Understanding this Will Make Builds 1000x Better! The First Descendant
HTML-код
- Опубликовано: 7 сен 2024
- The First Descendant is a third-person looter shooter powered by Unreal Engine 5. Become a Descendant. Fight for the survival of humanity. Descendants have unique abilities to tackle both solo and co-op missions. Up to 4 players use varied mechanics to defeat giant bosses. BE THE FIRST DESCENDANT!
𝗧𝗪𝗜𝗧𝗖𝗛 | / zoxaskun
𝗧𝗪𝗜𝗧𝗧𝗘𝗥 | / zoxaskun
𝗗𝗜𝗦𝗖𝗢𝗥𝗗 | / discord
#thefirstdescendant
1 thing i forgot to mention is that you will always get some of the modifier for dimension, tech, fusion, singular etc. from your reactor, and as well as your element skill power. Hope this helps!
I invested in tanki-ness mods which pretty much go on all characters, hp being strongest all around (getting 25-30k def then stacking 15-20k hp is far tankier than 60k def, figured that out the hard way and once you get the components you can start to swap out def/hp/shield mods for more offense) then focused on cool down (another pretty universal module type to go for), then specialized in chill/electric/fire etc...im sure theirs more min-maxing i can do but this seems to be the most simplistic set-up to a strong character.
in summary:
mods for Skill power = works off the reactor number
mods for Skill power modifier = works off the individual descendant skill %s
Not quite. Modules like Power Increase with generic skill power actually multiply separately from the reactor optimization condition
@@Harmonic14 So I'm aware of that to a degree, but is It like games where the value of ATK% is different from Elemental ATK? Because thats how I assumed the interaction went. The Generic Skill power boost happened first. Boosting the reactor skill power directly, the 2nd one checks what in question applies for its conditional skill power bonus, and multiplies AFTER the first check.
XD
@@ArcRaizerIt depends on the type of damage buff. Attribute skill power, type skill power (only comes on reactors, not modules), and generic skill power are all different multipliers. The attribute skill power boost modules will add to your reactor 0.2x bonus, but generic skill power will NOT add to the optimization condition and is its own separate multiplier. However, buffs from things like the Secret Garden DO add to the reactor bonus... This might be an oversight by the devs, but generic skill power from modules is its own multiplier entirely
Which one should Massacre Gley build use, Focus on Non-Attribute or Dimension Master? I’ve used both and see the same damage but I’m not sure if the training grounds were bugged for me or not.
In short.
Check your skill. If base power is high and modifier low, build modifier.
And vice versa.
Because multiplying a small number does nothing for you, you havero pay attention to bade stats.
There is a decendant who has a skill with 11000 multiplier, meaning it increases the base power by 11000 times.
Its crazy, in that case just pack in raw power and dont worry about power multiplier, because multiplying 0 by 11000 is still zero, but just put 100 in there and 100×11000 is 11000000.
Essentially, if you have massive power, you want to multiply it by as much as you can, but if you have low power you want to increase the number that is being multiplied by as much as you can.
My thing is... you don't have a choice,, you get one battle mod which gives power and the attack mods give multiplier.. ar eyou saying don't use the attack mod? Like use that spot for hp or something? Caus eI don't get the point of bringing up the two.. there are only two damage slots and I use both every time.. why wouldn't I?
@bigsarge1982
Youre taking me as saying too much.
Im giving explanation, not making rules.
The crux is merely to explain how it works specifically as it pertains to power and power modifiers. As to what your build will eventually look like is entirely up to you.
I reckon devs were also originall trying to be conservative since as it is people have come up with game breaking amounts of dps.
Coming from warframe, I say give it a bit of time and it wont be long before they add more hybrid mods to overcome the issues you mention, plus mods that work in sets.
For example there is a hunter mod which is a set of 5. Get 3 of 5 or 5 of 5 and you get a bonus to x y or z. You het umbral mods etc....
Give it some time. This game is not yet a month old.
I reckon prople also wanting way too much.
For example, I can use bunny to solo hard mode bosses up to obstructor where you are forced to play as a group, and I can even fight obstructor with bunny having only about 28k defence and 6k health.
There is a lot out there being said thats not really necessary. People are now realising why the devs didnt originally make a group finder for hard mode, because the intention was to co ordinate and synergise characters. Instead now people trying to do literally everything with 1 toon.
went through this in Diablo 4 lol.... everyone learned to build there base Additive powers to an extent then ignore reaching for more small +increases and focusing on multipliers from there
Hitting W on inventory screen will give you more in depth character stats, the mods themselves don't translate to a 1:1 ratio, most interactions are multiplicative, so as an example that 200% crit is times off your characters base line crit before the mod is added, so if it's (20%) .02 x 2.00 (200%) = . 4 (%increase) now added to base . 2 = .6 x 100 = 60 crit instead of 20. This can be interchanged for most stat increases, but then there's certain modifiers that multiply with eachother like crit damage, weakpoint, skill power, skill power modifier that really amp your damage.
Square or X if you're on console ^^ solod comment bro loads of people don't know that screens there
Not sure why the game doesn’t just show the actual damage for each skill instead of just the percentage increase. Would make things so much easier.
Because your damage on any given enemy in the game is relative to that enemy’s defense and resistances.
@@keynonburns4921 They can still provide a base damage number. They do it for launchers, which damage falls off based on how far away from the blast it is.
U can see it kinda on the reactor
@@cbirdman skill power is shown on your inventory screen alongside your health, shields, firearm atk, and mp. Skill power is the basis of all your skill damage so it’s not that they don’t show it just not calculated the same as firearms.
@@keynonburns4921 It does not show skill power for each skill after mods. 🤦🏽
You formatted that incredibly well. Great description and general basis of how mods work in conjuction with other mods or Descendant themselves. I found this insanely helpful. More so than just "try this godly build" which has never been my style. Understanding mechanics is a big step in becoming a better and more efficient player. HUGE THANKS Zox!
Quick note: jayber skill stat screens are broken but these mods do work. Gotta test in lab to see outputs in real time.
The damage build is fantastic. I’d love to see hard difficulty gameplay to see how well Blair survives without a stronger defense.
I constantly see players downed and on their knees with a strong dmg build with a weak defensive build.
Understandably, there needs to be a compromise in the build for dmg & survivability.
Hp rule supreme.
@@bezero2005 HP and DEF is godly
HP.... defense caps out at 80% depending on the level of enemies. You will need a max of 25k defense in the hardest content and around 15-18k HP. HP being more important. Defense is just there to make sure your HP doesn't drop too fast. Then after defense it's resistance.
@@zazoreal5536 this is not how defense works. do not spread this info please. however, defence does work with diminishing returns so really dont need to aim for more than 15k. after that which basically is just base def. focus hp. what you are refering too is defence reduction. defence reduction cannot exceed 80%. def has no cap that we know of however, even with 1 million def you will not have 100% dmg reduction. with the way def works even at 1 million you should have around 70% DR. which is why around 15-30k def is really all you should aim for. (if you cant hit 30k not worth going above 15k. as it doubles each level so anything in between 15 and 30 is useless.) after 30k anything until 60k is useless. and so on. and the return you get for each level of upgraded def is marginally smaller each time.
but there is definitly no cap to 80% defence. that is just people reading and understanding the tooltips ingame incorrectly.
also should never really build resistance. the effects are too minor and borderline useless for what you could gain instead.
No offense, but this was a confusing explanation. I think youre jumping around too much and got the element type, ability type, raw damage, and multiplier all jumbled up.
For damage over time go for x modifier, raw damage use skill power. Element skill will boost both.
Yeah I wasn't really getting where he was going.. video randomly loaded in while I was eating so I figured I'd give it a gander but yeah
Agreed. This vid confused me.
Wasn't confusing for me at all. He showed examples and explained what we were looking at. But then again I already knew how all this worked lol.
@ii_Protogy_ii - he usually makes decent videos, but for this one he should have planned his thoughts instead of freestyle. I think he took a simple concept (that could have been a 1min video) and over-explained it
From what i've read/figured out you want power modifier if the value is 200%
Pretty much if your playing ajax skill power only makes sense on him since he already has high modifier already and a 10%-20% difference don't make sense.
The break point is 100% for the same % increase
This was great, however if you are teaching about a game mechanic and using examples such as you were, can you use more than one descendant as examples to show how it works universally? It would help newbies like myself learn, since I'm a real visual person - the more examples the better!! Would also teach how the lesson can be applied across the board. Thank you, and keep up the great content!!!
Edit: a TLDR at the end would help as well; it's a lot of info so that would help!
A nice positive comment gg just wanted to say fyi TLDR added to videos is counterproductive for content creators. If they did this, then viewership goes down. Many people who are looking for that info will simply skip to the TLDR and not watch the video so his metrics would suffer greatly especially on long videos as the system would see a long video w most people watching for only a few seconds or a tiny % of the total video. Js
@tonykeally1039 I thought of that, which is why you don't put it as a time stamp or anything, just a quick summation. He DID kind of do it at the end, though, to be fair, it was just too quick for me personally (would not think to speak for others!). Good point though!
I think its because it applies the same so doing a different decendant wouldn't change anything
tldr: skill power modifier changes the % number you see in your ability screen.
skill power changes the other side of the x in that equation. your skill power is the numbers shown on your reactor
What is really ruining people's accounts is lack of HP. They focus on defense instead. You can dish out more dps if you are alive. There is a guy that shows this in his vid.
I think it's also skill level too not gonna lie I beat everything with not so high hp but I'm aware not everyone will be able to do that
@@ZoxLoots Yeah.... The main problem is that people neglect their external components. Just having good gear already puts you in a good place. It's not as if a good defense is a bad thing either. But staying Alive should be the main concern. Every time a player downs. Two less players are applying dps. That is millions of Dps lost.
Especially with how squishy Blair is . @@ZoxLoots
why blair staring into my soul
Never even would have thought to look at that. Thanks for the helpful content as always
I personally think that people are forgetting that mods are meant to fill a hole in the play style you’re going for to complete your own personal picture. So yeah I agree from a technical standpoint that in that aspect they’re modding wrong but the devs themselves have stated they want people to kinda experiment and see what works but that doesn’t mean there’s not a system in place to make sure you’re rewarded for dedicating time and energy to a certain path.
Another thing that I didn’t hear mentioned, skillpower is multiplicative while skill power modifier is additive. Do the higher the skillpower modifier, the less influence your skillpower modifier mods will have on your damage
Skill power equals overall skill hit damage. Modifiers actually works on DOTS. I tested with viessa with hyperthermia skill mod and with modifiers on her dot ticks went to 10k per tick.
No one expains this as well as you do. As well In all of your videos you are so informative it’s awesome 👍🏻👍🏻👍🏻. No one else is doing as good as good as you teaching us. 99% of other RUclipsrs just click bait and I appreciate you for never click baiting man honestly your a real one for that 👍🏻👍🏻👍🏻 you got a like from me on every vid you drop.
No accounts or chars are lost from any mistake you make it just means more farming to correct the mistake, that's the beauty of this game you can mess up as much as you want then find a guide or figure it out for yourself to put it right and the only cost is time.
If you play warframe, modding in this game is a cake walk
The icons dont update when you add raw but go green when you add multipler so i think thats the trap people fall into.
The answer is always Crit 💥
Glad i found you dude! Im playing freyna, shes pretty fun but was having the same problem as you. I'm Definitely going to sit down tomorrow and actually look harder haha half the time im so confused because of how many mods there is, so basically add a decent amount of raw damage before the modifier? Or just try balance it out?
Your two largest damage increases for freyna would be focus on toxin and skill simplification. Reason being is both mods will effect ALL of you skills and allow your DoTs to “double dip”
@@DixiesKnight thanks dude really appreciate the reply 👌, i have focus on toxin maxed out and its pretty nice, i've been investing a lot of time on her she has 4 catalyst, cool down is pretty low and damage is good but it could be better just need to work on the skill power and what mods actually fit together perfectly 👌
Just go toxic and tech specialist with her.
Ok, if the reactor gives us the multiplier, we only need to add raw power to amplify the output.
Thanks been kinda doing it the right way but you made it pretty simple.
Thanks buddy
Yooo zox!!! Dislyte to first descendant we got the same taste!! 💯
I scaled my character towards invisibility and her Knife Barrage.
Only to notice that the Devs gave Sharen a floored design, don’t think they even considered adding tracking to the knife barrage.
You cast the ability, it’s really powerful, BUT if the NPCs are rushing forward the knives don’t track, which makes your knives miss as they fly right over the Enemies heads.
So I stopped playing, because it seems only AOE characters such as Bunny , have any sustainable playability in this AOE Focused Game.
My thoughts on what Sharen should change to. What would you change if you could?
Sharen's camouflage should not be time limited but continuous MP drain and only stops when player cancels it or MP runs out. The drain could be modified off skill cost or duration and shooting should not cancel it. She is squishy and needs some form of protection. Her ambush state could still remain where she only gets the damage multiplier after coming out of camouflage.
Her flash shortsword should not require locking on and should be cast almost immediately (keep the "wind up" animation) in a forward facing cone and damage everything in that area.
Shock nuts should be an AoE around her for a certain range so she could escape if need be.
Cutoff beam is fine. It's just a higher damage and DoT AoE melee anyways.
Her passive should be the ability to knife an enemy after grappling onto them for high single target damage.
Maybe a Mod that changes her camouflage to MP drain instead of time that way you can switch it up between Colossi and missions.
Is there a place where I can find all the different mods? Maybe an off-line builder type program or app. And hopefully, it gives some interim bonus information, like what if I can only upgrade four times until I level up my mastery. Also, what mods am I missing to make my build better and where do they spawn? I don't have a problem doing the research, but I'd rather read then act as opposed to act/fail, act/fail and act/fail time and again until I get it right.
When do you use element skill power over skill power? Ex: Electric Specialist vs Power increase mods
This is incredibly helpful, thank you.
can you share some of the builds you use that you find very useful? if possible maybe for every descendant that you use.
really appreciate the content and info
So what I'm understanding is that x number IS the multiplier, so it's basically telling you this
Raw damage(skill power) X %multiplier?
I do have a question
- Is there a way to save present for different descendants like you do with the modulers ?
ex: I want to use Ajax but with diffrent components and reactor from my main( the game uses the same components and reactor when switching descendant)
You can save presets to do what you're asking. In your inventory look under your weapons on the left and you'll see preset, weapon list, and descendant module. Click on presets and go to town
@@narudragonpoke12 thank you!
Loved your last vid. Very touching ❤
Thanks for watching, have an amazing day🙏🏽
sounded like an endorsement speech
Slapped crit damage on my Thunder cage, it way outperforms that dumb DPS number. Every couple shots hits for like 4x and then weakspots it cooks a power weapon not mod maxed. People fall into this same trap in war frame and destiny. Especially destiny only certain buffs and debuffs can even be stacked together so you’ll have a person not knowing what stacks and numerically they think they should be cooking everything but they hit like wet paper.
I still dont get it much but im going to do more testing for a good freyna build.
Some of these mods are not functioning as planned or they put mods in the game that do nothing but hurt your character. I can’t remember the name of the mod but its a purple descendant mod that I assume is supposed to decrease incoming damage modifier and increase outgoing damage modifier but even if it was 1 positive and 1 negative like some it would still be wrong cause they both have negative effects on stats.
I've only seen 1 mod that that. It decreases incoming damage delt to you and decrease your damage output towards enemies.
What is the best main build for Blair ur setting 1? What external components n reactor are u using? I just unlocked him like him a little more than lepic but not much
Great video man, very helpful
This isn't ruining anyones account. It's a mild setback.
alucard cosplay goes hard
sources are telling me it's dmc my bad
My Blair looks exactly the same lol
How many times have you prestiged your character? And do you have to prestige multiple time for each character?
Is it true that Ultimates can run two Transcendent mods?
Keep the math content, I for one just haven’t been able to explore that side of the game yet.
This system feels so convoluted and I’m trying to get my head around it because it seems if you apply the formulas whether adding or multiplied out of order, you’ll get the wrong damage numbers.
So I main Gley, when looking at my current reactor, skill power for massacre is 25,484.45 is it ok to assume that this number is the product of the “skill power” , optimization condition of 160% + 0.2x skill power boost ratio?
Then… I imagine I take that number and adjust it accordingly from skill power, non attribute skill power, skill power modifier, and dimension skill power modifier?
Considering that massacre also takes the damage of the gun, am I adding or multiplying my guns dps with the dimension skill power number and multiplying everything?? 😔 this is depressing lol
Ok a question I want answered is picking your main/ who to invest into
Bunny
Great information, thanks!
Would love to hear your explanation on the values/differences between weapon mods like Toxic Enhancement and Toxic Gunbarrel. I still haven't figured it out and so far only use Enhancement and wonder whether I'm missing out.
the gun barrel mods add additional element damage that you add to your weapon with the enhancement mods
@@nicklewis4068 That's what it reads like, but what does it mean? Is the Gunbarrel mod useless without the Enhancement mod? Is the Gunbarrel mod worth investing in before you have maxed the Enhancement mod? Is the Gunbarrel mod even a mod worth putting on your gun?
@MrNorker77 the way I see it
For those mods it's only useful once you manage to roll an elemental dmg % on your gun
cause it takes that element damage and adds like 40% or something more
If you don't have the element installed it doesn't do anything.
@MrNorker77 Yes, it's useless if you don't have an element added either built in or added with an enhancement mod
Good job much wow
you should display what you stat in the lab so we can see that you are just not talking BS.
This is a Roll Playing Game! Remember Dungeons & Dragons board game? It was used with a board like monopoly, dice, and character stat cards! Without those cards, there is no game! Those modules, are the cards, the pulls are the dice, something like that. The dungeon master, is the server that determines the outcome, etc. This is Ad&d, added to an fps shooter guys! That's why nobody but geeks & nerds played it back then! Nobody wanted to whip out calculators and do the math! RPG! Get it? Roll Playing Game! Fyi, the players usually dressed up in their characters when they got together to play! Sound familiar? Lol!
Ok but something no youtuber seems to tell is why are your modules green and why are they only at 8 capacity, but when I feel mine up they are on 14 using up all the space? Nobody is explaining how to properly do the modules.
The modules are green because i module socketed the slot, using the crystallization catalyst. Every time you do this for characters there levels reset back to 1 and you have to level them back up to 40 before you can do it again. The number of times you do this process will vary based on build and/or descendant. Weapons are done the same way but instead of character levels your leveling something call proficiency. The only other thing that opens up capacity is using something called an activator which can be used on both descendants and weapons once. These items can be crafted of course, Activators take 30 hours to craft and catalyst take 7 and a half hours to make. Hope that answers what you were looking for have a blessed day.
@@ZoxLoots thanks I finally figured it out
So it works like this?
You have 450x450%
Then with +60% Power you get
720 x 450%= 3,240
But with +60% Modifier you get
450 x 510%= 2,295
Is that right?
As I just started I've only got like 3 or 4 mods anyway
You know that HP is far more valuable than Def btw guys.... Try it for yourself
great vid, thanks man!! 🙏
I'm not gonna lie.. I have no idea what you're carrying on about in this video. You have a BATTLE mod that raises skill power and an ATTACK mod that raises skill modifier.. you can only have one of each.. what exactly did you change to raise your damage? I think you complicated things talking about cooldown and crit and what not unless you are just saying to add cooldown and crit.. ? Like I'm out here really wondering what I'm missing here...
Since this is a fire descendant I’m just gonna drop fires for this vid lol 🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
It would help if they reworded the skills to say which are multiplicative or additive I believe they all say + atm😢
Thanks
how dare you not demonstrate your truly deadly cuisine damage sir
I did a whole video on Blair lmao
IS THAT VASH THE STAMPEDE?
Which one should we try to get bigger the multiplier or the raw skill power
Can you simp down how all these mods are full show the best for like bunny and lepic idk insane
So Smaller Multiplier = Slot in a Mod w/ Modifier.
Big Multiplier = Slot in a Mod w/ No Modifier.
Depending on Build and Character
Other way around, skill power modifier is only worth it if your skill has a base power of 150~200% or better.
Each skill has a different modifier as well.
And here I thought it would give 1mill times more damage....
I wish the game was a little bit more clear about how exactly some of these modules work
It’s child’s play comparing to Warframe
I just wish drop rates were what they say it is
They are, That's why it's called RNG for a reason.
This does not help me because it seems like base damage wise on paper normal is more powerful than rare on straight up stats and you use other purple mods with increasing sub options to finish it out.
Simply but not the entire story
Anything that says "modifier" adds to the number on right
Anything raw "power" essentially multipies reactor power on left.
There's more math for element and skill type power but that's the gist.
Very helpful ☀️
i am curious as to how many catalyst you used for the blair build/ resets from 40 to zero to get the 85 skill points
All of the slots except 1
If you are just looking to hit 85 total you have to 1) use an energy activator to give it plus 20 2) have the character fully leveled and 3) use only one catalyst on the Melee/grappling hook slot and have that mod max level. These three things is all you need to have it at a total of 85
To follow up on this, using a Cata on the melee/grappling hook spot is not efficient as using on the other mods as most you get is +5 from this mod while the others reduce from 16 to 8 meaning the give you 3 more space
How does this work with gley? I tried a RUclipsr build and it’s not hitting
Still not clear at all. 😂
So for Frenya best is focus on Tech en focus on Toxic because the low modifiers on Room 0 and poison?
Focus on toxic is better than toxic specialist because at max rank the difference in skill power is a measly 4-5% which will never make or break a build whilst focus on toxic gives the 6.1ish% skill cooldown which is always beneficial.
Use both
So we didn't understand that there is a difference between a multiplier and a cooldown?
No. The difference between Power and Power Modifier. Skill Power is the Raw Skill Power. Skill Power Modifier is the Multiplier that is added to Skill Power. When you increase Skill Power, it increases Base Damage. When you increase Skill Power Modifier, it increases the Multiplier added on to the Base Damage.
that’s not at all what’s being talked about
Multiplier is for the DoT dmg and Skill Power is for Base Dmg increase. I’m a Valby main so Modifier is most important to me. But for a Bunny main, you might want to use just Skill Power or Attribute Skill Power (i.e Electric Frost Fire or Toxic)
@@DADofTWOjuju That's an over-simplification, but a decent rule of thumb. The reason why Skill Power Modifier is, as a general rule of thumb, what you want to go for if you're building a DoT Build and just Skill Power is what you want to go for if you're going for a Single Shot (Nuke) Build is what was explained in the video and what I mentioned.
For DoT Skills, Base Skill Power tends to be higher than the Base Multiplier so increasing Skill Power Modifier to increase that Multiplier will, generally, net you a larger overall damage increase than increasing Skill Power alone. Whereas the single shot "nukes" tend to have higher Multipliers (as shown in the video) so you're already at or above the threshold for "Diminishing Returns" for Skill Power Modifier. Thus it's, generally, better to increase just Skill Power for those Skills.
The reality, of course, is that you want to balance the two variables (Skill Power and Skill Power Modifier). The moment one variable becomes way higher than the other variable is when when you start running into "Diminishing Returns."
TLDR: If you're not into Min/Maxing your Damage Output or even, at least, somewhat optimizing your Mod Usage, then your General Rule of Thumb works: Modifier for DoT and Skill Power for Nukes. However, I think it's important to know that if you do so, you do so with consequence and, potentially, pretty hefty consequence when it comes to damage output.
@@DADofTWOjujutrue. Raw skill power on valby would mainly just benefit the initial skill hit on target.
What would you recommend for bunny I focus singular for her atm
Personally electric/singular is best if you're doing a mobbing kind of build. Slap in dura/cool down to keep her 3 active and then as much range as you can and boom. Ez mobbing
Lopez Brian Perez Kenneth Lee Joseph
I like your channel.. No Bull.. All useful info 🎉 a celebration for NOT Wasting my time! Thank >You
I am not smart enough to follow all of what you just said lol 🙃
First off how do you have 85 slots
Never seen a bm playing tfd. Wow im surprised. For him to play a game with out a single black character in it, just shows he’s not a racist at all. It’s like me playing cod or xdefiant. Ain’t no yt characters at all lol (I guess technically they are mostly Korean or Asian characters, but it’s easy to confuse them as yt)
I just want to ask why you wouldn't want to add X% of 6K. Since adding 10% would already increase ur multiplier by 600. From testing & playing WF that has simular build mechanics if something has a high percentage adding "Additive %" does more then adding base. It makes sense to run base damage ofcourse since it helps the overall dmg but adding 22% of 12K base (reactor + base skill) does less damage. Skill power itself is better for stuff with low multipliers. Cause adding a 10% on a 20%base multiplier gives you 22.
Summary:
Big number : increase as much as possible
Small number: Focus on the other part of the equation.
Power modifier is additive, if you add for example a module that gives 90% power modifier to a skill that has 6000% power modifier it becomes 6090%
In blair for example, the modifiers on his dots are miserably low, its like 8%, so if you add a module with 90% modifier it becomes 98% basically a 10 times damages increase, even if the modifier of his 4 direct hit is 6k, his overall damage comes from his dots, so you really want modifier anyway
lol, nibble fingers
Bro speaking a different language. Can’t wait for GTA! These games are getting too complicated! 🤣🤣🤣
How did you get 85 max capacity?
Energy Activator + Using a module Socket on your sub module.
Too much info splashed all over youtube on "oh this is better DPS.. oh no don't level this up. Bruh keep it simple to the point. Tighten that shit up. They barely explain effects in the game and you are making it worse.
But how do I edge faster to bunnys feet 😋🐇
After patch i can't change my weapon mods ,i press save changes and then it returns to its original mods before changes made
O might be stupid but how the fuck is all the modules maxed out??
He used a energy activator which gave him more capacity then used the cyrstalaztion catalyst in each spot to match the modules symbol to cut the modules cost in half to give you more capacity to upgrade more
Not sure you completely understand what you’re talking about.
Damn this was a long drawn out explanation good grief! Add the mod go test it in a mission, record the damage, swap mods go to the same mission record damage then compare
There is a lab specifically for testing in the game. Im always in there testing out my builds.
Too confusing for me
Heard an emoji helps you somehow, except a thumbs up, so ...😅🎉. Thank you
U keep swapping ur mods for certain different skills but not really explaining ur reasoning u say to put up dot dmg but then just saying add fire etc explaining please would b better
fire atk =dot damage for burn, it has a chance to proc it
Not going to lie, this explained absolutely nothing 🤣🤣
Laggy as fuck game
🔥 📛 👨🚒 🚒 🧯 🎆 🔥 📛
Ruining accounts?
lol apparently, but it just takes some time to farm the right mods and shards for upgrades
@@sidney4114 yeah you’re not wrong. Over exaggeration is not illegal maybe I’m just a grump lol
Mr25 330+ hours here. You're only beginning to learn this game xD you'll get carried by all your noobish viewers like every other RUclipsr. I wish you luck in world's first master dungeon clear.