
Even then, outside of SP Disruptions there's really very little content that cares if you take an extra few seconds to kill something. Against demolyst you're better off armor stripping, which will pretty much instantly kill the thing unless something very, very unfortunate happened to your mod layout.
Same Here... I only Switch for grinder for Grinder and Corrupted....
If it's Corpus I Just Laugh at Their Shields (or lack there of). ¯\_(ツ)_/¯
Imagine using faction mods. Fcking cringe
@@sneakoretardedfans cope
"There's a special place in hell for everyone who is too lazy to use damage to Faction mods"
Then I'm going to hell gladly, because I'm not gonna worry with those shitty mods every time I want to go on a random mission. Using Galvanized mods is better than using Faction mods for that reason.
Bane mods are the bane of quality of life... With hundreds of weapons and dozens of warframes and companions, the LAST thing I need is to micro managing every single factor when going into a mission.
Your tip about not putting viral on your primary 'for high levels' is only half correct. If the weapon can proc slash effects a lot its absolutely worth modding for because it can boost the slash procs to 375%, without having to clumsily use a primer or a companion to get the viral procs for you. In addition viral and heat is an even stronger combo as heat will reduce the armor of the burning enemy by half, allowing viral damage to be boosted further, which then boosts the damage heat procs deal as they have less armor to be reduced by.
If you cannot strip enemy armor with your Warframe or your weapon cannot proc slash enough, then it is better to use corrosive and heat instead, or use a different weapon as by this point most primary weapons either have high enough slash damage OR enough critical chance to use hunter munitions to proc slash.
The lack of pistol hunter meme makes me hate atomos even with incarnon stat buffs. and love the Torid incarnon. But for incarnon beams the furis is also strong but short, however, no chains or PT.
Holy shit are you the reddit porn person
Caveman no need smart man to tell caveman how to kill better, me use brown mods because same color as rock, and rock is best weapon for killing.
Kahl smash
@@MHBlacky_ENGThat translated to "Bald smash" 😂
I don't care who the IRS sends I'm not using faction mods
You’re gonna have a much harder time then everyone else at that rate man
Sh*t is funky in this side of the fence
I never use faction mods and don't struggle too much, but saryn is a bit squishy
Citrine main here. Started playing warframe less than a week ago.
I don't fully understand factions yet so i've been replaying quests to farm all the stuff to upgrade mods.
in all my 400 hours I've yet to ever struggle without using faction mods so
4:00
That only applies if you don't Armor strip. If you do armor strip, Viral on the main weapon gives a huge bonus because the target changes from Ferrite Armor/Alloy Armor to Cloned Flesh.
In steel path NOT armor stripping is a bigger deal that using corrosive over viral.
He Already Explained That Later On in The Video... Talk about Jumping The Gun. 🤔
that is not even the issue even with armor ! a build viral +slash melts anything with or without armor ...just diif time to kill ...but if u add heat to this ...well its the most powerful combo in game simple as that !strip0ping armor is nice ofc but u can easily make steel path without w far better results then using corrosive ...wich is poop in many other ways ....viral slash does not need armor stripper although good to have....once upon a time corrosive was good now...meh and ponctual at best!!
I think the main reason people avoid faction damage is because they want their weapons to be ready to grab and go. If you're focusing on faction damage, then you've basically got to swap mods out for any mission with a different faction.
So lower damage to specific targets becomes more appealing if it means more damage to every other target.
Of course if you dont mind swapping out your mods and are super vigilant, it's fine, but if you go into a mission with the wrong faction mod on then your weapon is effectively suffering a massive nerf.
DE should create a new "Faction" rarity mods, which can "consume" other fraction mods, so the weapon can change damage type depending on a main fraction in a mission
@@gentozik
Or you can use the Config B and C slots
Faction mods serve a purpose, but in warframe you have multiple options for the same effect and it's up to you to decide what's best for your buildset.
Example,
High Strength Wisp with Roar, It means no need for faction mods, I can utilize conjuction voltage on my secondary, and I can use slower weapons.
If I'm using Xata's Whisper now Faction mods are mandatory due to the double-dipping.
Warframe is a puzzle game, except your ambition is the puzzle and your equipment are the pieces. It's very ironic that most people will tell you the arcane free's up a mod-slot but never go into depth on how a skill can free up a mod-slot and so-forth.
I refuse to use faction mods I'm not a psychopath
You mean you're not racist
@@sheldonmitchell4223some factions are racist; others' ideologies oppose others enough to incite violence, so basically religious wars
I just use rhino's roar and hope that it's enough
@@niloinreverseglad I’m not alone ;-;
The explanation for viral damage is only explaining half the story. First and foremost, viral is really only useful against Grineer (and it’s variants)(corrosive is actually a better “all around” damage type). However, you should never be using viral as your only damage type. If you’re going to build for viral, make sure your weapon procs slash as well. Viral is so powerful because it combines with slash to bypass armor and opens the enemies up to the affects of viral. So yes, it’s absolutely ok to build your primary weapon for viral, as long as you’re also building it for slash. If you’re going up against Corpus or Infested, bring something else.
Also, one big misconception about Steel Path is that it’s much harder than the standard mode. It’s really not, if you know what you’re doing. You can actually get through all of Steel Path with a Molecular Fission Nova and an Acceltra. Neither have to be endgame builds either. Just be smart about who you’re about to fight and bring a loadout that does well against those enemies.
And you can actually get through the entire star chart, standard and Steel Path, without ever using a Bane mod.
If endgame is your goal, learn the synergies. If just playing the game like a normal person is your goal, learn your synergies but don’t obsess over them because the game really isn’t that hard.
Viral slash is great, but I think you're overstating it. Against unarmored enemies slash is mid. And viral has nothing to do with getting around armor-it will be equally powerful at multiplying your damage against anything except for shields and specific viral-immune enemies. So +325% dmg will have the same effect vs your level 1000 heavy gunner as it will vs your level 1000 infested runner. It's just the heavy gunner has wayyyyyy higher EHP till you strip the armor so the added damage still doesn't feel like much
Something else to keep in mind about the first tip is that even if you have all the Endo in the game unless you are MR30 it is way easier to forma your weapons when your mods are not all maxed
I have purposefully kept a lot of extra lower rank mods specifically so that my builds will not get messed up and I can simply exchange the higher rank mods in later after the weapon is fully leveled
A big mistake I made early on was maxing some of my prime mods, because it meant that I would always have to have a slot with a polarity of that mod to fit it
But like you showed with your last tip, having a bunch of mid-rank mods all multiplied together can often be more damage than a couple of maxed mods if you are limited on capacity
Makes sence ^^
The main reason people don't use faction damage mods is A) you only really get the benefit of the faction damage from the primed versions which B) not a lot of players have nor do they understand the importance of such a mod, I'm certain that 99% of players who are picking up baro items would rather go for the Primed Ravage or Primed Pressure point than a primed faction mod, that and because of how much Baro's shop changes every two weeks it takes a long time to collect and rank up all of the different faction mods for each type of weapon in the game
That is very true, indeed.
About Ravage, I'd rather pick that one, too. PPP is surely more appealing to many players at first glance because the number is bigger.
As for faction mods... I don’t use it, not because I’m too lazy to change the mod, but because in 99% of cases I go where there are either a bunch of factions in a row, or those that don’t have enemies for faction mods. .. So yes, faction mods are a great damage boost, but in reality they are outdated mechanics that need to be changed.
I refuse to use faction mods, because i am not racist. Everyone can catch this fade. RUN THEM HANDS
Here's the one thing that fixed my modding: overframe. Sort by the mods damage, enable conditionals, and add all the mods roughly in the order overframe proposess. Occasionally you'll make some minor adjustments, but usually the first setup is the best one.
Bonus tip: some weapons are completely trash no matter how much kuva and forma you throw at them. Use overframe to figure out which weapons have potential and which ones don't. Use your reseources accordingly.
Other thing I think absolutely destroys not your weapon builds, but the arsenal you're using, is making all the weapons you're using have a similar or identical damage type. For example: having a primary, secondary, and melee that deal puncture + corrosive damage, and use these three in the same arsenal. I get it if it's to combo with the Warframe you're using (example: ash, ember, frost etc.), but most of the time, you're just limiting your damage output by a lot.
Special place in hell should be for those that decided to add the faction mods instead of a more general solution.
Woo another not-a-fan of faction mods dudee! I have prime bane of infested for.. whatever reason (propably baby tenno me bought it cause yes), wondering if I shouldnt just sell it since now it just collects dust..
#banemodssuck
@@Alicja09 Repent heretic pray to God for forgiveness
@@concretehippogaming Uh what god?
Thanks for outlining how each of the damage types bounce off each other in such a clear and simple way, makes so much more sense now.
The modding configuration you show in the thumbnail, used to be very common way back in the day, when we didnt have a lot of different mods to choose from in the first place.
People even used to pay 800p for mods like Buzz Kill or Tempo Royale. Today nobody even uses them anymore and they became extremely common.
8:45 Keep in mind that this scales twice on slash/toxin and triple on gas procs
So like the following:
finalDamageOutput*1.55^2 for slash/toxin
finalDamage Output*1.55^3 for gas
So in reality this mod scales 1.55x for all damage, 2.51x for the DOT after a slash/toxin proc and 3.71x for the DOT after a gas proc. Rhinos Roar btw. does the same. It scales like a universal faction mod, whilch also means that its multiplier scales additively to the faction multiplier. So if you have a +200% roar, or a 3x roar, that is 9x for slash procs and 27x for gas procs. If you add within an exponential operation, this leads to multiplication meaning you get 4.5x on all damage, 20.25x on slash proc DOTs and 91.125x for gas proc DOTs if you use a rather min maxed roar with faction mods combined if I'm not mistaken. So yeah, faction mods can get very powerful, especially with slash and gas procs.
There's a big reason why viral IS GOOD on primary; It is the safest status to deal consistent DPS against a majority of enemy types. For all new players or unaware players, yes you don't gain the +75% Damage bonus from viral's damage if it is not Cloned Flesh, but that does NOT mean your damage is reduced (against most enemies.) Your viral damage numbers are only reduced against machinery which are few and far between the standard enemy types you'll encounter. Yes you could use other damage types on a per-faction basis, but trying to find a single damage type that gains the innate DPS buff against the entire faction you're up against is impossible. You will lose your +75% bonus on other enemies within the same faction, and even gain a -25% or even -50% debuff on other enemies. That's the main reason viral is used on most primary weapons, not JUST because of the status effect.
And resistances like machinery and infested only reduces the damage of the viral application. Not the to health damage bonus of the viral status effect. They will still take the same increased percentage damage to health as anyone else.
I basically build every gun to be one of four things; Viral/slash if im not planning on armor stripping. viral/heat if i am planning on armor stripping. Corrosive/heat if i just want to hit hard. Or radiation for archons. If you're doing stuff thats below level 200 building this way will make most A tier and above guns melt through grineer, if your're not fighting grineer it doesnt really matter how you build stuffs gonna die, and if you're fighting above level 200 stuff, why?
Also, priming is cancer.
Agreed, priming breaks the flow of normal combat
It's not that I ignore faction mods, it's that I main Rhino and his Roar is already coded as a faction damage buff for all factions, stacking additively with other faction bonuses.
So it actually comes out better for me to add more paper damage in that slot, because it's already getting a 150% faction bonus.
As someone whom knows how to add and multiply, I can confidently say that 430% (100%+165%+165%) is greater than 410%~ (265%*155%). Sure, if you have only one damage type on your entire weapon it's gonna suck, but having duplicates of one damage type isn't terrible until you have 3 or 4 of them. A little more math to prove the point, 2*2*2*2=16, but (2+2)*(2+2)=16 too.
I do know there's the double dipping thing with faction mods too but that's exclusively tied to DOT status effects. Even with the boost to DOT, it isn't game changing enough to warrant switching it out for each individual mission, and especially not enough to get every one of the primed bane mods which are expensive and a hassle to get. The normal bane mods give a 30% boost, which isn't even helpful enough to consider using in place of another mod that could actually compliment the build, like fire rate, stat chance, crit chance, crit damage, raw damage, elemental damage, or multishot. I even choose reload speed and mag capacity over *prime* bane mods because of the utility they bring to builds.
I just realized that halfway through this turned into a rant about bane mods😭but you get the point. I didn't mean to come off as rude, but it itched me the wrong way when he said "if you get this then you're smarter than 90% of all other Tenno," and "we could do the calculations, but I think you get the point" when he didn't do the the calculations for everything he said in the video himself. I know this video is over a year old and this comment will probably never reach anyone, but I just wanted to let newer players know about the flaws in what he's saying. But on the other hand, if I'm wrong about *any* of this, I would appreciate it if someone corrected me.
Other than the DOT procs, the accuracy debuff on HC makes a fair few weapons hard to land headshots on. And headshots is another multiplicative that stacks even more. So basically that 430% damage is less likely to headshot (X2 = 860% dmg) than the Bane 410% (X2 = 820%) because of inaccuracy. Ofc it depends on the person and weapon but that's one reason hc isn't always best in slot mod
In general I agree tho, the video is far too simplistic and misleading in some ways
@@adventofnull I do agree with that, tbh I've never even used heavy caliber so I haven't experienced how bad the accuracy loss is :). I was just using it as an example since that's the main example he uses in the video.
“Mod for in-mission performance, not on paper damage” huh… that’s actually helpful advice for ANY game with customization, hell with that advice I’ve recognized that’s a problem I have with designing builds as a whole. So thank you for that.
I can not believe I have 1,400 hours in this game and I am only NOW learning how the damage numbers interact with each other!! Thank you for the amazing video!!
Saaaame
3:35 this is incorrect, viral still gets its bonuses against armored grineer, it is just also getting mitigated by the armor. Corrosive on the other hand becomes stronger when combined with viral because the bonus against the armor type gives it armor penetration against that armor type.
Gotten to MR 25 without bothering to use faction mods, and as long as I need to, I intend to keep it that way
MR 19 rn, still never used a "faction" bane card
Never will so long as I can
3k hours on record, been playing since 2015 on and off
never used a bane/faction damage mod once, and never felt the need to.
i am mr7 & i am still mindf*cked from how to mod for best damage against all factions in a whole, while still keeping good health, armour, and shield. put it like this; i am mr7 and i struggle solo on lvl 3 eudico bounties lol. is there a way to increase ability strength too? because i can't even make kills with embers inferno, i have to finish enemies off after using it; they get low on health after the burning but they never actually die :/, but with my frost i can perform avalanche and lvl 35 enemies will just drop dead instantly, i don't get it lol. ive made the mistake of maxing out my mod fusions too, and now the game is introducing these white mods that i can buy from syndicates and bounties with maxed out fusions, at a farmable cost. still have no clue what rivens are, how to get them or how to use them. i see little humans running around in open worlds and i have a little human as well, but can only use it as a ghost thing that pops out my chest lol. game is amazing & i cant get enough after 5 years on and off on 2 platforms, but it is probably the most confusing, mind scrambling, lose track game that i've ever played lol.
MR is only how many frames/wep you've upgraded to max. It has absolutely nothing to do with damage. Tf are you talking about?
@@requiem4ameme929 it also keeps em from using some of the better weapons and mods in this game like rivens. It's also an indicator to how much experience and weapons/mods they have at their disposal however it's a soft indicator.
This video is extremely helpful. Of all the hours I have in Warframe I still couldn’t understand why my mod build wasn’t doing enough damage. You’re the only channel that was willing to edit and show what you’re talking about in the most simple way possible. Subscribed
First time I see a new player oriented video that actually gives good advice like using external primers for viral, using bane mods and avoiding stacking additive mods. This is worth a sub. Good job.
As a Rhino "main" I don't use bane mods since Roar's buff is basically a bane mod for all of your equipement and abilities.
Also if you play Chroma, avoid Base Damage mods, his damage buff is purely base damage, unlike Rhino's Roar. Just slap more elemental and physical damage mods instead.
Very true ^^
I mean in case you go for DoT with Rhino then Faction Mods would still be helpful due to double dipping but in practice Roar is really all thf Faction Damage you need. Especially in mixed faction missions 😉
this is probably not up to date anymore since the complete damage rework... would love to see a new version of this video
No need to switch when you can create several different configurations you get 3 by default and there’s only 3 factions you always kill Grineer, Corpus and infested. Each have a primary weakness that can eliminate them quickly. You also wield 3 different weapons to equip those weaknesses.
There's also orokin(corrupted), narmer, sentient and the murmur all of them are their own faction. Hit up the codex and check the factions tab. Also with the latest damage rework in steel path its best to try and match the right elements to the faction being fought or the big damage you see in one mission all of a sudden falls to doing almost nothing over a faction change ❤
thx for this. Ever since I've unlocked Steel Path, I have been struggling with said enemies, and had to rely on "leeching" from other players.
I would use faction damage mods a lot more if they had their own designated slot. Even more so if they required less capacity. For me, it's not a matter of not wanting to put them on in general, but frustration from having to give up another mod I actually also need.
Also having to change it every mission you do.
What he didn’t mention is that faction mods double dip on dots. For example, slash procs would get the multiplier twice multiplying their damage by something like 2.1x if it’s a primed mod. So much better than doubling up on a stat you already have. Furthermore there will pretty much always be space for faction damage on any build intended to do damage
As person who completed steel path, some of your advice is incorrect, when you said running viral in your main weapon won't work in steel path, then proceeds to show Corrosive damage in steel path. Infact I can easily use Gas damage through steel path, the game, it's not difficult and it doesn't need to be complicated.
This video is incredibly misleading in some aspects, however adding 2 damage mods is a mistake I have done, and paper stats in Warframe can be tricky especially when you have mods that substantially increase damage but it doesn't show up on Warframe stats at all.
My biggest regret is following UA-camrs advices when it comes to moding, it's messed me up so many times, it's better to test out the mods for yourself.
"A special place in hell for everyone who is too lazy to use damage to faction mods"
Gotta go oil my coals so they stay nice and bright for this coming winter.
Played the game for 4 years and never put a mod on for specific enemies. But been away for like 3 years and they changed everything.
Same with me
30k endo seems so fucking insane as a new player like i struggle to get like 600 for my mods
Yep, that's quite the number, indeed :O
consider: Ayatan treasures. They can be quick source of many endo. Even as a fellow newb I got decent endo rn from just one Ayatan treasure
I mean yes faction mods do more damage but gonna be honest it is not worth the hassle to change bane mods every few missions just to kill an enemy a few milliseconds faster. Especially bc warframe is pve. It just doesn't matter as long as I can comfortably get through the content
This video really open my eyes on what I should be doing and giving me a new perspective on Warframe.
It's almost like Monster Hunter on how much I need preparation before I start a hunt.
3:43 "only applies to unarmored grineer, and corpus flesh", so it still works for pretty much any setup that can easily armor/shield strip... which is also faster to do than swap to a secondary hit a couple of times, and swap back to your primary...
Yeah he really should have mentioned armor stripping when talking about viral since that's kind of the point.
@@Greenleaf_ the real irony is, he should have talked about using viral against infested. which is useless as most of them are imune to viral status in the first place
@@marcosdheleno What he *actually* should have talked about is the fact that viral is often used in conjunction with bleed, which is incredibly busted.
My biggest mistake being on the thumbnail for all to see stung, glad I’m a bit smarter nowadays but this vid helped too lol
You earned my sub just for that simple diagram you showed at the end. I can't tell you how utterly confusing this has been until I found this video. That diagram managed to explain everything in the most simplistic way and that is some serious teaching skills right there. You deserve 1 mil subs for just that
So for those of you who are still confused as to how diminishing returns work, let me over-explain how it works.
As a statistics/excel nerd lemme explain how relative values in diminishing returns work. See, the way I usually do it is by looking at the damage values *relative* to themselves before looking at it on other values.
Let's say you have a build that goes like this rawdamage*elemental*multishot*crit
so it looks like this 4*2*2*2 (the 4 being serration damage.) As you can see, this totals up to 32.
But let's say you have a choice of either adding +2 damage OR +2 multishot. If we do +2 in damage we get:
(4+2)*2*2*2, which means we get 48
but if we instead chose to boost multishot by +2, we instead get:
4*(2+2)*2*2, which gives us 64.
Now how did we get a 33% boost just by increasing multishot over raw damage? Well it has to do with the relative values of the damage types we've just increased.
See, if we increase serration by +2, we are only increasing our serration damage output by 50%, whereas if we increase our multishot by +2, we are effectively doubling our multishot. So if you wanna minmax, see which values increase the most percentage-wise relative to *THEMSELVES.* A +400% serration damage on primary is oftentimes worse than getting +200% multishot for this exact reason. Because most of the time, we already have so many sources of +damage, but we have less ways to get +multishot Hope this helps!
My määän, I salute you, thank you so very much for this simple way of saying it. I have always been bad with warframe damages and always looked and copied other people's builds, thank you very much
As a nataruk fan the -90% max ammo +325% damage riven is perfect for me
Hahaha I believe that xD
Are people really that scared of math that you can't just say "it's additive instead of multiplicative" without easing into it with "we're going to have to do a little bit of very basic math, don't get frightened"?
Some people really struggle with maths, yes. To the point that it's intimidating.
Biggest single tip for good damage output I can give: Understand how each damage type stacks, and specifically if mods are INDEPENDENT MULTIPLIERS. You want as many independent multipliers affecting your damage as possible; don't have a ton of mods increasing just one type and ignore the others, when a spread of independent multipliers will have a much better effect.
Base damage is the core of everything.
Elemental damage mods calculate off of base damage only, they do not multiply each other.
Faction damage mods are independent, and multiply EVERYTHING.
A faction Weakness/Resistance to an element multiplies ONLY the Elemental portion of your damage
Viral damage buffs to enemies multiply everything.
Armor stripping (such as from Heat stacks) multiply everything when they are armored foes (Grineer for example).
Multishot multiplies EVERYTHING.
Your EFFECTIVE crit damage DPS multiplier, which is a factor of the damage multiplier times crit chance (i.e. a 2x damage multiplier with a 50% Crit chance becomes a 1.5x actual DPS multiplier) multiplies EVERYTHING.
The actual effective damage math can be a bit tricky to deal with, but factor in all of the aspects above to truly tease out high damage setups.
Oh my god... this is the clearest that the damage calculations have ever been explained to me. I stuck with a viral loadout because of the damage multiplication but constantly felt like I was going to be stuck in the low-tier of steel path because I just couldn't output the right amount of damage. I've been playing this game since... the end of 2017 and had no clue this was how damage worked.
0:30
I remember trading for prime mods and trying to explain to people that a rank 9 mod and a rank 10 mod are not even close to the same thing, a rank 10 mod requires literally the same amount of credits and endo to go from 9 to 10 as going from 0 to 9, giving me a 10 plat discount is not an equivalent compensation, especially for lying in the first place that you were trading a level 10 mod
5:25, the Daikyu seems largely the exception to the rule from my experience, but then again anything that turns players into those goddamned Anor Londo archers firing those bloody Beach Umbrellas is probalbly bound to be an exception anyways.
I do mod correctly but i would rather die than having to change faction mods before every mission i prefer to just do the slightly lower number lol
Solid video actually for DMG optimisation. Although the point i would stress is that you do not need a fully optimal load-out to clear SP, Archon hunts and NetraCells. I do 2 of these points such as using Viral and not bothering with Faction multiplers but my end game builds still work for clearing anything in the game. Prioritise enjoying your builds then maximising them.
And to even build further on that, you don't need the most powerful build at all in order to have fun. Sometimes builds that are slightly weaker can actually be more enjoyable to play if you don't want to do the usual melee heavy play style for example
@@falxonPSNyup! Just have fun. I have a totally anti-meta setup that I run with mainly, that relies on the sheer volume of corrosive and PUNCTURE procs a kuva drakgoon with primary frostbite and corrosive cold can do, to kill off basically any target, at least running hydroid.
Why? Cause I got bored of how weak viral slash *feels* to use.
The 2nd tip is just flat wrong technically, I understand your statement, but that's why we put heat on our weapons as well as heat strips armor. Which is why you will hear Viral/Heal instead of JUST viral damage.
Heat gives a 50% armor strip. That's powerful, but it is objectively better to have an 80% strip (corrosive + heat), in addition to full viral stacks.
I'm glad they updated the "auto-install mods" feature!
It's really solid now, especially when you just want to level guns for mastery fodder or can't be bothered to figure out an optimal build for each weapon you want to try out.
It's not perfect, but it's waaaaay way better then it was before, often giving you a great base to build off of.
Kinda crazy that they just changed this a few weeks ago.
This feature was overdue.
When modding a weapon i always use this feature . It gives me the "best dps on paper" option, and them i can start customizing the weapon for my gameplay
I don't believe either of you 😱
@@lookalike4805 Try it out then!! It's so much better now, but you definitely need to fine tune it.
Sometimes it puts lvl 0 mods in it just to fill the mod slots 🤣
Yeah I saw the patch notes for those Changes and I still don't believe Either Of You. 😱
Amazing channel, im 2 weeks in the game_ you have all the down to nitty gritty answers to my beginner questions. huge thanks!
Aaaaw thank you so much for all the love
i see no use for the faction damage mods seeing as there isn't a full set for every enemy type in the game, some enemies dont count in their factions, and just as an added spur, a majority of content requires you fight more than one faction at a time, like Eidolon Hunting, Railjack, Duviri, Relic missions, etc. so your kneecapping yourself by expending a slot and a ton of capacity that could be better spent on something like 2 status + damage mods, a high end riven, or even an attack speed mod or combo mod if its a melee weapon
i’m not trying to argue with you and i think your point is valid but the mission types you gave examples of having multiple factions to fight all are very simple when it comes to factions, eidolons faction mods are unneeded and useless, RJ has at most two factions with one of them being the main faction you fight unless it’s a void storm, duivri has only one faction you’ll be facing and that’s corrupted and thrax and afaik thrax don’t have a bane, and relic missions will be mostly either corrupted or the main faction for that node.
Thanks for covering diminishing returns! I see a lot of people trying to stack crit chance mods but only really the Burston Incarnon can get away with Critical Delay and Galvanized Scope because it’s enough CC to actually bump it up a crit tier.
Take a riven on the Tenet Arca Plasmor for example. Critical Deceleration already gives 200% CC. Another relative 50% or so won’t add much to that. Fire-rate actually ends up being better so you’re putting out those crits faster. Though funnily enough fire-rate is also affected by diminishing returns.
CD and MS are diminished the least but only after you’ve applied base damage from Arcanes and aren’t relying on raw Corrosive damage. Then there's things like the Phenmor which throw CD out the window.
That's actually Opportunity Costs not Diminishing Returns.
Yeah, I always go by the motto to first have one mod of each type and then double down into whatever I see fit ^^
This makes so much sense. I began a few weeks ago and a buddy told me that Viral gets me the big boy numbers, but in a lot of scenarios I noticed my damage kinda falls short in late game stages like you mentioned.
He was not wrong, just didn't give you the full info.
Viral works as a dmg amplifier to enemy health with each stacks (capped at 10 stacks), going to 325% more dmg or something similar.
Usually people who do long runs they use a primer (a weapon to quickly spread viral stacks on enemies) to amplify the dmg from their main weapon
faction damage is a drop in the bucket if you build properly. i dont use it and i outdo most ppl, the very few being the occasional random in a sp curcuit. or an alliance member.
In a way its like viral, u can get it from another sorce(roar)
It's not that I'm too lazy to use Bane mods, it's that I can't afford them.
Especially the Primed Corrupted one
I feel that! I'd opt for Grineer and Corrupted first. Corpus and Infested are weak enough so you don't necessarily need them ;)
Hands down thee best explanation I've gotten in 11 different videos I'm subbing for sure your great keep doing what your doing
In all my years of playing I'm just now having this explained to me.
Then I'm very happy I could help ^^
I never understood the warframe modding system, but that last bit actually cleared up a lot for me, great video!
Ill take on faction mods when DE gives us a machine that converts all of them into one that just says "faction damage" XD
Yeah, it's technically more possible than matching health types since you know the faction whatever mission type you're going into, but it's a classic trade of convenience vs. cheese. The idea of switching loadouts per faction is laughable IMO. True garbage mechanic.
@@djmcbratney im not even saying for newer players cause they dont quite need faction dmg in the starchart but for high mastery i personally wouldnt mind them to tell me i need to fully upgrade all of the faction mods (that would already take quite literally a kidney of endo and credits to do so) to let me fuse them altogether into a single mod. That would be a smart move for them cause it would force players to actually farm for lots of ducats, credits and endo trought a couple of months since u would need to max 4 lvl 10 mods times 3 if u wanted for every weapon class lol. But they simply cannot see the opurtunity
@@AlexN0704 Ehhhhh - the purpose of faction mods is to force you to switch them for different enemies, though, and that's a stupid reason for a thing to exist, but it's still the *only* reason they do. I'm not going to say that DE has never introduced a mechanic that requires resources and grind or plat to simply invalidate another existing mechanic - that's what aura forma is, for instance, where polarizations are a mechanic for making you dedicate to a choice, and aura forma then turns around and lets you get the benefit to your builds without costing them anything, just costing your progression by being another thing you have to grind out. "Bane of Everything" wouldn't be so different from aura forma in that sense.
But if you really did that, and had a weapon mod that's just 55% Roar? Weapon damage, multishot, crit chance, crit damage, and elemental damage are each a category of "stack that multiplies against the other stacks for your total damage output", each with some kind of flavor that at least affects the numbers coming out of the gun in slightly noticeably different ways. Faction damage is another, further stack, and one that's already mechanically uninteresting and has exactly the same effect on the numbers that weapon damage does, just again, in its own separate, multiplicatively applied stack. If you remove factions from faction damage, it's just Weapon Damage 2, Serration again but multiplying against the other Serration (or rather, against Primary Merciless, because if you're still using Serration now it'd be the slot to replace with Bane of Everything.) It's not something you'd have ever introduced if you were building the whole system fresh.
I'd much rather just have faction damage ignored and forgotten than have it become usable as just another row on the spreadsheet. It's not as if weapons other than melee are even fun to build or involve any choices now, there's just always going to be one build that maximizes DPS and anything else is suboptimal means to the same end.
Why I will never use faction damage mods?
1. Because I am not constantly playing vs. one specific faction. I absolutely do not want to switch out mods after EVERY damn mission. The time wasted for doing that is bigger than it takes me to kill the enemies without faction mods.
2. There are plenty of missions which spawn multiple factions. The damage bonus I would gain from a faction mod would result in a damage loss against the 2nd faction in that mission (because the mod does absolutely nothing in regard to that 2nd faction).
3. The game meanwhile has game modes that depending on the waves spawn different factions. Same reasons as in 2)
4. Not every faction of the game has a faction mod. Nothing for Sentient, nothing for Narmer, nothing for Dax/Wild. Using a faction mod would mean to lose damage here.
5. The 55% damage increase mentioned is for the Prime mods only. A new player who is in need of additional damage early in the game has no access to the Prime mods. A player who is into the game for a longer time already and has the resources to get the prime mods and upgrade them to get the full 55% damage increase by default should not have a big issue dealing damage anymore even without faction mods and playing on Steel Path.
In my eyes these mods only exist for high-lvl endurance runs vs. very specific factions and/or to show off ridiculous high damage numbers on screen that are actually not even needed to make the kill.
So yeah, screw faction mods. Not worth the effort.
This. Also, since i missed quite some time not playing warframe, its gonna be pain in the ass waiting for baro to bring all faction mods, and i can't purchase platinum, so its harder to get lots of it. So screw it, im not going for factions mods until i have at least all of melee faction mods.
Your points are valid up to a certain lvl. But you don't really need to switch mods for each mission, take 30 mins of your time and create some loadouts.
Mostly faction mods are used in disruption runs or other high lvl farming spots (beside khora)
It kinda amazes me you are lazy enough to mod your weapons, but not lazy to write this whole bs
@@sprinngam2536 It amazes me that you found a counter argument to ONE of my FIVE points. Loadouts would btw only work if you have fixed warframes and weapons to use. Creating loadouts for all frame / weapon combinations just to switch out faction mods is something that most definitely takes more than 30 mins and clearly is not worth the effort.
Then again... for what? Fancy numbers? I have not encountered any enemy in the game that would not die within seconds (or faster) even without faction mods.
@@SWATOPR8R1 you didn't encounter enemies higher than 1k it seems, also most of ur argument arent even valid
@@sprinngam2536 if you say so. You have absolutely no idea what enemies I have encountered and actually this validates one of my statements from earlier.
But feel free to believe what you want. I stick to what I have said. 99% of all players will never even need to use these mods or want to use these mods for the various reasons I have pointed out because they are just simply not needed for normal gameplay.
Seriously, with every update DE makes the players more and more powerful. Every new weapon is more powerful than the last. Every new mod has to overpower the existing ones and since we have weapon arcanes damage numbers go through roof. People did endurance runs to such high lvls before all that...maybe back then factions mods were a must have... but not today.
These days we are even in a situation where the devs think that double buffing weapons is the way to go.
Underperforming weapons were meant to get buffed via Rivens and Riven dispositions but now we also Incarnon on top of that... and Arcanes... and Galvanized mods... and... argh well... if you think you really need faction mods these days to do damage then use them.
One thing to note is that if you're gonna bring faction mods to a relic mission, when the void fissure corrupts a unit it actually gains the Corrupted faction and loses its original faction. So it seems to me that bringing corrupted bane mods to void fissure missions would be the best call overall.
In general I would agree given that Corrupted are generally tougher than their uncorrupted counterparts 😉
Duviri enemies are all corrupted as well!
I was desperately looking for a descriptive damage breakdown like this thank u so much I always thought faction damage didn't matter to much but knowing that it multiples off the ending amount of damage I definitely changed my mind ima probably still not use it in lower level mission but this was so helpful ima changed man.
Thank you for the awesome feedback, Bro!
I don't know much English, but your graphic examples helped me understand more what you were saying throughout the video.
good video bro
I equip good looking mods, don't look at my stats and spend half a year playing with a terrible build. We are not the same.
7:25 i actually like pineapple pizza, almost as much as i like keeping an all-around mod build on my weapon without faction damage. Im mostly casually playing but I'll change for serious missions if need be.
The faction mods are only good for double dipping on status weapons, which honestly takes too long; everyone runs crit for the most part, which means the only builds that really benefit are the ungodly boring slash proc ones, maybe the gas ones if you're feeling silly. You're better off just stripping their defenses for all the good it does you. It's actually quite nice if you're using toxin vs corpus, especially on steel path, but other than that, viral spam with max damage is just how it is because DE didn't think their rebalancing through all the way. Also, viral damage is different from viral stacks. even if the target is resistant to viral damage itself, if you manage to get all the stacks off anyway, the multiplied damage more than makes up for it. Thats why DE had to make the infested on deimos completely immune to viral, because like or not, viral on your main wep is just plain op. Use the heavy caliber, ignore the faction mods unless your weapon can't crit for crap, put viral on everything. That's warframe. I doubt they'll ever fix it.
I think Bane mods are good if you have Xata's Whisper since it double dips. Correct me if I'm wrong.
@@Greenleaf_ Yeah, It does double dip on that. Also double dips on body part weaknesses and it has weird interactions with certain weapons. A decent ability, for sure.
Nice to see if DE can make it so when you join a mission , what ever the faction your weapons for that faction can be loaded. I hate having to equip a weapon and secondary and melee for a faction and then join another game and having to switch again. Be nice to just be able to choose a loadout while joining a mission before you start it.
I think there is the option to change your loadout in navigation, youd need loadout slots available tho and i think you only start out with 1.
One more thing is sentinels can use the Helstrum rocket launcher, which fires rockets in a burst with high status, so its the robotic equivalent to a panzer vulpaphya, which you can add to carrier :)
I wonder which is better in practice. Helstrum or Verglas?
@@The_Deacon__ Verglas is better single target dps, helstrum is better for status spreading as it also has aoe. But honestly both are pretty close in damage, especially if you use hunter munitions on the helstrum as direct hits force proc impact.
with multishot it will fire more than 6 rockets at once, each with a 70% chance to proc slash.
I have to say, the information about viral not affecting armored grineer is wrong. Viral bypasses armor, but not shields, so it can be very effective against even high level steel path targets, especially when paired with slash procs. I've been playing for the full 10 years, and you can even read about it on the wiki page for Viral damage types.
You're exactly right. It's kind of funny how he teaches about how damage works, and then goes on to say something that is completely wrong. You can easily find the correct answer by simply checking the first thing on the Wikipedia page. It's quite amusing, to be honest. "The status effect of Viral damage is Virus. It amplifies damage to the health of the afflicted target by 100% for 6 seconds. Subsequent procs add 25% increased damage to health up to 325% in total after 10 stacks, with each proc having their own duration. This effect will work even when the health is protected by armor ("yellow health"). Only the shield is not affected."
I am talking about the damage bonus, not the status effect. That is +75% against cloned- and Corpus flesh. I even explicitly said "While the status effect of Viral is pretty busted - making enemies more vulnerable to your damage - the actual damage bonus it gets..."
Viral does NOT bypass Armor. 😐
I might be Mistaken but I think one of the Reasons why people think that it Does is because of the Strange Way in how some Content Creators Explain what their Build Does. 🤔
I don't think faction mods are underrated. tbh I think most people know how strong they are but they are quite tedious to use with the right builds you can get quite far into steel path without having to change mods every mission. It's strong but you can do so much damage already that imo are not worth the time changing every mission especially for my sanity.
Cant explain how many math teachers i ruined with “is the base or total number multiplied”
Finally understand how the damage calculation works! The explanation on additive and multiplicative was so simple... :D
Anytime I watch anything warframe related, the more I get confused
Hi i am a fellow Legendary 2, i have put almost 3k hours into warframe and i have been looking at all kinds of videos over the years about how damage is calculated. and yes they got to the same conclusion u did in this video, but u explain it in a "Very Easy To Understand way". every person ive seen explain this has just confused people, myself included. but i still kinda understood the nitty gritty so to speak of warframe. but let me just tell u... new players are not gonna understand those other videos at ALL. u explain it like i said in a very easy to understand way, and that is very good for new players because. as many of u probably know the numbers in warframe are straight up lying to u. So to be able to break it down yourself and MIN-MAX your builds is INVALUEABLE. 👍
How old are you?
One way I like to explain diminishing returns is by envisioning a bucket of water...
Let's say you have 10 units of water in the bucket, and you add another 100% - 10 units. You now have 20 units, which is 2.0x the original amount.
Now I have a bucket with 20 units of water. Let's add another 100% (of the base amount) - another 10 units. I now have 30 units.
Don't compare this to the original 10 units! Instead compare it to the 20 units we had before adding more. 30 units is ONLY 1.5x BETTER than 20.
If you continue this, and add another 10 units to a 30-unit bucket, you only increase the amount by another x1.33
That's a nice metaphor, thanks for sharing 😉
Overall I like the emphasis you placed on faction damage and introducing people to the concept of diminishing returns in modding. However, there are a few misleading and incorrect statements in the video that I noticed, and I think it would be beneficial for new players to know the truth on some things.
Viral is more important in Steel path. Viral directly counters the enhanced health buff that all of those enemies receive.
Viral is the most universally good combined element in game. Every enemy unit has health, so if they are able to receive viral status at all, then they are weak to viral.
Viral is not a multiplier for base damage like serration or your hypothetical riven that gives base damage. Viral status de buffs the enemy to take x% more damage from you to their health bar.
In laymen’s terms it’s (Base dmg + Serration) x Viral Status = Y
And NOT what you explained in the video, which was (Base dmg + serration/hypothetical riven + viral)= Y
You get viral for the status effect. That’s why players kit their guns up with Damage over Time statuses (heat, slash) and sometimes faction dmg in addition to viral, which will more than offset any disadvantages viral has in terms of enemy resistances.
That works for low level content like base Steel Path. But there's a reason you see people use a dedicated "primer" weapon for endurance runs.
@@crushavg 100% correct. I actually went back and forth on whether to mention primer weapons, since the video was geared towards newer players.
Viral actually is good on a primary if it has slash damage as its primary damage type. Slash itself has reduced damage against armor and robotics, but the slash procs (bleed damage) ignore armor and attacks health directly. So if you have viral procs reducing the enemy overall health, it takes less time for those bleed procs to kill them.
One thing i love from your channel is how you go directly to the topic of the video, always with that god-tier level edition. Keep going!
i'm MR20 and still haven't maxed my Vitality mod
i’m MR22 and just maxed it out 😂
faction damage is criminally over-rated!
The number of new players I've met who lost interest because they were told they needed faction mods by clans or UA-cam is depressing and how easy it is to bring them back just by saying I don't use them is scary.
You don't need faction damage till you're facing level 500+ at which point you should just extract get some refreshments and restart the mission because your wasting time fighting overleveled enemies for rewards you could be getting from lower level enemies.
if you happen to stumble across one and know you'll be fighting a single faction for an extended period of time by all means slap it on, its an amazing damage buff but you don't need it and definitely shouldn't use it on your daily use gun. the only faction mod I'd pressure someone to get is a mid game player looking to farm MR at hydron, serration plus bane of grineer will set you up for life on that grind.
personally I never used faction mods because everyone who told me to use them were assholes about it and I didn't want to be part of that group of cry babies, now I still refuse to use them out of principle because people get excited to jump back in when I play end game content without them.
is it a good mod, yes, is it a crutch and is your build bad if it can't function without it, also yes.
As a new player, that is really good to know, thanks
1600 hours, never bought a faction mod, simply can’t afford the extra ends and ducats with all
The other staff that exist
it's much better now that we have the elementalist mods as an effective replacement
even if we're talking about level 500+ SP endless missions, faction mods are still not required
you can easily take some weapons without faction mods to level cap
Faction damage should be explained somewhere, just a parenthesis saying (multiplies final damage number by 55% against grineer) somewhere in the game would make that mistake in particular way less common
Tip #1: you don't need faction mods if you are playing as mirage
Holy hell... I thought the damage mods were additive and not multiplicative. Thank you.
Nope, Faction damage is multiplicative 😉
this guide is like 60-70% accurate... in broad terms it's mostly good tips but at the end of the day, you ENTIRE build matters... sometimes your frame will have armor stripping which means modding for armor removal is a killer, sometimes you have a dead skill on your frame that can get replaced with armor strip or roar/eclipse which negates need for armor strip or faction mod respectively... Maybe your companion IS the dps and YOU"RE the primer, odd but I've seen it work weirdly well depending on the companion. There's no real one size fits all way to play/build and honestly just pumping up numbers works up until like lvl 160 which many players don't even get THAT far, they're just paddling in the shallows...
I come from a time where you upgraded mods through fusing other mods together.
As someone who is not exactly new but still doesn't really know what they're doing, this was extremely helpful
I'm happy you found it helpful ^^ Hope you'll be able to amp up your damage even further now 😉
Thank you for the nice feedback ❤️
Hey I'm going to start playing Warframe...
Spends one hr playing the game and then two weeks of watching WF "how to" videos on UA-cam.
"1000hrs of video" Warframe player✅
I recommend more playing and less watching videos. Videos are good and all, but they wouldn't farm endo or mods for you.
The problem with not modding viral on your weapons is that you do not have companions in The Circuit at all, and no guarantees at a primer. So, while I’m not saying you’re wrong, I *am* saying that your point needs an asterisk.
Do not install mods that give the same damage bonus, of course it sounds nice, but.... playing through bleeding everything turns out to be somewhat different. Every mod that increases the base damage of a weapon will also increase bleeding. More precisely, bleeding in the calculation of damage takes only the base damage of the weapon and mods that increase this base damage. Of course, the factional bonus is also taken into account here, but it is taken into account twice. in any case, if you rely on bleeding, be sure to install all mods that increase the base damage of the weapon. Thus, you can play without elemental damage in weapons at all by installing a serration, a heavy caliber, a faction mod and a rift mod that gives damage as a percentage. Then there are mods that give status and, as an option, install a mod that increases cut damage to increase the frequency of triggering the bleeding status and not piercing or impact .as a result, the enemy dies from huge numbers of bleeding, especially on weapons with high one-time damage. Bleeding ignores armor. so there is no need to install elemental mods at all. With weapons that play on crits, everything is more difficult since you need to install 2 mods for crit chance and crit damage. There are only 2 mod slots left. There are slightly fewer variations in assemblies. on the other hand, using a weapon that plays through crits but does not have the main slash damage, you can install a mod that has a chance to inflict bleeding upon critical damage to the enemy. in any case, when playing through bleeding, on the contrary, you need to install as many mods as possible to increase the base and final damage, ignoring mods that give elemental damage.
I’m an ember main and I refuse to use anything other than fire elemental damage 💯💯
Ember is godly and the fire will cleanse the grineer of their sins 🔥👄🔥
"think how your whole loadout works together" nah, no need if everything can function solo.
i use Xata's wisper as much as possible XD void dmg ftw
This dude just told us all viral bad viral bad and then proceeded to tell us that viral is actually good enough to sacrifice your companion slot for it, LMAO.
Yes.
To be fair, he just said not on the main weapon, just on a primer. To maximize damage
@@the_homie_nero I honestly just can’t get behind that line of thinking, it’s honestly all preference unless you’re using puncture and/or magnetic lmao. Everything in this game is the same thing but a different flavor except for a few positive and negative outliers. Other games you might actually have to worry about what’s good but warframe overall feels very balanced because everything has the ability to be good through mods. If you have enough time I’m the game and thorough enough understanding you can overcome any challenge with any build.
faction damage is clearly extremely powerful, especially since the damage from your weapon double dips from that, and other mods. Problem being (for me at least) the primed faction damage mods are nowhere to be seen. Maybe Baro will have them soon