I’m glad I found your channel. You’re straight to the point, you explain the number crunching very well, and you’re video isn’t full of needless spectacle. I want more videos from you, so consider me subscribed!
The most important thing: most dmg sources stack additively but ahanea crystal is multiplicative, meaning if you have 200% dmg and 1 status ahanea is just as good as 10% dmg but becomes better with more status effects
@@Re3Ns a ring you can acquire from hardcore. (Easy to acquire - read below) Keep in mind, difficulty unlocks are account bound, once you get it on one character, all characters will be able to buy them from Reggie or Cass. To get all account unlocks you need to complete the regular game on Apocalypse, and Hardcore game on Veteran. But, there is one ring reward for completing each world on Survivor (Hardcore), and one of them is Ahanea Crystal from Yaesha. So if you want to get this ring quickly, make a new hardcore character, reroll campaign on survivor until you start with Yaesha - Forgotten Grove (Ravager Storyline). Run past everything, only going to square doors (square doors are main quest line, rounded doors are side dungeons), and run past all mobs in the dungeon until the boss. Complete the easy boss, run through the Grove again, run through the Thicket, and depending on your luck you can get to the other side of the Grove without another main dungeon and boss. Pull the lever, do the music puzzle (50403410), then just shoot the Doe to skip the Ravager fight. Then you will find your ring with Reggie (on any character) Obviously you need to do this without dying, so I'd recommend starting as Medic, Alchemist or Engineer (but it doesn't really matter.) The scariest part of this run is running through the Thicket. The rolling guys will catch up to you when you run out of stamina, so be ready for them, or just take this part a little slower, and if you see a bright red light somewhere, that is an elite that always spawns in this map and he can be quite challenging. Do not agro him. Give his area a wide berth if posible, and try not to engage the rollers near him, as he can hear your gunshots and come for you.
Do you know if the Ahanae Crystal works with other status effects like slow, madness and others? I haven't got this ring yet, but I've been considering making a Hardcore character just to get this. If this only works with the 3 elemental types and bleed I'm not sure if I'll prioritize it yet.
Really good video here! Finally someone explaining things clearly, shows it working and explains exactly how to use the gear to achieve the effects. On top of that it's distilled down to under 11 minutes. Incredible job and big thanks!
Great video, probably the first and only well-detailed video similar to the Destiny RUclips community. Most Remnant 2 videos lack details. Thank you, and someone finally cleared up what type of effect Bleed is lol
Energized Neck coil is super strong for rushing through a stage even on Apoc, put on corrosive rounds or fire, put twisted wound modifier and wear timekeepers jewel and the initial explosion will either kill, or leave them to die from the status effects after a few seconds.
@@Re3NsMy guess: You play HunSlinger or sth like that. Try with Medic, Alchemist or whatever else boosts all damage, the 50% bonus damage affects elemental aswell, while the gun damage doesnt. Also any all dmg% ring or elemental ring helps, most important is timekeeper tho.
@@drachenklnd I tried with other classes. It works like 3 times out of 10 and then the mod runs out and I don't do any damage. I use chicago typewryter with hotshot. Maybe I'm doing something wrong.
The ring is working as intended. You can do the same thing using the archon class and not even have to have elemental damage it works with any damage. The problem is mods regenerating while they're in use. Gunfire intends on fixing this. But the ring will still work just as well as long as you are switching from weapon to weapon and both weapons are Elemental 1 charges while you're using the other after they fix it but the mod that's currently in use will not gain charge. You will still be able to chain mod damage but you will no longer be able to keep on using the same mod over and over again do to it charging itself. You will have to use one mod to charge the other they will no longer charge themselves after the fix.
Detonation Trigger (Amulet) significantly boosts explosive damage and procs fire. Singed ring also increases damage to burning enemies. It's a great way to make a hybrid explosive + elemental build.
The first vid I saw that you made was the Everything Summoner vid it was so well made so i subscribed. Can't wait to see what your going to accomplish in the future in the gaming content creation world. You are truly a hidden talent man. Keep it up!
@@gyle104 of course! In case it ever comes up, from what I can tell amplitude also works on the enigma handgun on how far it will chain between enemies. It almost seems like it alters the range it will shoot as well but I may be wrong, haven't tested that one.
I would like to note, if doing a elemental summon build, all elements proc the enrage buff for minions and allow them to in a way "exceed" the timer with certain dot affects being preferred, I use overload because with enough healing you can heal off the damage you've dealt before the next tic
I had this question like yesterday on Reddit and lo and behold, someone makes a video to answer if element/DoT (ie: fire/burning) - Already figured it out by then but glad someone covered that on YT
Wow these are the best remnant 2 videos I've seen and I have a playlist with 68 remnant 1 and 2 videos. Looking forward to more and I'll be your first sub! And of course... the two archetypes you've covered so far are my favorite supportive build. 🙌
Counter-Offer: Instead of the recommended amulets here, you can also use the Spirit Wisp amulet to rapidfire your skills due to the absurd amount of mod power you're spending. Every 300 power spent instantly knocks off 3% of your skill cooldowns, making your skills recharge VERY quickly
True, if your goal was to focus on skills then the Spirit Wisp amulet would be great. The goal of the video was more or less to shine light on elemental damage specifically, but you have made a great suggestion.
This video is gonna be really useful when they introduce the "Status/Elemental" based archetype that they hinted about on reddit. I hope that with it's introduction you'll actually be able to main Archon Havoc form, since right now it seems kinda limp compared to other high end DPS options.
The song mod is in fact an explosion as it can be boosted by the "detonation trigger" amulet ;which increases explosion damage by 25% and also puts them with burning for 5 seconds. everything burns when i use the mod plus this amulet i think is a great combo plus mod regen with the right rings
These are very useful videos. There are a few topics I would like to know more of and I am not sure if they are on your list, so I'll outline them here: - Everything about melee (specifically what affects its damage, do certain projectiles count as something other than melee dmg etc.) - Everything about explosions (how to boost them, what counts as an explosion) - Everything about Skill or mod damage (elemental mods were touched here and familiar-based mods were touched on the Summoner video but there's so many more) - Everything about the Invader (It's severely underused, I don't think people optimize it well and I believe there's a lot of potential)
These are excellent suggestions! I was actually planning on exploring explosions (because there are a lot of cool mechanics that happen around it, you would be surprised at what the game considers explosion damage). However, another comment posted earlier was asking for a specific build for Apoc, which I think could also be interesting. Explosion damage is definitely on my list! Everything about melee is not something I had considered until now. Now that you've mentioned it, I would actually love to do a video covering it. Skill or mod damage will take a lot of time to compile information on, because I will likely need to account for specific interactions that go beyond just increasing damage percentage (if there are any). But this is an excellent suggestion and I'll put it on my list, thank you! I do see a lot of questions about invader, and not a lot of talk about any hidden mechanics or tricks useful for it. I'm already considering a couple of options to use with the archetype, so again, thank you for the suggestion!
@@gyle104 I appreciate it, I am only asking because it seems you have a knack for this stuff, you must have background in statistics or analytics or something of that nature. Remnant 2 has a bunch of hidden interactions and these sort of videos are extremely helpful to the build crafting aspect. These videos are well presented and certainly do not reflect the work of someone with only 600 or so subs but someone with thousands.
Amazing video man! The quality of your content is better than channels with 50,000 subscribers. Can you make a video on a tanky build for apocalypse? I really trust your research and knowledge so would trust your builds.
Now can we get a multifaceted elementalist build vid? Perhaps with easy swapping of elements? Curious to see what weapons/mod/mutators you’d pair with this type of build.
Apologies if you did cover this and I am being entirely insane but I checked through twice and don't see it. Something worth mentioning is that status effects themselves can stack. The fire dot from Tornado, Hotshot, Witchfire and the turret all stack seperate dots so you can total 3 fire dots running on a target showing as the fire symbol with an x3
No worries, I did indeed mention it but only very briefly, and to be fair it was while explaining certain mechanics for the Energized Neck Coil explosions. I likely didn't communicate it clearly, so I'm glad you took the time to write a comment so people can see!
Energized Neck Coil was bugged for me. Idk if they fixed it since the last time I used it but I couldn't get it to proc every time outside of the test dummies which was annoying for me.
I love your Remnant 2 videos! I hope you plan on making more. If so you definitely got a new subscriber! :) Also, do you know if the turrets or the dog set off the neck coil with their status afflictions? I'm considering making a neck coil build soon and this is something I was really curious about.
In my testing I definitely used the neck coil with Engineer's flamethrower turret and didn't see a neck coil explosion, but it was awhile ago and I may have misremembered. I'm inclined to believe minions do not proc neck coil explosions because they are a separate damage source.
I played 90 hours so far using the bonesaw machine gun with fire shot mod. The purple ring+ fire buff ring + fire buff amulet. Done the campaign twice and many adventures on nightmare. Only issue I face is the ammo. Fire shot mod never stops and it deals tons of damage and if I've lifesteal on, the over time damage heals me too.
If you struggle with ammo try adding the bandit mutator onto the bonesaw. at level 10 it has a 30% chance to refund the ammo into the magazine.It´s quite useful if you want to improve ammo efficiency and reduce the amount of times you need to reload mid fight.
Nice, good stuff! I'm trying to make a guide on all bosses and I'm looking to know their elemental resistances and weaknesses. Do you happen to know them? I have a rough idea, like Tal'Ratha has around a 10% resistance to acid and its metaphysical form doesn't, but it's immune to burning (due to the water in the room I assume). The Root seems to be weak to fire except Legion (or maybe I'm wrong?) and Annihilation; Kaeula is weak to fire, for example, but because the room is in water she can't be burnt. Dullain is immune to corrosion and has a high resistance to acid. I believe the boss versions of elite enemies share their weaknesses too, like Custodian's Eye must be weaker to electrical damage and the Astropath immune to bleed.
Unfortunately, I don't have a list of enemy resistances. I felt it was beyond the scope of this video so I didn't collect any information for that at all. I'm sorry for not being more helpful.
Love the video man, appreciate you clearing up the confusion I had on bleed. I had 2 questions for you. I get a lot of inconsistency when trying to proc explosions with the coil, sometimes applying stack one would do nothing and they'd pop on application of stack 2. Some times they wouldn't pop at all. Did you run into that, and if you didn't would running into it affect your recommendation? 2nd Question: For pairing with the stone of malevolence's rapid mod loop, Jester's Bell seems like a perfect fit, faster mod cast and more damage after using a mod, is there a reason you didn't toss that one into this video? Thanks again man.
1st: I have encountered energized neck coil not proccing a lot. It's not consistent between overworld mobs, elites and bosses. Sometimes it just doesn't proc. I mostly used energized neck coil for its wave clear, so even if an explosion does not always occur, because I run amplitude (aoe+) the explosion will proc from SOME enemies clearing a wave. For bosses where you'll likely be consistently reapplying status effects, the explosion becomes negligible, but the increased DOT damage is good for helping mod uptime (which compounds the issue of reapplying dots and not procing an explosion). This is probably also because I ran the timekeeper ring. 2nd: Jester's Bell is a really good pick and I simply forgot to add it. I actually had a whole section on cast speed but I felt the video was getting too long and I didn't wanna drag out the length. Now that you've brought it up I wish I at least included Jester's Bell in my recommendations. On the plus side, I DID recommend Jester's Bell in my summoner video, so hopefully people are at least aware of it.
Generating mod power while your weapon's mod is active is not a bug. All weapons generate mod power when they inflict damage that is direct damage from your guns. Yes, certain mods (dreadwalker, hot shot, or whatever mod) shut off mod generation from the damage you deal directly from your weapons for that mod while the mod is active. However, outside sources can generate mod power. So when a ring is generating the mod power, it is not the direct damage from your weapons that generates mod power (this has been shut off), it is an exterior source that is generating the mod power. In the case of stone of malevolence, it is the ring itself that is generating mod power. If you haven't noticed yet, you are generating significantly less mod power when certain mods are active... because it doesn't generate mod power from the direct damage of your weapons. The overwhelming majority of things in the game allows you to generate mod while those mods are active: archon prime perk, faerin's sigil, faelin’s sigil, stone of malevolence, shiny hog lure, dense silicon ring, feedback mutator, harmonizer mutator. The exception would be for things that do not work. The only two I’ve found so far that doesn't generate mod power in this context is the runed heart relic and cataloger's jewel ring.
Thank you for watching! I could do a video covering the buffs in the game. For now I will say, Haste: basically increasing the speed of everything (except movement speed) by 7%. This includes actions such as reloading. Bulwark: The amount of damage reduction was recently buffed in a balance patch, but each stack gives a little bit of damage reduction and caps at 5 stacks, for a total of 25% DR.
On one hand i don't think Stone of malevolence is bugged because in most cases direct mod dmg doesn't actually build up any mod power, its the elemental component of it that does so. On the Other hand I also thinks its pretty messed up that Nebulas nano swarm has an almost 100% uptime by itself without even using any ammo if it can keep hitting enemies. ill often just send out the swarm and swap to my primary weapon. Nano swarm lets me ignore most enemies and build up plenty of mod power, even with Nebula stowed it almost always fills back up by the time the mod ends by just shooting my primary a bit
Late Question for Chains of Amplification. The increase of damage while having a Status is from all sources, right? Range and Melee? and does it work on Slow? curious if the enemy having slow will give you 20 more damage from both Range and Melee and other sources?
Unfortunately, I haven't had any time to complete anything in HC. The wording in the ring's description would lead me to believe it works similarly to the Chains of Amplification amulet, except for each status effect. I'm not sure if multiple of the same status effect (two instances of burning for example) would increase the damage dealt. I'm sorry for not being more helpful.
So my question is, do enemies have weaknesses and resistances to certain damage types? I did happen to find a comprehensive guide for Remnant 1, so it's surprising that I can't seem to find any information on this for Remnant 2.
I can't say for certain which enemies are resistant to what, (for example, burning enemies in Losomn still take fire damage from the firestorm mod). Resistances are definitely a thing (see the Elemental Resist modifier bosses can roll). Sorry I couldn't be more helpful.
I think the ring of malevolence is working correctly for mods that have no duration. Like wildfire, fire storm and enigma. The charge is used and begins filling immediately as it should It could be bugged for things like hot shot and overflow which should only be filling after the mod duration runs out.
Do ya think you could investigate why the corrosive round buffs decrease damage dealt? I’m not super hip on the maths stuff and was wondering my damage dealt was decreasing when using corrosive rounds
Hmm, it's hard to say. Without knowing what your fighting, it could likely be you are fighting something that is resistant to acid damage. Or, you're fighting a boss that has the elemental resist suffix.
There are quite a few things that count as explosion damage that I would not have considered. I did plan on making a video about it, but not sure if it will be my next video or the one after.
qq - do corrosive rounds/other elemental bullets benefit from something like golden amulet (25% more mod dmg)? or are the mods technically doing 0 dmg and just applying statuses?
Good question. Elemental damage and their dot portion DO improve from mod damage from my testing (when the elemental source comes from a mod). The tooltips however *sometimes* do not reflect the new damage. For example, Voltaic Rondure and Witchfire reflect an updated tooltip, but Hot Shot does not.
The one that gets me is resonance. I was messing around with it yesterday. I know its not a damage skill range, thats amplitude. So i tried it one the pulsating heart and song of eafir. Doesnt affect those. So is it just the buff (dr)from the turrent ? It would be interesting to see a list of all the buggs it actual affects .
Resonance is specifically for aura, which is kind of weird to test. Things like Challengers team perk would be considered an aura. From my understanding, you can consider aura as buffs and debuffs with range.
I would love to know how the Shadeskin trait works. What is considered Elemental Damage ? Is everything that isnt a Melee attack considered Elemental Damage? For Example what attacks of Annihilation would be Elemental Damage ?
Basically, the way I interpret the description of shadeskin is, it increases the amount of resistance you currently have, from either armor or rings. That means you already need a source of resist, and shadeskin will increase that resist by a % amount. How much damage is reduced per point of resist is not something I have tested, I'm sorry for not being more helpful. Elemental damage is as OreoTheDJ has mentioned. Be aware that the description of the trait states specifically that it reduces elemental STATUS damage, so specifically, it reduces damage from BURN, OVERLOAD and CORRODE. From memory, I do not believe Annihilation has elemental status effect damage, only a blight called "Data Corruption" which prevents the use of skills and mods.
Yeah that description is kind of elusive and i wasnt able to find anything online that was more specific than your explanation. If i had to guess its aditional to your total dr and not included in that calculation but added after that.Thank you for your answer@@gyle104
No worries, don't get caught at work haha! Because your status applications come from the primary fire from Merciless and Enigma, I would recommend the Chains of Amplification amulet, basically giving you a 20% damage buff just from shooting. Alternatively, you could buff the damage of your dots (bleed and overload) with the Energized Neck Coil and the Timekeeper's Jewel ring.
if bleed isnt elemental then why does it proc off stuff like energized neck coil? not saying your wrong cuz i seen your test just weird. Edit: maybe im just to stupid to get why u said the neckless procs with bleed.
I don't think the ring is glitches. Cause you could always build into the mod power even as your using it. Any mod power generation will trigger as soon as you start to expend the mod.
I just see a lot of people debating whether the ring is bugged or not so I decided to cover my bases with how I approached the Ring of Malevolence in the video.
Did you forget to actually watch (or listen) to the video??? Seriously, you’re either straight up trolling this creator, or you were born with an extra chromosome.
To clarify, there are a few instances in the video where bleed and explosion damage are not buffed by elemental damage. The Shaed Bloom Crystal which switches every 5 seconds buffing either Elemental or Physical damage clearly shows that bleed is not affected by elemental damage, but by physical damage. The Energized Neck Coil explosion is explosion damage (it is affected by the blasting cap ring). It is clearly not buffed by any elemental damage no matter how much of it I stacked. Additionally, suppression is a blight (which we cannot inflict on enemies) and not within the scope of the video.
I’m glad I found your channel. You’re straight to the point, you explain the number crunching very well, and you’re video isn’t full of needless spectacle. I want more videos from you, so consider me subscribed!
I'm very glad you enjoyed the content, thank you so much!
Excellent video. Sensible commentary without any hysterics, plus sound logic and mathematics. Well done.
Thank you! I'm glad you found the video enjoyable.
The most important thing: most dmg sources stack additively but ahanea crystal is multiplicative, meaning if you have 200% dmg and 1 status ahanea is just as good as 10% dmg but becomes better with more status effects
This is an incredibly good point that I am unfortunately unable to showcase myself. Thank you for your insight!
What is ahanea crystal?
@@Re3Ns a ring you can acquire from hardcore. (Easy to acquire - read below)
Keep in mind, difficulty unlocks are account bound, once you get it on one character, all characters will be able to buy them from Reggie or Cass.
To get all account unlocks you need to complete the regular game on Apocalypse, and Hardcore game on Veteran.
But, there is one ring reward for completing each world on Survivor (Hardcore), and one of them is Ahanea Crystal from Yaesha.
So if you want to get this ring quickly, make a new hardcore character, reroll campaign on survivor until you start with Yaesha - Forgotten Grove (Ravager Storyline).
Run past everything, only going to square doors (square doors are main quest line, rounded doors are side dungeons), and run past all mobs in the dungeon until the boss. Complete the easy boss, run through the Grove again, run through the Thicket, and depending on your luck you can get to the other side of the Grove without another main dungeon and boss. Pull the lever, do the music puzzle (50403410), then just shoot the Doe to skip the Ravager fight.
Then you will find your ring with Reggie (on any character)
Obviously you need to do this without dying, so I'd recommend starting as Medic, Alchemist or Engineer (but it doesn't really matter.)
The scariest part of this run is running through the Thicket.
The rolling guys will catch up to you when you run out of stamina, so be ready for them, or just take this part a little slower, and if you see a bright red light somewhere, that is an elite that always spawns in this map and he can be quite challenging. Do not agro him. Give his area a wide berth if posible, and try not to engage the rollers near him, as he can hear your gunshots and come for you.
@@Re3Ns It's a ring that can be bought from Reggie after killing Yaesha in Hardcore mode
Do you know if the Ahanae Crystal works with other status effects like slow, madness and others? I haven't got this ring yet, but I've been considering making a Hardcore character just to get this. If this only works with the 3 elemental types and bleed I'm not sure if I'll prioritize it yet.
Really good video here! Finally someone explaining things clearly, shows it working and explains exactly how to use the gear to achieve the effects. On top of that it's distilled down to under 11 minutes. Incredible job and big thanks!
Thank you! I'm glad you found the video helpful and enjoyable!
Great video, probably the first and only well-detailed video similar to the Destiny RUclips community. Most Remnant 2 videos lack details. Thank you, and someone finally cleared up what type of effect Bleed is lol
Thank you! I'm glad you enjoyed the video!
Thank you!! I wasn't sure if bleeding was elemental or not. All the info here if very helpful too. 🙌🏻
Energized Neck coil is super strong for rushing through a stage even on Apoc, put on corrosive rounds or fire, put twisted wound modifier and wear timekeepers jewel and the initial explosion will either kill, or leave them to die from the status effects after a few seconds.
THIS!!! Literally came here to say exactly this!! 💯
Yeah, so long as it procs. Unfortunately it's really buggy, and half the time just doesn't activate.
Doesn't work for me. Does barely any damage.
@@Re3NsMy guess: You play HunSlinger or sth like that. Try with Medic, Alchemist or whatever else boosts all damage, the 50% bonus damage affects elemental aswell, while the gun damage doesnt.
Also any all dmg% ring or elemental ring helps, most important is timekeeper tho.
@@drachenklnd I tried with other classes. It works like 3 times out of 10 and then the mod runs out and I don't do any damage. I use chicago typewryter with hotshot. Maybe I'm doing something wrong.
The ring is working as intended. You can do the same thing using the archon class and not even have to have elemental damage it works with any damage. The problem is mods regenerating while they're in use. Gunfire intends on fixing this. But the ring will still work just as well as long as you are switching from weapon to weapon and both weapons are Elemental 1 charges while you're using the other after they fix it but the mod that's currently in use will not gain charge. You will still be able to chain mod damage but you will no longer be able to keep on using the same mod over and over again do to it charging itself. You will have to use one mod to charge the other they will no longer charge themselves after the fix.
Detonation Trigger (Amulet) significantly boosts explosive damage and procs fire. Singed ring also increases damage to burning enemies. It's a great way to make a hybrid explosive + elemental build.
Excellent video with great information. I always enjoy channels that bring forth new in-depth information. You've just earned yourself a subscriber.
Thank you for watching, I'm glad you enjoyed the video.
The first vid I saw that you made was the Everything Summoner vid it was so well made so i subscribed. Can't wait to see what your going to accomplish in the future in the gaming content creation world. You are truly a hidden talent man. Keep it up!
That is so incredibly nice of you to say, I really appreciate it. I'll do my best!
Same cannot believe this guy hasnt made more videos, it was so thorough and well put together.
Really enjoy this series of covering interactions that their range of what they effect is questionable. Appreciate your testing! Keep it up 👍
Thank you for watching, I'm glad you enjoyed it!
@@gyle104 of course! In case it ever comes up, from what I can tell amplitude also works on the enigma handgun on how far it will chain between enemies. It almost seems like it alters the range it will shoot as well but I may be wrong, haven't tested that one.
Thank you for considering with kinship in mind. Too many times have I had a firestorm or star shot user wipe a party.
Glad to see another upload big man, keep this up and I guarantee your channel will be growing out of its mind in no time.
I really appreciate the encouragement, it really means a lot to me. Every one of your comments has honestly made me so happy! Thank you!!
@@gyle104 Just dont forget me when you make it in the big leagues
I would like to note, if doing a elemental summon build, all elements proc the enrage buff for minions and allow them to in a way "exceed" the timer with certain dot affects being preferred, I use overload because with enough healing you can heal off the damage you've dealt before the next tic
I had this question like yesterday on Reddit and lo and behold, someone makes a video to answer if element/DoT (ie: fire/burning) - Already figured it out by then but glad someone covered that on YT
Thank you for watching even though you found the answer to your question!
Fanbloodytastic! Best video I've seen on this game so far. More please. Subbed and belled. Cheers, Harry.
Thank you very much for watching!
Wow these are the best remnant 2 videos I've seen and I have a playlist with 68 remnant 1 and 2 videos. Looking forward to more and I'll be your first sub! And of course... the two archetypes you've covered so far are my favorite supportive build. 🙌
I just realized there's no elemental archetype, but Very Tragic from Gunfire says it's coming.
Counter-Offer: Instead of the recommended amulets here, you can also use the Spirit Wisp amulet to rapidfire your skills due to the absurd amount of mod power you're spending. Every 300 power spent instantly knocks off 3% of your skill cooldowns, making your skills recharge VERY quickly
True, if your goal was to focus on skills then the Spirit Wisp amulet would be great. The goal of the video was more or less to shine light on elemental damage specifically, but you have made a great suggestion.
This video is gonna be really useful when they introduce the "Status/Elemental" based archetype that they hinted about on reddit. I hope that with it's introduction you'll actually be able to main Archon Havoc form, since right now it seems kinda limp compared to other high end DPS options.
ruclips.net/video/OrMk5MYhTIs/видео.htmlsi=3S_21FTV_Cfgnuk0 there's already a status elemental 😂
The song mod is in fact an explosion as it can be boosted by the "detonation trigger" amulet ;which increases explosion damage by 25% and also puts them with burning for 5 seconds.
everything burns when i use the mod plus this amulet i think is a great combo plus mod regen with the right rings
Damn, very well explained. I love your editing too! Good stuff
Thank you! I'm glad you found the video helpful.
Great video, thank you. Very informative and no fluff.
Thank you for watching!
Def got a new sub here! been trying to perfect my DOT build and this video is so well done!
I'm so grateful you enjoyed the video and found it helpful!
Great video. You get a sub. This is the cleanest I have seen this explain Ned!!!
Thank you so much for watching!
Nebula to debuff for 10% is so good with the mod damage its the perfect sidearm for a long gun
also I guarantee you need to keep this a series and im requesting an "everything Healing" pleaseeeee
I will definitely do my best!
Excellent video, I understood most of it so hats off to you. Subbed ❤
These are very useful videos. There are a few topics I would like to know more of and I am not sure if they are on your list, so I'll outline them here:
- Everything about melee (specifically what affects its damage, do certain projectiles count as something other than melee dmg etc.)
- Everything about explosions (how to boost them, what counts as an explosion)
- Everything about Skill or mod damage (elemental mods were touched here and familiar-based mods were touched on the Summoner video but there's so many more)
- Everything about the Invader (It's severely underused, I don't think people optimize it well and I believe there's a lot of potential)
These are excellent suggestions! I was actually planning on exploring explosions (because there are a lot of cool mechanics that happen around it, you would be surprised at what the game considers explosion damage). However, another comment posted earlier was asking for a specific build for Apoc, which I think could also be interesting. Explosion damage is definitely on my list!
Everything about melee is not something I had considered until now. Now that you've mentioned it, I would actually love to do a video covering it.
Skill or mod damage will take a lot of time to compile information on, because I will likely need to account for specific interactions that go beyond just increasing damage percentage (if there are any). But this is an excellent suggestion and I'll put it on my list, thank you!
I do see a lot of questions about invader, and not a lot of talk about any hidden mechanics or tricks useful for it. I'm already considering a couple of options to use with the archetype, so again, thank you for the suggestion!
@@gyle104 I appreciate it, I am only asking because it seems you have a knack for this stuff, you must have background in statistics or analytics or something of that nature. Remnant 2 has a bunch of hidden interactions and these sort of videos are extremely helpful to the build crafting aspect.
These videos are well presented and certainly do not reflect the work of someone with only 600 or so subs but someone with thousands.
Suuper detailed video you outdone yourself ❤
Thank you so much!
Best video about this topic. Thank you!
Thank you so much for watching!
Just awesome. That is great man thanks for doing all the testing for that
No problem, glad you enjoyed!
Amazing video man! The quality of your content is better than channels with 50,000 subscribers. Can you make a video on a tanky build for apocalypse? I really trust your research and knowledge so would trust your builds.
That's a great idea, I'll actually start working on this now.
Glad you enjoyed the video!
Amazing video, great work! Looking forward to more content 👍🏼
Thank you for watching, glad you enjoyed it!
Great video man this actually helps so much.
Thank you for watching!
Now can we get a multifaceted elementalist build vid? Perhaps with easy swapping of elements? Curious to see what weapons/mod/mutators you’d pair with this type of build.
Epic video. Thanks for the upload.
Thanks for watching, glad you enjoyed!
Apologies if you did cover this and I am being entirely insane but I checked through twice and don't see it. Something worth mentioning is that status effects themselves can stack. The fire dot from Tornado, Hotshot, Witchfire and the turret all stack seperate dots so you can total 3 fire dots running on a target showing as the fire symbol with an x3
No worries, I did indeed mention it but only very briefly, and to be fair it was while explaining certain mechanics for the Energized Neck Coil explosions. I likely didn't communicate it clearly, so I'm glad you took the time to write a comment so people can see!
Energized Neck Coil was bugged for me. Idk if they fixed it since the last time I used it but I couldn't get it to proc every time outside of the test dummies which was annoying for me.
I love your Remnant 2 videos! I hope you plan on making more. If so you definitely got a new subscriber! :)
Also, do you know if the turrets or the dog set off the neck coil with their status afflictions? I'm considering making a neck coil build soon and this is something I was really curious about.
In my testing I definitely used the neck coil with Engineer's flamethrower turret and didn't see a neck coil explosion, but it was awhile ago and I may have misremembered. I'm inclined to believe minions do not proc neck coil explosions because they are a separate damage source.
I played 90 hours so far using the bonesaw machine gun with fire shot mod. The purple ring+ fire buff ring + fire buff amulet. Done the campaign twice and many adventures on nightmare. Only issue I face is the ammo. Fire shot mod never stops and it deals tons of damage and if I've lifesteal on, the over time damage heals me too.
If you struggle with ammo try adding the bandit mutator onto the bonesaw. at level 10 it has a 30% chance to refund the ammo into the magazine.It´s quite useful if you want to improve ammo efficiency and reduce the amount of times you need to reload mid fight.
I always have Stone of malevolence on. So good!
It IS a very strong ring :]
This was awesome. Thank you !
Thank you so much for watching!
Nice, good stuff! I'm trying to make a guide on all bosses and I'm looking to know their elemental resistances and weaknesses. Do you happen to know them? I have a rough idea, like Tal'Ratha has around a 10% resistance to acid and its metaphysical form doesn't, but it's immune to burning (due to the water in the room I assume). The Root seems to be weak to fire except Legion (or maybe I'm wrong?) and Annihilation; Kaeula is weak to fire, for example, but because the room is in water she can't be burnt. Dullain is immune to corrosion and has a high resistance to acid. I believe the boss versions of elite enemies share their weaknesses too, like Custodian's Eye must be weaker to electrical damage and the Astropath immune to bleed.
Unfortunately, I don't have a list of enemy resistances. I felt it was beyond the scope of this video so I didn't collect any information for that at all.
I'm sorry for not being more helpful.
@@gyle104 Don't be! I was just wondering if you happened to know
Love the video man, appreciate you clearing up the confusion I had on bleed. I had 2 questions for you. I get a lot of inconsistency when trying to proc explosions with the coil, sometimes applying stack one would do nothing and they'd pop on application of stack 2. Some times they wouldn't pop at all. Did you run into that, and if you didn't would running into it affect your recommendation?
2nd Question: For pairing with the stone of malevolence's rapid mod loop, Jester's Bell seems like a perfect fit, faster mod cast and more damage after using a mod, is there a reason you didn't toss that one into this video?
Thanks again man.
1st: I have encountered energized neck coil not proccing a lot. It's not consistent between overworld mobs, elites and bosses. Sometimes it just doesn't proc. I mostly used energized neck coil for its wave clear, so even if an explosion does not always occur, because I run amplitude (aoe+) the explosion will proc from SOME enemies clearing a wave.
For bosses where you'll likely be consistently reapplying status effects, the explosion becomes negligible, but the increased DOT damage is good for helping mod uptime (which compounds the issue of reapplying dots and not procing an explosion). This is probably also because I ran the timekeeper ring.
2nd: Jester's Bell is a really good pick and I simply forgot to add it. I actually had a whole section on cast speed but I felt the video was getting too long and I didn't wanna drag out the length. Now that you've brought it up I wish I at least included Jester's Bell in my recommendations. On the plus side, I DID recommend Jester's Bell in my summoner video, so hopefully people are at least aware of it.
There's another ring called "Singed Ring" that increases all damage dealt to BURNING enemies by 10%. +1 to fire element :)
Oh I completely missed that, thanks for sharing!
Love this ring with that explosive necklace making any explosion a fire bomb
Generating mod power while your weapon's mod is active is not a bug.
All weapons generate mod power when they inflict damage that is direct damage from your guns. Yes, certain mods (dreadwalker, hot shot, or whatever mod) shut off mod generation from the damage you deal directly from your weapons for that mod while the mod is active. However, outside sources can generate mod power. So when a ring is generating the mod power, it is not the direct damage from your weapons that generates mod power (this has been shut off), it is an exterior source that is generating the mod power.
In the case of stone of malevolence, it is the ring itself that is generating mod power. If you haven't noticed yet, you are generating significantly less mod power when certain mods are active... because it doesn't generate mod power from the direct damage of your weapons.
The overwhelming majority of things in the game allows you to generate mod while those mods are active: archon prime perk, faerin's sigil, faelin’s sigil, stone of malevolence, shiny hog lure, dense silicon ring, feedback mutator, harmonizer mutator.
The exception would be for things that do not work. The only two I’ve found so far that doesn't generate mod power in this context is the runed heart relic and cataloger's jewel ring.
thank you for providing a very informative video, will you also be tackling buffs such as Bulwark/Haste/fire rate in future videos?
Thank you for watching! I could do a video covering the buffs in the game.
For now I will say,
Haste: basically increasing the speed of everything (except movement speed) by 7%. This includes actions such as reloading.
Bulwark: The amount of damage reduction was recently buffed in a balance patch, but each stack gives a little bit of damage reduction and caps at 5 stacks, for a total of 25% DR.
Fantastic and informative video.
Thank you! I'm glad you enjoyed it.
On one hand i don't think Stone of malevolence is bugged because in most cases direct mod dmg doesn't actually build up any mod power, its the elemental component of it that does so.
On the Other hand I also thinks its pretty messed up that Nebulas nano swarm has an almost 100% uptime by itself without even using any ammo if it can keep hitting enemies.
ill often just send out the swarm and swap to my primary weapon. Nano swarm lets me ignore most enemies and build up plenty of mod power, even with Nebula stowed it almost always fills back up by the time the mod ends by just shooting my primary a bit
Late Question for Chains of Amplification. The increase of damage while having a Status is from all sources, right? Range and Melee? and does it work on Slow? curious if the enemy having slow will give you 20 more damage from both Range and Melee and other sources?
Does AOE trait affect the neckcoil explosion ??
Yes, thankfully it does!
@@gyle104 awesome ! So amplitube can get the neckcoil from 5M --> 7.5M ?
acid bullets scale with rangedmg, moddmg and elementaldmg modifers....its insane (i use the bonesaw + nebula with archon and medic for it)
Amazing vid super helpful
Thank you, glad you enjoyed the video!
Have you tried the ahanae crystal? I know its not elemental but just wanna know if the damage% affects dots
Unfortunately, I haven't had any time to complete anything in HC. The wording in the ring's description would lead me to believe it works similarly to the Chains of Amplification amulet, except for each status effect. I'm not sure if multiple of the same status effect (two instances of burning for example) would increase the damage dealt.
I'm sorry for not being more helpful.
So my question is, do enemies have weaknesses and resistances to certain damage types? I did happen to find a comprehensive guide for Remnant 1, so it's surprising that I can't seem to find any information on this for Remnant 2.
I can't say for certain which enemies are resistant to what, (for example, burning enemies in Losomn still take fire damage from the firestorm mod). Resistances are definitely a thing (see the Elemental Resist modifier bosses can roll). Sorry I couldn't be more helpful.
Do range damage increases affect elemental damage from weapons, like sparkfire? Including the dot?
Wish I could scale the UI up more than the max it already has in game. I can barely make out the buff icons I have going on.
Holy SHIT, this is good content.
Thank you! Glad you enjoyed it.
So do stacked dots of corroded amplifies those 10% even more or its stays always 10%?
I think the ring of malevolence is working correctly for mods that have no duration. Like wildfire, fire storm and enigma. The charge is used and begins filling immediately as it should It could be bugged for things like hot shot and overflow which should only be filling after the mod duration runs out.
This is an excellent point and likely something I didn't communicate properly in the video.
Which enemies are weak to specific elements
So the alumni ring doesnt stack with the other elemental rings?
Very good video 👍
Thank you for watching!
Do ya think you could investigate why the corrosive round buffs decrease damage dealt? I’m not super hip on the maths stuff and was wondering my damage dealt was decreasing when using corrosive rounds
Hmm, it's hard to say. Without knowing what your fighting, it could likely be you are fighting something that is resistant to acid damage. Or, you're fighting a boss that has the elemental resist suffix.
@@gyle104 ahhh gotcha
Golden ribon amulet increase mod damage by 20% and gives haste everytime you use mod.
Oddly enough, Song of Eafir counts as an explosion for the sake of the Detonation Trigger amulet. Meridian gang rise up.
There are quite a few things that count as explosion damage that I would not have considered. I did plan on making a video about it, but not sure if it will be my next video or the one after.
qq - do corrosive rounds/other elemental bullets benefit from something like golden amulet (25% more mod dmg)? or are the mods technically doing 0 dmg and just applying statuses?
Good question. Elemental damage and their dot portion DO improve from mod damage from my testing (when the elemental source comes from a mod). The tooltips however *sometimes* do not reflect the new damage. For example, Voltaic Rondure and Witchfire reflect an updated tooltip, but Hot Shot does not.
Where did u get that flamethrower gun??
6:15 How many of us knew what ring it would be.
Could you do a video about getting the most out of Havoc Form?
I'll do my best!
I really appreciate it bro. Your videos are very well thought out and the info is well tested tyvm.@@gyle104
Youre so smart using the ring to check because they never told us what elemental damage was
Haha, thank you for the compliment!
Just posting yo say i rock the stone of mel and im rocking a status build i got my fire storm mod down to a 2-3 sec recast on apocalypse mode
Great job! Stone of Malevolence is a pretty fun ring that can unlock a lot of different playstyles, glad your enjoying it!
The one that gets me is resonance.
I was messing around with it yesterday.
I know its not a damage skill range, thats amplitude.
So i tried it one the pulsating heart and song of eafir. Doesnt affect those. So is it just the buff (dr)from the turrent ?
It would be interesting to see a list of all the buggs it actual affects .
Resonance is specifically for aura, which is kind of weird to test. Things like Challengers team perk would be considered an aura. From my understanding, you can consider aura as buffs and debuffs with range.
MATE ! love it !!!!!!!
Thank you!
Where is the effluvium necklace location
I would love to know how the Shadeskin trait works. What is considered Elemental Damage ? Is everything that isnt a Melee attack considered Elemental Damage? For Example what attacks of Annihilation would be Elemental Damage ?
elemental damage is only the big 3 he mentioned in the video. Acid fire and tickle fingers
Basically, the way I interpret the description of shadeskin is, it increases the amount of resistance you currently have, from either armor or rings. That means you already need a source of resist, and shadeskin will increase that resist by a % amount. How much damage is reduced per point of resist is not something I have tested, I'm sorry for not being more helpful.
Elemental damage is as OreoTheDJ has mentioned. Be aware that the description of the trait states specifically that it reduces elemental STATUS damage, so specifically, it reduces damage from BURN, OVERLOAD and CORRODE.
From memory, I do not believe Annihilation has elemental status effect damage, only a blight called "Data Corruption" which prevents the use of skills and mods.
Yeah that description is kind of elusive and i wasnt able to find anything online that was more specific than your explanation. If i had to guess its aditional to your total dr and not included in that calculation but added after that.Thank you for your answer@@gyle104
Wait they don't count wind as an element?
Sub'd, good content.
Thanks for watching!
So if im using merciless for vleed and enigma as my secondary whats a good amulet?
Did you watch the video?
@OreoTheDJ no im not work im just listening
No worries, don't get caught at work haha! Because your status applications come from the primary fire from Merciless and Enigma, I would recommend the Chains of Amplification amulet, basically giving you a 20% damage buff just from shooting. Alternatively, you could buff the damage of your dots (bleed and overload) with the Energized Neck Coil and the Timekeeper's Jewel ring.
Bleed doesn't count as an element?
I've never trusted what a game tells you about damage. I only use two categories, things that work and things that don't 😂
it’s ok, math isn’t for everyone
if bleed isnt elemental then why does it proc off stuff like energized neck coil? not saying your wrong cuz i seen your test just weird.
Edit: maybe im just to stupid to get why u said the neckless procs with bleed.
No worries! Bleed procs Energized neck coil because the amulet causes explosions off "status effects" not specifically elemental damage or anything.
@@gyle104 ohhh ok now it makes sense thank you for explaining idk why that was hard for me to grasp lol
Thx
My build seems to attract elemental resist in bosses especially apoc. What isn’t elemental? 😂
Isn't bleed considered elemental too?
Unfortunately, it is counted as physical damage. Bleeding however shares the same tag as burning, overload and corrode as a status effect.
@@gyle104 caught that later. Spoke up too soon
time is aslo a status
Who else remembers Radiation?
If you listen closely, corrode still has the geiger counter sound effect. :]
I don't think the ring is glitches. Cause you could always build into the mod power even as your using it. Any mod power generation will trigger as soon as you start to expend the mod.
I just see a lot of people debating whether the ring is bugged or not so I decided to cover my bases with how I approached the Ring of Malevolence in the video.
@@gyle104 oh okay understandable. I really hope it isn't bugged it's really fun to use.
Son of Benevolence?
I use bleed
You forgot cryo
I think you forgot bleed
:O bleed counts as physical damage? interesting
Always has.
Yes, I always read conflicting things regarding bleed as elemental or not so I decided to check and be absolutely sure about it haha.
Bleed isn’t a element
Did you just forget about bleed?
Bleed isn't elemental damage and not really in the scope of the video, I only added it partially to explain that it is not elemental damage.
Did you forget to actually watch (or listen) to the video??? Seriously, you’re either straight up trolling this creator, or you were born with an extra chromosome.
No one need this shit. Just play for funn . Next month will came another different game and remnant would be forgotten...
False. Bleed, suppression, explosion, are elemental dmg. The fact you don't know that means I don't need to listen to you.
To clarify, there are a few instances in the video where bleed and explosion damage are not buffed by elemental damage. The Shaed Bloom Crystal which switches every 5 seconds buffing either Elemental or Physical damage clearly shows that bleed is not affected by elemental damage, but by physical damage.
The Energized Neck Coil explosion is explosion damage (it is affected by the blasting cap ring). It is clearly not buffed by any elemental damage no matter how much of it I stacked.
Additionally, suppression is a blight (which we cannot inflict on enemies) and not within the scope of the video.