Quick note, I am working through Mods and how they calculate DPS right now. It's a NIGHTMARE, the calculation is hot garbage. Quick example "Superheated Barrel 20% Fire ATK and -6% Fire Rate". Even though my weapon does fire damage, and it clearly changes the fire DMG I do on an enemy when equipped/unequipped, it only counts the -6% Fire Rate in the DPS aka. shows a DPS decrease when equipped. Long story short, I am going Insane this will take a bit.
First one I heard talk about how to half the cost of the modules. Thank you for this. I never played warframe or a game with similar mechanics and this is what I was missing.
As a long time Warframe player, I’ve been reminded of my time as a new player needing to actually park mods at specific Ranks just so I can have enough capacity for important mods. Firearm DMG%, elemental DMG% against Colossi. Crit is also different. Also insane that their equivalent of catalysts is $25. Meanwhile I get like 20 of those in WF for that much money. Lastly with modules I wouldn’t even forma outside of blue Firearm damage.
Dang it! OK, maybe this is a stupid question but I don't have a lot of experience with this type of game. Why are there 3 different setting tabs ("Setting 1" "Setting 2" "Setting" 3). I keep watching all these videos about the whole module system (and have actually been learning a lot in the process, so that's cool) but no one has said anything about why there are 3 different Setting tabs on that module screen. I've just been doing all 3 tabs using all the same modules for now; but I know that's most likely not what I should be doing.
Ok. I thought it might be something like that. Thanks for the reply. Still trying to wrap my head around everything. Been having fun just running around and shooting stuff tho; despite not totally knowing what I'm doing. Lol
@@problematic_canik so that’s how I got it 🤣 I always wondered. I honestly thought it was farmed cause I have 4 translucent modules that I didn’t even know I had, unless those were given to me too idk
@@urwrldluv I recommend running different descendants for different modules. For instance I main bunny and was farming the electric condense. Probably played that mission 70 times. Switched to lepic then it dropped. All my freyna modules have dropped from bunny and majority of my lepic modules have come from bunny and freyna. None have come from the same type. So electric bunny with electric condense.
Bro, I’ve never clicked off a video so fast I have 1500hrs+ in warframe I’m very proficient with the modding system and I’ve been playing for 7 years thank you for not wasting my time, but next time don’t say anything so you can get the views
6:20 abit of a work around for this to try make this system abit easier (i hate these systems as i never know when to level stuff xD) Put the mods you want to upgrade on the weapon or descendent you want then when you go to the guy you can select them an only get the options to upgrade the equipped mods.
Shock Punch is severely underrated. I see people trying to go around shielded enemies like some looney tunes cartoon instead of, you know, just socking the guy in the face and knocking him down to the ground lmao. I also bought the short sword melee from the beginner package, thinking it would be like shock punch. Nope! It's straight GARBAGE. Doesn't knock down the enemy and still has the damn cooldown. Waste of money tbh.
Question: Is there a limited number of module types, or are the stats randomly generated? For example, some rare modules get 2 bonus stats, but others get one bonus stat and one debuff. You would think the second one with the debuff would have the bonus with a higher number, but they are identical. Why would anyone equip +8 reload speed / -2% weakpoint damage, when you can use +8% reload speed / +1% crit hit instead. Or just use blue module with just reload speed. Is there any use for these debuff modules, or is it just a bad luck when rolling the stats?
Nope Stats are NOT random. I am not sure about this one in particular, but I assume that it will scale better with a level up? so starts shit and becomes good. There are a few like that in the Game.
@@molerp I found a good example. Module Sensory Dep (HP) at max lvl 5 gives incoming damage modifier -10,5% and HP -5% Module Autoimmunity at max lvl 5 gives incoming damage modifier -10,5% and HP recovery +7,4% Both modules are guard type, Carulean and have the same cost. Whoever was balancing these modules really dropped the ball. 😞
When leveling, if I get a new gun I want to use do I have to manually remove my modules from old gun and put them on new gun (I am using the ‘Equip recommended modules’ as I am still on my first frame low level) or is there a more intuitive way to transfer modules from same weapon type?
Question. Can the modules I'm using on a descendant be used on another one without taking them off?. I keep getting rid of copies of modules, but I'm not sure if I have only one copy and then i can't use it on another descendant.
they dont explain some of this stuff like that math on stuff like -3%dam is it DR & is it to all things or what? & defense is its flat dam or whats is applied to & or i got a mod that ses heal 3%ish but like how or what like WTF dev get better tool tips that explain the math this list of thing is long???? em i missing something is thar a whot every stat/statistic page i misst?????
I know what you mean about this, after watching a few videos it seems that the def mod is used for both shields and health. Whereas the %health recovery/mp is based on pickups. So it doesn’t passively increase theses parameters while playing.
@@Rich_RulezI’ve been trying to figure out if I should focus on MP recovery or max MP. What do you think? I already have skill cooldown and reduction. Maybe mana modules are overkill? Tryna see if I even need the mana ones or just use that for something else
Quick note, I am working through Mods and how they calculate DPS right now. It's a NIGHTMARE, the calculation is hot garbage. Quick example "Superheated Barrel 20% Fire ATK and -6% Fire Rate". Even though my weapon does fire damage, and it clearly changes the fire DMG I do on an enemy when equipped/unequipped, it only counts the -6% Fire Rate in the DPS aka. shows a DPS decrease when equipped.
Long story short, I am going Insane this will take a bit.
First one I heard talk about how to half the cost of the modules. Thank you for this. I never played warframe or a game with similar mechanics and this is what I was missing.
As a long time Warframe player, I’ve been reminded of my time as a new player needing to actually park mods at specific Ranks just so I can have enough capacity for important mods. Firearm DMG%, elemental DMG% against Colossi. Crit is also different.
Also insane that their equivalent of catalysts is $25. Meanwhile I get like 20 of those in WF for that much money.
Lastly with modules I wouldn’t even forma outside of blue Firearm damage.
Ah yes a fellow warframe player 🫡
Thanks for this. I had started to work some of this out, but this helped clarify it. Cheers 👍🏻
Awsome video subbed immediately.. thank you so much
very good info
Dang it! OK, maybe this is a stupid question but I don't have a lot of experience with this type of game. Why are there 3 different setting tabs ("Setting 1" "Setting 2" "Setting" 3). I keep watching all these videos about the whole module system (and have actually been learning a lot in the process, so that's cool) but no one has said anything about why there are 3 different Setting tabs on that module screen. I've just been doing all 3 tabs using all the same modules for now; but I know that's most likely not what I should be doing.
Loadouts. That's what they are, different loadouts for different situations if the need arise :)
Ok. I thought it might be something like that. Thanks for the reply. Still trying to wrap my head around everything. Been having fun just running around and shooting stuff tho; despite not totally knowing what I'm doing. Lol
Thanks, very good and explained well.
I actually was able to farm a energy activator (don’t know how just by playing I guess) and haven’t used it yet lol
They give you a free one once you reach level 40. You didn't farm anything lol
@@problematic_canik so that’s how I got it 🤣 I always wondered. I honestly thought it was farmed cause I have 4 translucent modules that I didn’t even know I had, unless those were given to me too idk
@@urwrldluv I recommend running different descendants for different modules. For instance I main bunny and was farming the electric condense. Probably played that mission 70 times. Switched to lepic then it dropped. All my freyna modules have dropped from bunny and majority of my lepic modules have come from bunny and freyna. None have come from the same type. So electric bunny with electric condense.
@@problematic_canik that makes sense because the transcendent modules that i have are for descendants i don’t have/haven’t played.
Bro, I’ve never clicked off a video so fast I have 1500hrs+ in warframe I’m very proficient with the modding system and I’ve been playing for 7 years thank you for not wasting my time, but next time don’t say anything so you can get the views
6:20 abit of a work around for this to try make this system abit easier (i hate these systems as i never know when to level stuff xD)
Put the mods you want to upgrade on the weapon or descendent you want then when you go to the guy you can select them an only get the options to upgrade the equipped mods.
Shock Punch is severely underrated. I see people trying to go around shielded enemies like some looney tunes cartoon instead of, you know, just socking the guy in the face and knocking him down to the ground lmao.
I also bought the short sword melee from the beginner package, thinking it would be like shock punch. Nope! It's straight GARBAGE. Doesn't knock down the enemy and still has the damn cooldown. Waste of money tbh.
You're definitely right! I use that shock punch all the time, definitely comes in handy and I'm surprised how well it knocks down the larger enemies
To clarify, just like in Warframe, when you add a “polarity” to a mod slot it will reset the weapon or Descendant to level 1?
Yes (weapon it will reset your proficiency, NOT the Level next to the Gun)
Question: Is there a limited number of module types, or are the stats randomly generated?
For example, some rare modules get 2 bonus stats, but others get one bonus stat and one debuff. You would think the second one with the debuff would have the bonus with a higher number, but they are identical. Why would anyone equip +8 reload speed / -2% weakpoint damage, when you can use +8% reload speed / +1% crit hit instead. Or just use blue module with just reload speed. Is there any use for these debuff modules, or is it just a bad luck when rolling the stats?
Nope Stats are NOT random. I am not sure about this one in particular, but I assume that it will scale better with a level up? so starts shit and becomes good. There are a few like that in the Game.
@@molerp I found a good example.
Module Sensory Dep (HP) at max lvl 5 gives incoming damage modifier -10,5% and HP -5%
Module Autoimmunity at max lvl 5 gives incoming damage modifier -10,5% and HP recovery +7,4%
Both modules are guard type, Carulean and have the same cost.
Whoever was balancing these modules really dropped the ball. 😞
very helpful thank you
Thank you!!
I think the tier of mods and character specific mods
When leveling, if I get a new gun I want to use do I have to manually remove my modules from old gun and put them on new gun (I am using the ‘Equip recommended modules’ as I am still on my first frame low level) or is there a more intuitive way to transfer modules from same weapon type?
If you pick up the weapon of the same type that has already been slotted modules, it will have the same modules equipped
You can go to weapons and it’ll show all your weapons and what modules you have equipped in them. So when you pick them up you know what’s on them.
Question. Can the modules I'm using on a descendant be used on another one without taking them off?. I keep getting rid of copies of modules, but I'm not sure if I have only one copy and then i can't use it on another descendant.
What are skill modules?
I've never played warframe. So telling me that it is just like warframe tells me nothing😢
What does week point damage mean?
they dont explain some of this stuff like that math on stuff like -3%dam is it DR & is it to all things or what? & defense is its flat dam or whats is applied to & or i got a mod that ses heal 3%ish but like how or what like WTF dev get better tool tips that explain the math this list of thing is long???? em i missing something is thar a whot every stat/statistic page i misst?????
I know what you mean about this, after watching a few videos it seems that the def mod is used for both shields and health. Whereas the %health recovery/mp is based on pickups. So it doesn’t passively increase theses parameters while playing.
@@Rich_Rulez ty
Definitely need a description tab or something
@@Rich_RulezI’ve been trying to figure out if I should focus on MP recovery or max MP. What do you think? I already have skill cooldown and reduction.
Maybe mana modules are overkill?
Tryna see if I even need the mana ones or just use that for something else
Level up your mods instead of overloading with level 1 mods
🫡🍒🍑