For the people that don’t have 500 hours to invest in this game I highly suggest you pick your 3 mains for the game and put your Reactors, catalyst, ect. Boss killer, trash cleaner, and battle control descendants.
So critical hit rate and damage are important but only on certain guns, not all guns can utilize it because the critical hit and damage mods work off the base (if the base is 10% Critical hit and you add a maxed out critical hit chance mod [37%] it only makes it 13.7%, same problem with critical hit damage). Firearm atk and weak point damage are, as far as I know, universally good to use. Elemental enhancements id say are also ALWAYS good to have one of on a weapon because its a total attack multiplier, so it looks at the damage after all other calculations and gives it that boost, think of it like warframe elemental damage mods, giving an additional boost to the base damage based on the original total types of damage and then adding it back as said element. I did some testing in the lab and wrote out what I did and my conclusions (I skimmed through the exact equations I did) but TLDR: Element Enhancement mods work by taking the 'current' firearm atk and adding the % on the mod back into it as said element and IS affected by critical hits(I didn't test weakpoint multipliers). Any of the other mods that just say they add "Element atk%" are boosting that number and any substat atk numbers of the same element, NOT adding element atk to the weapon like enhancements are. Elemental Enhancement good. Element atk up mid. I bought a level 1 blue weapon (so it has no substat modifications to make the math messy) and went into the lab to test the damage of a scout rifle. Its base atk is 84. So first shot of course did 84 on body. I added r0 Chill Priority (Chill atk +13%). 84 On body. Okay I guess it doesn't work without having Chill atk. I change Chill Priority to r0 Chill Enhancement (Adds Chill atk equal to 8% of Firearm ATK). 90 on body. Doin some quick math the damage increased by about 7.1%, this roughly adds up because of rounding, sure. I add Chill priority to Chill enhancement. 90 damage still, no change. Huh. I wonder if its because the 6 damage difference isn't enough to round up to even 1 damage with a 13% modifier. Alright so I level transferred now its level 38. 6974 Firearm ATK and do the previous testing over again. I think because of the level differences I'm just doing straight up more damage to the enemies so I'll have to do math based off of that instead of changing the level of the enemies because I think i'll have to account for more armor/resistances in my calculations. 7007 damage to the leg of a slayer. Chill Enhancement. 7524. Again 7.3% difference, its close enough. Chill priority by itself. No change from base firearm atk testing. Both chill modifiers, 7592. a change of .9% from the previous number (yes .9 not 9) Chill enhancement increased the damage by 517 added as chill atk and 13% (because Chill priority is Chill atk +13%) is 67.21, add that to the original Chill enhancement number of 7524 you get 7591.21 so this adds up. Now to test critical hits. 8409. 1.2x critical damage so this adds up. Adding Chill Enhancement, 9030. This is the same percentage I got from the earlier math based on the critical hit damage, so we can at least confirm the way that it works is that it is a total damage increase that gets modified by critical hits with the normal firearm atk, and not a bonus that doesnt get interacted with at all, otherwise it would do (8409 Base crit + 517 Chill atk =) 8926 damage. Tested with Chill priority just to see if theres anything strange. 9111. When I calculated the difference between the two crits to determine how much chill atk is actually gained and multiplying it by 13% this adds up. After doing that I realized I should just verify if its only off the base firearm atk or total firearm atk after mod values change it. I added a rank 0 Rifle reinforcement and Pinpoint shot for exactly 20% boost for cleaner math. A normal shot hit for 9030. I don't have to do the math to know this adds up because it matches the critical hit with 20% boost with chill enhancement from before that I already did math for, so it does all work off each other.
@@Samurai-yasuke Yeah I realized as i was finishing writing it that it was long as hell, so I went back and added a TLDR in the middle before the part where I actually started just putting what i tested into text.
I have 8 days in game time. Even I still learning things. If anyone needs help hit me up. I like your honestly and chill vibe. First RUclipsr in awhile I came across that’s humble and helping
Wait I was watching this, and thought, damn this guy's chill and looked at ur subs. THIS BRO DESERVES WAY MORE! Mad respect for the amount of effort in this vid. Keep it up man!
When looking for mods you should look at your weapon info and consider what you want to use this weapon for. Firearm attack, RPM, weakpoint dmg and one element dmg will always boost your dmg. Depending on the weapon base stats crit will be massive or decent. If you use a weapon with Freyna or Bunny you do want toxic or electric dmg on it. If you want to farm and amo is infinite you can ramp up the RPM as much as you want. If you do Colossi you might want max dmg per bullet over fire rate. With Colossi you also want to change element dmg to match it's weakness.
I watched a math teacher do a dpa breakdown, and he said after Firearm Atk, Fire rate actually has the highest return mathematically speaking because the in game formula isn’t correct. It goes F. Atk > Rate > Crit Chance => Crit Damage > Firearm +%Ele > %Ele Based on his calculations. From my estimation weak point damage mostly shines on void intercept but it’s GANGBUSTERS in that content.
Done about 80 runs so far for overwhelming shield so far on hard mode at the sites loccated for it. I have had 3 different gold mods besides it dropped. Guess its not wieghted from its own mission .
I have a question. With weak point damage, would it be good to have an alt set up just for bosses and collosi since you dont need if for farming? Or do u think u do need it for farming? Love the vid. Very precise and easy to understand. I was looking for something exactly like this.
Note weak point damage does NOT show on the stats but you'll see it when in use. Also you forgot you can't stack mods also. Also tip on DPS. Reload speed add it and thank me later.
For the people that don’t have 500 hours to invest in this game I highly suggest you pick your 3 mains for the game and put your Reactors, catalyst, ect. Boss killer, trash cleaner, and battle control descendants.
Thank you for this video. Me and my friends were so confused on how this all worked so it helps out a lot
I like the way you explain things. Good videos. The First Descendant's way of gaining power is confusing for me so to RUclips I go! New sub!
So critical hit rate and damage are important but only on certain guns, not all guns can utilize it because the critical hit and damage mods work off the base (if the base is 10% Critical hit and you add a maxed out critical hit chance mod [37%] it only makes it 13.7%, same problem with critical hit damage). Firearm atk and weak point damage are, as far as I know, universally good to use. Elemental enhancements id say are also ALWAYS good to have one of on a weapon because its a total attack multiplier, so it looks at the damage after all other calculations and gives it that boost, think of it like warframe elemental damage mods, giving an additional boost to the base damage based on the original total types of damage and then adding it back as said element.
I did some testing in the lab and wrote out what I did and my conclusions (I skimmed through the exact equations I did) but
TLDR: Element Enhancement mods work by taking the 'current' firearm atk and adding the % on the mod back into it as said element and IS affected by critical hits(I didn't test weakpoint multipliers). Any of the other mods that just say they add "Element atk%" are boosting that number and any substat atk numbers of the same element, NOT adding element atk to the weapon like enhancements are. Elemental Enhancement good. Element atk up mid.
I bought a level 1 blue weapon (so it has no substat modifications to make the math messy) and went into the lab to test the damage of a scout rifle.
Its base atk is 84. So first shot of course did 84 on body.
I added r0 Chill Priority (Chill atk +13%). 84 On body. Okay I guess it doesn't work without having Chill atk.
I change Chill Priority to r0 Chill Enhancement (Adds Chill atk equal to 8% of Firearm ATK). 90 on body. Doin some quick math the damage increased by about 7.1%, this roughly adds up because of rounding, sure.
I add Chill priority to Chill enhancement. 90 damage still, no change. Huh. I wonder if its because the 6 damage difference isn't enough to round up to even 1 damage with a 13% modifier.
Alright so I level transferred now its level 38. 6974 Firearm ATK and do the previous testing over again. I think because of the level differences I'm just doing straight up more damage to the enemies so I'll have to do math based off of that instead of changing the level of the enemies because I think i'll have to account for more armor/resistances in my calculations. 7007 damage to the leg of a slayer. Chill Enhancement. 7524. Again 7.3% difference, its close enough. Chill priority by itself. No change from base firearm atk testing. Both chill modifiers, 7592. a change of .9% from the previous number (yes .9 not 9) Chill enhancement increased the damage by 517 added as chill atk and 13% (because Chill priority is Chill atk +13%) is 67.21, add that to the original Chill enhancement number of 7524 you get 7591.21 so this adds up.
Now to test critical hits. 8409. 1.2x critical damage so this adds up.
Adding Chill Enhancement, 9030. This is the same percentage I got from the earlier math based on the critical hit damage, so we can at least confirm the way that it works is that it is a total damage increase that gets modified by critical hits with the normal firearm atk, and not a bonus that doesnt get interacted with at all, otherwise it would do (8409 Base crit + 517 Chill atk =) 8926 damage.
Tested with Chill priority just to see if theres anything strange. 9111. When I calculated the difference between the two crits to determine how much chill atk is actually gained and multiplying it by 13% this adds up.
After doing that I realized I should just verify if its only off the base firearm atk or total firearm atk after mod values change it. I added a rank 0 Rifle reinforcement and Pinpoint shot for exactly 20% boost for cleaner math. A normal shot hit for 9030. I don't have to do the math to know this adds up because it matches the critical hit with 20% boost with chill enhancement from before that I already did math for, so it does all work off each other.
Full disclosure I didn't read much of this comment, but it HAS to be the longest comment I've ever seen on a vid😂
@@Samurai-yasuke Yeah I realized as i was finishing writing it that it was long as hell, so I went back and added a TLDR in the middle before the part where I actually started just putting what i tested into text.
@@ArcRaizer I def appreciate the tldr for the slow folks like me lol
i was legit about to type this out, I'm glad that someone beat me to it lol
I have 8 days in game time. Even I still learning things. If anyone needs help hit me up. I like your honestly and chill vibe. First RUclipsr in awhile I came across that’s humble and helping
Wait I was watching this, and thought, damn this guy's chill and looked at ur subs. THIS BRO DESERVES WAY MORE! Mad respect for the amount of effort in this vid. Keep it up man!
keep makin vids. you are very clear and concise, appreciate the work your doing
Damn less than 1k subs, what's up with this world 😂. Love video, need more like this! You're a legend in the making
explained about the modules very well. Just subscribed to your channel for more info about the game.
When looking for mods you should look at your weapon info and consider what you want to use this weapon for.
Firearm attack, RPM, weakpoint dmg and one element dmg will always boost your dmg.
Depending on the weapon base stats crit will be massive or decent.
If you use a weapon with Freyna or Bunny you do want toxic or electric dmg on it. If you want to farm and amo is infinite you can ramp up the RPM as much as you want. If you do Colossi you might want max dmg per bullet over fire rate. With Colossi you also want to change element dmg to match it's weakness.
great and helpful video. Keep it up Zox
Great video, easy to understand and to the point.
I watched a math teacher do a dpa breakdown, and he said after Firearm Atk, Fire rate actually has the highest return mathematically speaking because the in game formula isn’t correct. It goes
F. Atk > Rate > Crit Chance => Crit Damage > Firearm +%Ele > %Ele
Based on his calculations.
From my estimation weak point damage mostly shines on void intercept but it’s GANGBUSTERS in that content.
Good information. Thank you for the info!
Excellent vid. Thank you!
Good info…keep them coming bro!
Time distribution is THEE BEST descendant mod and you cant tell me otherwise.
I need a video on how to actually pinpoint and find the mods.
Great info!
Great video!
Crit depends on the weapon, some weapons have like
Got a sub, good work
Done about 80 runs so far for overwhelming shield so far on hard mode at the sites loccated for it. I have had 3 different gold mods besides it dropped. Guess its not wieghted from its own mission .
Nice well done 😊
Good looking bro
Good vid my boi
Great breakdown.
Great info! Appreciate it
Good video thank you !!
I think thos game is going to do great. Im starting to like it.
Tried a billion times to get toxic antibody mod from the mission it said it comes from and never got it...
Got the mod from randomly combining 4 golds
I have a question. With weak point damage, would it be good to have an alt set up just for bosses and collosi since you dont need if for farming? Or do u think u do need it for farming?
Love the vid. Very precise and easy to understand. I was looking for something exactly like this.
This is meta yes, you need to spec differently for bosses so having a second loadout for boss DPS just makes it much easier switching back and forth
weak point useful for normal enemy
Bto they are the same mods as in warframe, so its no brainer. But due to no status effects make a build in descendant is much easier.
What does DPS mean
Damage Per Second
Damage Per Second
Note weak point damage does NOT show on the stats but you'll see it when in use. Also you forgot you can't stack mods also. Also tip on DPS. Reload speed add it and thank me later.
Reload and roll. Don't waste the module.
What mods should I be running on lepic
Thanks
Thank you bro!😭😭😭
Pro tip weak point expansion for RPGS
Weak point damage is gonna be a must with this type of aim assist
Personally, I turned it off, it's to restrictive I swear!!
@@Reaper-zo5td definitely takes some getting used to.
Click bait
Like and sub or ill turn your dad into a liberal.
Dude reads transcendent, and says transcendence. 😂
Lmaoo my bad I can't read
@ZoxLoots appreciate that you're taking criticism the right way 😂 when you said it I thought you were referring to the plural transcendents
When you start making money off these vids the first thing you buy is a stronger PC lmao
Some people in RUclips not here for the money here cause the love making videos itz their hobby basically. Not everyone like u gold digger
Hater. Mind your own
If you don’t like the video why are you commenting lmao, no life fr.
😂
Im hoping this was meant to be motivational 💪🏽
Thanks captain obvious
Why you gotta be a dick?