[WARFRAME] DO MORE DAMAGE! - Ultimate Gun Modding Guide - Learn How Damage Works!

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what's good folks it's nightmare frame here with a new warframe video coming at you with hopefully a detailed guide on gun modding i will go over how damage is calculated and how it affects your guns when modded along with different types of damage multipliers i want to help you understand about the mods and arcanes how they work together and when you should use them and why everyone learns and understands things differently so i want to make this guide welcoming to everyone since this is a video game and people need to have fun but at least understand the fundamentals of modding this video was also made possible with the help of a friend liam xp do go check him out let's have a look at the main breakdown of guns and what makes them do damage alright let's start off with the term multipliers there are many but to keep it simple here are the basic ones elemental base damage crit damage faction and multi-shot multiplier yes as implied they all multiply damage that damage being your weapons base stats otherwise referred to as base damage and as they are multipliers you can apply them in any order when calculating your total damage there are a few terms that you will need to understand before moving on one of the most popular being additive damage when someone mentions additive damage they are referring to the addition between two mods or arcanes with the same description to give an example we have the monsteration which forms a part of the base damage multiplier when we add a mod or arcane with the same description they are additive to each other meaning that if we add say a heavy caliber this mod stats will simply add to the serration stats now that we got that out of the way let's take a close look at the main multipliers in order for you to calculate the elemental damage multiplier base damage multiplier faction damage multiplier and multi-shot damage multiplier you first need to convert the percentage of the mod to a decimal and simply add a one so for example if we wanted to figure out our base damage multiplier when modding it with a rank tensoration we take 165 percent of that serration convert it to decimal which is 1.65 and add a one so our base damage multiplier will equal to 2.65 so when you apply serration on your weapon what you're really doing is multiplying the base stance of the weapon by 2.65 so for another example if you equip serration onto the soma prime which has 12 base damage we multiply that by 2.65 we would end up with a total of 31.8 and this applies to all weapons okay going into seminar territory let's calculate the accumulated multiplier of a rank tensoration and a 90 elemental mod and this method applies to all weapons as well let's use the soma prime again as an example and we can calculate it like so take your base damage and serration which is 1 plus 1.65 and multiply that by 1 plus 0.9 which is your elemental mod being factored in now multiply the 2 with your weapon's base stats which equals to 5.035 and now take 5.035 and multiply that with the weapon's total base damage and you get your result of 60.42 so no matter what weapon you choose out of your arsenal the combination of these two mods will always be 5.035 times the base damage of the weapon try it out and let me know if your mind has been blown in the comments below so let's talk about elemental damage multipliers the elemental damage multiplier is comprised of well you guessed it elements but it's also comprised of physical damage mods these physical damage mods however do not scale off of the total modded base damage rather they scale off of the modded base damage of the physical damage type being modded that must be present on the weapon okay that was a lot of words meaning if there is no slash damage on the weapon and we apply a slash damage mod the slash mod will do nothing elemental mods however scale off the total modded base damage of the weapon unlike physical damage here's a little calculation for the math nerds to get a clear representation i added the brackets to make it easier for you to understand certain elemental damage that you pronk on enemies apply a dot aka damage over time damage over time is applied when procking the following status effects slash toxin heat gas and electric slash heat and toxin are single target and have 6 damage takes over 6 seconds after a 1 second delay electric and gas however do not have a delay and are both aoe and also takes six times over six seconds heat talks in electric and gas procs all deal fifty percent of the modded base damage over those six ticks while slash prox is 35 percent over six ticks but it makes up for it being lower by ignoring armor and dealing damage straight to the health heat toxin and electric prongs all scale off of modded base damage faction damage and their respective modded elemental damage so this means adding more of the same element will multiply the damage over time of that element while slash and gas procs only scale off of modded base damage and faction damage and do not scale off of the respected modded elemental damage type which means slash mods like sweeping serration maim do not affect the slash frog aka bleeds so in short when figuring out our dot we need to know two important stats the modded base damage and the faction damage and if you're calculating heat toxin or electric you need to know not only the modded base damage and faction damage but also the amount of heat toxin or electric we added to the weapon earlier you heard me mention modded base damage and some of you may be scratching your heads wondering what is this fancy word well this is another not as popular but extremely important term modded base damage is self-explanatory it's base damage that has been modified by mods or arcanes two of the multipliers that we talked about earlier factor into this those are base damage and faction damage when you apply these multipliers to your base damage in any order you will end up with a modded base damage value which is essential to figure out how much slash heat toxin electric and gas procs deal over time you may have noticed i said faction damage affects dots but it also affects the modded base damage this is also known as double dipping this term is most commonly mentioned when talking about faction damage and how it interacts with a d.o.t proc however there are other rare cases in which this term is applied such as the zymos double dipping into crits so what is essentially happening is that a stand is being applied twice for example if we have a 55 faction damage mod on our weapon when calculating how much slash proc would do instead of 55 it would be 140 percent which is achieved by multiplying 55 on itself via this formula now on to crit chance and crit damage multiplier to summarize crit chance is the probability that any damage you deal will be a critical hit and crit damage is going to multiply the damage that your crit has dealt looking at the soma prime with 30 crit chance this is going to give my palace a 30 chance to crit whenever we deal damage crits can be quite confusing to people because of the tiers of crit chance they are because in warframe crit chance changes color and your damage output the higher a critical tier you go tier one crits are yellow numbers that you see from one to a hundred percent tier two are the orange numbers when you go over a hundred percent all the way to two hundred and tier three is when you're going from 201 percent and over calculating for crit chance can be done the same way as base damage multiplier remember what we did with a rank tensoration turning into a decimal when calculating the base damage perfect now we take a rank 5 critical delay which is 200 convert it to a decimal which is 2.0 and add a one so the crit chance will equal to 3.0 and now let's multiply this with the soma prime's base crit chance which is 30 and you get a 90 critical chance increase very simple math so the formula is one plus 2.0 times base crit chance or one plus 1.5 if you're using a point strike it's the same formula with critical damage to calculate the increase in the multiplier but crit damage is kept in a multiplier state in the modding screen crits will increase the damage that your weapons deal substantially and also increase the damage that your dots will do since they multiply your overall damage when you crit modding vital sense on my soma will now allow my crits to deal 6.6 times my damage but remember damage in actual missions will vary because of enemy resistances and level as they'll also factor into your damage output if we have a look at the kuvachakur with a base crit of 50 percent and monet with a critical delay we get 150 now what this means is that we will be yellow creating 100 of the time and orange creating 50 of the time since we're getting real close to 200 crit chance we will calculate our additional crit tier with our modded crit damage let's take a look at the formula we take our current crit tier which is a tier 2 times that by our modded crit damage and -1 and our tier 2 crits will be dealing 9.2 times our damage okay here's a simple damage multiplier and that is a headshot multiplier basically getting a headshot is guaranteed two times bonus damage and when you crit on headshots it's going to be multiplied by your crit damage depending on your crit tier the one confusing topic is the vigilante mods these set mods don't give you a chance to crit more however just give you a chance to hit the next crit tier basically if you're in a tier 1 crit it'll have a chance to take you to a tier 2. moving on to multi-shot to keep it simple this represents the amount of pellets your gun shoots out per bullet pretty much a chance to fire an extra bullet 100 multi shot increase is a chance to shoot out one additional pellets adding multi-sean is like adding crit chance but without any multiple multiplier behind it meaning if you have 1.9 with a split chamber that is a 100 chance to shoot out the original bullet and a 90 chance of shooting a second one with the same shots and now adding vigilante armament brings up the value to 2.5 meaning we have a guaranteed chance to shoot out two bullets and a 50 for a third one most weapons have a multi-shot value of one which is one pellet some weapons have more pellets than others making them quite versatile for status application and are well off against certain elite units with damage attenuation multi shot also helps with faster combo build up on snipers on beam weapons multi-shot bonus will merge the beams into one giving them a chance for the damage takes of beam weapons to be increased this is also based on the weapon's fire rate the additional pellets shut out have a chance to deal their own instance of damage meaning they can deal the elemental damage or physical damage type proc either status effect and vary in terms of crits out of your pellets one can be a tier one crit while the other a tier two and some shots might not even crits alright on to the final thing and that is falloff falloff represents the amount of damage you will deal to a target depending on your distance from it as your damage will diminish the further away you are the first numbers represent the range at which you will deal 100 of the weapons damage and going to the second number your damage will gradually reduce and cap off at the second number the projectile flight speed mods will help circumvent that a little bit as it increases the speed at which your bullets travel as they travel faster the falloff range is increased okay now that you hopefully understand how these multipliers affect your weapons let's have a look at some builds that can be served as templates for your builds in the future unfortunately i can't give you every single build out there and that's where twitch chat can help you out and if you have some concerns or you know use your heads that also works well alright here we are in the simulacrum all right let me show you how to mod a few guns since we're using the solo prime this whole time let's check out some simple builds for this weapon this is the flat damage corrosive build and here i'm running deadhead now these arcanes are base damage multipliers primary deadhead dexterity and merciless are all base damage multipliers that stack up to 360 percent with two utility slots since deadhead will not trigger off of damage over time kills i decided to use a flat damage build on it since we have the base damage i don't need to put serration or heavy caliber on the weapon because they are the same multiplier and they will be additive to each other so i decided to spread out the modding screen with other multipliers which is going to be our faction mod multiplying our initial hit and the damage over time multi shots fire rate is our utility mod crit chance crit damage our double elemental to form corrosive and a final utility mod this is just for some extra crits you can run whatever mod you want on this slot but since the soma has an augment i decided to use that instead and for the x-list this is just left here as utility you can either put projectile flight speed or ammo mutation and since vigilante supplies gives us ammo mutation and as part of the vigilante set well we're gonna be dealing some additional crits let's see how this build works okay summon our enemies boom and with soma's little augment allows us to stack up our crit chance and easily taking us into red cred territory which is quite satisfying when it comes to damage and since these guys are fairing armor they'll take way more damage from corrosive damage you can see right there ferrite armor they take 75 percent more damage from corrosive all right here we are with the viral hunter munitions build here i decided to go with primary merciless this gives us base damage reload speed and ammo maximum basically giving us more ammo in the reserves all i did was change the elements to viral and remove the augment in place of hunter munitions hunter munitions will allow us to prong slash on crits and you pair up with bleeds with viral we're gonna be dealing a lot of damage now let's check out how this build works all right as you can see right there we proc viral and the bleeds are just gonna be ticking over time killing the enemies really quickly very very deadly all right now let's move on to a very unique weapon called the bubonico bubonico is a shotgun so it gives us a lot of pellets and has fall off and because this weapon is also a projectile weapon meaning it has travel time see that the weapon comes with base toxin and it has an alternate fire that procs viral so you can get free viral procs without even modding for it here i put primary dexterity meaning if i kill with my melee it easily builds up my base damage we have our crit chance crit damage multi-shot our faction damage mod and since we're fighting corrupted hey let's do that more fire raid hunter munitions and now we have galvanized savvy picture this like conditioner overload pretty much any unique status effect on a target will allow me to deal more damage to it thanks to this mod and prime demo stock just to give me more magazine capacity because its alternate fire also consumes your ammo pull and finally galvanize acceleration to give me projectile flight speed and since this one allows us to deal more damage with each unique status effects on a target we're gonna be getting our ips toxin and viral and that means we can even use a utility primer and mod it for corrosive and heat so that's crazy amounts of status effect on a target to build up damage on this weapon to build up damage with primary dexterity all you have to do is kill with melee and you're getting your dexterity kills so you can prime enemies alternate fire for viral procs and look at that we're the ones shouting them so this is the first bill which is the viral hunter munitions build and you can also build this for corrosive since it comes with base toxin meaning we have one free mod slot and all we have to do is put prime charge shell and we get easy corrosive damage so what else can we put there well another utility mod and here we increased our critical damage so let's see how this build works since we're working with corrosive here and we're still using the alternate fire to proc status effects i can just change this to a different elemental proc but since these guys are ferrite armor they're gonna die very easily there you go ultimate fire you get our viral frogs and they just die so easily since i showcased two weapons using hunter munitions there's another mod that can be utilized to even give us crazy amounts of bleed damage and that's with internal bleeding and here i'll be using my kuvuchaku kuvutra core is a kuva lich weapon you can get this from killing your kuvilich my chikur has bonus toxin that also gives me flexibility and modding here i went with internal bleeding instead of hunter munitions because this weapon forced proc's impact and since we have utility slant i decided to go with prime firestorm since this is an aoe weapon this allows me to increase its blast radius hitting more targets and all i had to do was put a cold mod and i have viral and for even more utility and beautiful numbers i decided to add galvanized scope to give me juicy red crits now let's see how this works beautiful one more very dead six hundred thousand bleed proc all right since we've just dealt with some crit weapons let's go into the non-crit category with a pure status heavy weapon that allows us to deal crazy amounts of damage if you haven't seen my phantasma videos damn i even took this weapon against level 9999 and it was just destroying them let's take a look at the build as you can see no crit mods but we do have our base damage javanese savvy unique status effects on a target more damage and this comes with base radiation force prox impact and we modded it for viral and heat now you may notice my two toxin and cold mods are unranked because i wanted to reduce its weighting meaning it will have less proc priority because i want my main source of damage to be heat and viral is a debuff allowing my heat to deal even more damage heat prongs will reduce the enemy's armor value basically making me do even more damage and here of course very simple multi-shot and fire rate if you want little extra crits here and there you can replace shotgun ammunition with vigilante supplies and we can also use this weapon with a primer so let's test it out there you go beautiful that's crazy damage it's not even fully stacked and this is with a primer damn but if you want an aoe loadout you can run with a viral electric yes i do have a riven for both but you can replace this with prime charge shell let me just show you how this damage works so now without even priming them let's just start off that's without a primer without any base damage stacks all right now we're on to our final weapon i didn't want to make this video way too long and i'll be showing you a non-elemental setup meaning a pure bleed build with our primary weapon you can do this with a secondary weapon if you haven't seen my solo level cap do go check that out now here i'm using the convectrix convectrix is a crazy beam weapon that deals a lot of slash ticks the build is very simple dexterity for a base damage mod because we'll be killing with our melee and getting the base damage multiplier on our weapon you don't necessarily have to run this you can go with a primary merciless but since i love doing disruption with this weapon i'm using dexterity all the time we have our faction mod for chance for damage multi-shot savvy for even more damage vigilante armaments for mutation and little extra crits fire rates more multi shots and even more crits and the augments so pretty much your flex slot this will increase my status chance and will allow me to not consume ammo if i'm not actually shooting an enemy all right let's see how this weapon works so i'm shooting not consuming any ammo see there you go that's a non-elemental weapon just shredding these guys look at that let me stack up my base damage back up now we can also prime enemies get them with 10 stacks of viral and they die even faster and if you don't like the primer round you can always just mod it for you know viral but reduce the weighting of your viral so you can actually deal a lot of slash damage to proc your bleeds so this is without a primer you see we're getting our viral takes but we're also bleeding enemies and we don't even need to use hunter munitions because this weapon just deals a lot a lot a lot of bleed damage so either way whichever one makes you feel comfortable alright folks that has been it from this video if you've enjoyed it and learned something please feel free to leave a like share and subscribe for more warframe content streams and so much more we refer to the description and also thank you liam xp alright guys thanks for watching and as always peace
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Channel: KnightmareFrame
Views: 401,020
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Keywords: warframe, warframe beginners guide, rare, damage, warframe modding, warframe modding guide 2023, warframe damage guide, warframe how crit works, warframe elements guide, warframe how to do more damage, warframe how to do damage, warframe damage, how, to, mod, 2023, warframe 2023, warframe in 2023, how to not suck
Id: P1TQsQHlwn0
Channel Id: undefined
Length: 24min 38sec (1478 seconds)
Published: Sun Jan 09 2022
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