I use my Tauforged Red and regular red to undo Transient Fortitude’s Duration debuff. It’s not perfect, but I see the merit in keeping them. Your videos are very insightful on how to use Archon Shards, and they’ve already propelled my Saryn from decent to Steel Path soloing.
the explanations are so damn crisp honestly, especially compared to other warframe youtubers. Just so concise and straight to the point without fumbling around with your words or using filler talk. You're literally my go-to guy whenever I have any questions on what to do, where to go, etc.
I'm working on a build where I want to get Wisp's buffs as high as I can reasonably get them on my own in a mission without doing some extremely stupid stuff. So I'm slowly working on slotting a red shard into every slot. It's great.
I’m slotting every Tau Forged Crimson Shard I get into my Wisp. And using Molt Augmented. And pretty much every other form of Strength I can get. It’s great.
I used to only use duration mods on Gauss but thanks to the shard system, I've been adding strength and defensive capabilities and I'm now at a point where I can stand still in steel path and endure an entire firing squad worth of gunfire. Base armor shards, combined with health conversion, decent strength for a high base kinetic plating, and gloom are giving me huge survivability boons. Love this stuff.
Uh, small correction. The +stats you get from all of Boreal's shards are + FLAT, not + base. Flat could still be useful in some scenarios, but it's nowhere near the effectiveness it would be if it were + base.
I like seeing the red health bar as well, but I don't see an issue with killing an enemy that has 25, 15 or 5% armour remaining, at that point they are still easy to kill. I think the armour breakpoint is just a "Make my Brain Happy" thing, less practical than it seems. I'd like to see him do a video showing the differences because I expect its very, very little.
@@darrenm5797 You'd see very little difference at low levels or even Steel Path, but because the damage reduced by armor doesn't scale in a linear fashion, depending on how high a level you're playing at that last 1% can still be a big deal. Remember, each point of armor is worth less than the point before it, so at high levels stripping most of the armor might leave a good portion of damage reduction in place, most of it even, if you're doing levelcap stuff. As a lower level example, level 100 Corrupted Heavy Gunner on Steel Path has above 16k armor, if you strip that by 99% you leave them with just over 160 Armor- that's still a 35-ish% damage reduction, with 182k raw hp behind that. Again, at basic Steel Path that might not matter at all, they don't have enough health that a 35% damage reduction will make them hard to kill, but you can see how an enemy at higher levels, whose armor AND HP are scaling, would still have a solid bit of defense left. For example, if I bumped that Heavy Gunner to 250, it would have over 300 armor left if 99% stripped, blocking 50% of damage, and almost 300k hp behind that. By going from 99 to 100% strip you halve their effective hp and need to do 300k less damage to kill each one. If you go to level 1000, that 99% strip leaves 70% damage reduction. TL;DR, the practicality of full armor stripping skyrockets from "not at all practical" to "extremely practical" once you push a little bit out of the level range of enemies you're likely to encounter in an average SP mission, which is why people who like to push limits are obsessed with being able to full strip and most people don't particularly care.
Another important breakpoint is the Gloom Cap. You need 272% strength for that. This breakpoint is big, because a 95% slow means an action that would have taken 1 frame now takes 20. Even at 260%, you're only getting a 90% slow, so 1 frame takes 10 frames, or half as effective. Crimson Shards can be used to hit Gloom cap on Protea by using Blind Rage + Overextended. If you add 4 crimson (or 2+1 Tau), you can hit 174% strength which with her passive snapshotting +100% will put you at Gloom cap for relatively low cost. If you're lucky enough to have the Tauforged red, you can add in 2 yellows to replace Natural Talent and you've freed up so many mod slots for utility/duration.
I would love a video covering as many breakpoints as possible. My favorite frames don't seem to have this type of issue. I would be nice to know more builds to more efficiently use the shards.
Mag's 4 with augment and Nova's 1's dr (scales with duration, not strength) come immediately to mind as important ones. Also Garuda's bleed chance on her 4's debuff.
I concur. As far as general use information, that would be the most insightful. Ranging from warframe abilities, armor stripping, status chance for priming, etc
This is why I adore your content. Straightforward and helpful explanations. Other creator videos either are inconsistent with this quality of guide or just theorize what you would want most if you had five of every type to plug in. Even breaking your coverage of archon shards into three videos is a smart move. If someone's looking up what to use a shard on, it's probably because they just got their first one! If you get your first shard, and it's a blue or yellow shard, and a guide is like "you want all red shards 4head" that is NOT helpful. Your guides are simply better.
I used 1 blue and 4 red shards to make Oberon so much fun :3 his base armor now has over 600 and he can heal 150/ sec with his renewal. When Renewal is combined with Hallowed Ground, i can get an extra 700 armor. And that's shared with nearby allies as well ;)
Melee crit damage does work with Baruuk's Desert Wind and does NOT work with Sevagoth's Claws (as his shadow is the one with the weapon, and doesn't inherit Sevagoth's shards)
It does work with the claws. I specifically checked the arsenal on that one because of the possible difference and sure enough the CD goes up. I missed Baruuk off my list when putting this together though. That's a mistake on my part.
@@TheKengineer I believe this is a case of the arsenal lying sadly. I haven't tested myself, admittedly, but I've heard reports of the bonus not working in missions when playing as the Shadow. Could be worth testing to be sure
@@OP10thNakama His shadow does inherit them. I tested this with amber shards set to energy on spawn and they boosted the starting energy of the shadow.
I've been working on getting four Tauforged Crimson Shards into my Ivara, who I do a whole lot of "power strength capture" cheese on to do the Concentrated Arrow. Maxing range, with a high duration and efficiency, enables the bow to be used a lot in a massive area with virtually no drain on energy, but with a 40% power strength. Using a bunch of things to give a temporary bonus to power strength enables it to have a high power strength on cast, enabling it to break the boundaries of what the bow can deal with, even steel path, with an AoE to make most meta AoE guns blush. Four tauforged would completely negate the downside of overextended, letting the base power strength be 100%... which is important as I do use the Empowered Quiver augment as well to remove status effects with a quick Cloak Arrow, and having a negative power strength makes the bubble not always work, something that the build does struggle with due to - again - capturing power strength as the bow's cast and not actually constantly having 100%+ power strength.
Excal is my favorite frame, but I'm really struggling to fit everything I want onto him to make him both deal great damage, and be survivable. With chromatic blade, excal will reach 100% status chance at 189% ability strength. This means with umbral intensify equipped, I can reach 189% ability strength exactly with either 3 tauforged crimson shards, or 1 tauforged crimson shard and 3 regular crimson shards. Freeing up the mod slot I would have used on transient fortitude, while also removing the negative to duration I would have suffered from transient fortitude should be a big plus.
100% agree with the duration notes. so useful in so many cases where you have lower duration to compensate for. The strength one I don't see as nearly as useful, specifically for armour stripping. Considering allot of weapon builds don't need to strip armour 100% to work, and considering stripping 75% or 90% or 99% armour takes it down so much the only thing you're gaining is being able to see the red health bar instead of the yellow health bar.
you wont see much difference in lower levels but do remember scaling. EX: the EHP of a level 9999 SP corrupted heavy gunner is 3,139,597,664 | 751,681 HP/200,365 ferrite armor rounded up (99.85% damage reduction) 1% of that is 2003.65 which lowers it down to the same armor of it at level 47 (87.08% damage reduction hp doesnt change so EHP isnt the same). anyways that little bit of armor can be enough to not reduce their 751,681 HP down to zero in a few shots and they can one shot you. the issue with percentages is while 1% is a drop in the bucket to the whole when you put the numbers down and do the math the larger the base number the more is left over in that 1% obviously its really down to perspective. if you can do enough to go through that then yeah armor stripping isnt as needed but it can still be useful to help give more flexibility in weapon and warframe picks
@@azurephantom100 I was referring to what I would consider normal content. Level 9999 is a subset that obviously has very extreme considerations that less then 1% of people playing will ever see. I have never been past level 400 myself simply because I just can't play a round that long to want to, I expect most others are less than that.
9:42 "so yes you can use strength shards beyond just breakpoints, you can boost the effectiveness of roar, gloom or any other" Gloom cap for all warframes is 272% Ability Strength for 95% slow, - That means that with 228% you reach 80% slow or ~5x overall damage reduction but with just 30% more you get to 90%slow witch means the overall damage reduction is ~10x instead of 5x for only +30 strength - With 257% you reach 90% slow or ~10x overall damage reduction but with just 15% more you get the full 95%slow witch means the overall damage reduction is ~20x now instead of 10x for only +15 strength So yeah, imo, Gloom is not only not one of the good examples when talking about that strength dump abilities list but should actually not even be on that list to begin with.
I have one on my Rhino. He's buffed to Steel Path tanking levels, but the shard he has is for casting speed. Sometimes being able to pull off a stomp in time can save an ally.
I got a good Destreza crit riven a while ago, so right now I'm pouring all my Crimson into Garuda, to create the biggest crit numbers. I realise this isn't the optimal use-case, but it is a fun one.
I love your note about strength breakpoints. Crimson shards let my Frost finally hit the right threshold to make Mahapdama happen (if you know you know).
I used 1 crimson shard to reach the breakpoint on Caliban's armor removal. Since then, I have had so much more fun playing him, even on the steel path.
Love the video series. Pretty much doing what you're doing Kengineer with the shards. I've been liking a Grendel build with [Gourmand] and 5 x Azure Health/s regeneration ;)
I use my crimson shards for Ash Prime primary status chance because disruption runs, it give a good amount of status chance for weapons like Phenmor, Convectrix and Phantasma to take down demolysts
@@azurephantom100 well, with my current build and 5 crimson shards (1 tau forged) I hit 301% percent power. That translates to 1.9k health (I use all three umbral mods) 2100 health can be hit using molt vigour, and hardened wellspring
to the notes on breakpoints its almost always advisable to get to 99% armor strip because you will maintain the damage boost of your elementals with almost none of the reduction of the armor
First woo lol, in all Seriousness I love you videos they are informative,interesting and I do learn a thing or two about the topics at hand and It helps me make my builds better in warframe,keep it up ❤
I've been maining Octavia prime and revenant prime lately.. I've definitely loved the duration buffs and a tauforged Shard for casting speed on both of them made it so I can take off natural talent on rev but add more quality of life to Octavia the speed and duration help a lot for the "set and forget" style abilities then I got some max energy ones for her and dropped primed flow for different builds.. Tried a silent Octavia silence subsumed over resonator to kill necromechs and tried gloom Octavia replaced her 4th this time.. Was impressed! Even tried resonator on revenant to keep his armor up with extra strength I could get rid of augar mods that buff shields its useless bonus but to min max strength break points with this system its helpful.. thanks for the info
Using a couple on Titania. The pistols above 33% crit chance and above 3 multishot are a significant boost and fun to use. One on Wukong to creep cloud walker above 5 seconds.
I hope that they get rid of RNG Tauforged shards...... or rather make them somehow upgradable to tauforged, since it's only one 20% chance per week which is unfair that some people get more tauforged than others just because of RNG....
@@WarframeCrunch what makes it worse is the lower MR you are, the higher the tau rates seem to be judging from my watertight anecdotal evidence lmao. Anyone and everyone I've been running duo 6x or 10k endurance with has either gotten 1-2 AT MOST or none at all while alot of noobs who have to get carried through Archons seem to swim in them only to waste them on stats they don't grasp in the first place anyway. Luck is with the idiots - again :l
I've been using my crimson shards for primary status chance. I have a -puncture Komorex riven, so I can make a monster slash proc build. I don't use elemental status mods on it, because that would dilute the slash proc weighting. Less status chance options means I get a better boost from status shards, even though the build doesn't need them. The status chance is also good for my gas builds, because more gas procs means a wider range on lingering AOE (which is very strong on any riven boosted sniper) By the way, the status boost also affects secondaries and melee, at least in arsenal stats. I've been meaning to test whether or not it actually applies in gameplay
The Shards system has finally let me perfect my Gara. Basic Outline: Molt Augmented, Madurai, Styanax/Hildryn subsume, Crimson Shards. Now I can 100% armor strip without having to give up my duration, efficiency, Madurai's Void Strike (makes ramping up Splinters waaaay faster), *or* my personal preference auto-loading holster (Synth Reflex). I also usually run Umbral Intensify to free up 4 Shard slots for whatever else I want.
I rolled a +atk sp, +cc +cd -corp on tenet exec, I now run 5 melee crit damage shards for a 9.8x multiplier iirc, combine this with gauss and therefore a near instant 12x combo and approx. 4th or 5th tier red crits and these shards allow my gauss to scale better than a friend's saryn build in long SP missions
I've taken to mixing purely the Azure and Crimson shards for my Wisp build, which has so far been nothing but totally successful. Going for the absolute max STR for her has resulted in 468%STR once Molt Augmented is done. Range means nothing, got Roar to about 120%, both that and the Motes last about 68 seconds - only downside is the range, but with Motes lasting until removed by Nullifiers or by me replacing them, people know to just run through them. In groups that communicate by voice, grouping up for a Roar is easy, otherwise I let people know that I'll Roar at my waypoint and that typically works well, too. 10/10.
The Shards remind me of how weapon mods worked, back when we couldn't use the same mod equipped to our weapon onto a Sentinel's weapon. Thankfully DE changed that
I've only used crimson shards for primary status chance on Ash (for levelcap disruption) and Gyre (with the Ambassador weapon), but you gave me ideas 😆
It should be noted that Duration has other benefits as well: Several abilities in Warframe scale with Duration in usual ways. Nova's Null Star, for example, gives additional motes based on your duration, and each mote grants Nova additional damage reduction; and on another ability from the same warframe, Molecular Prime's maximum range is determined by how long it can be active for, again scaling off of Duration. Gauss' Redline's fire rate/attack speed and reload speed bonuses all scale with duration rather than Strength. And Duration acts the same as Efficiency on all drain-over-time abilities. Meaning that while you could use Melee Critical Damage to make Valkyr's Hysteria even more destructive, you could also use Duration to make it less energy-costly. This also applies to Oberon's Renewal, Excalibur's Exalted Blade, Sevagoth's Gloom, Titania's Razorwing, and so on. Even in conventional usage, it must be noted that several warframe abilities can scale further from Duration than is typical, which may again play into energy economy depending on how important their upkeep is. The augment for Vauban's Vortex will gain additional duration for each vortex thrown, the maximum duration and duration recovered on Endless War and Lasting Covenant both go up, the nature of Vast Untime allows every point of duration on Xaku to be extended far further, and so on. And, of course, simply having a few extra seconds can make upkeep on certain abilities a lot less tedious, such as Eclipse or Vex Armour.
On xaku enouth crimson in addition to molt augmented allows you to skip out any pure ability strength mod entirely, while at the cost of all your shard slots and an arcane, you get to keep 2-3 mod slots for something else
The only possible synergistic use I find from Primary Status Chance is with Lavos if you’re using Cedo or a primer primary for his 4, or with Ivara’s Artemis Bow (but even then status wouldn’t do much for it), or even on Nidus with a Teeming Virulence augment to roll a primary with buffed crits and status (same with Revenant Thrall Pact).
I'm looking to spike one of my Valkyr builds with as much melee crit damage as possible. If Ive done my math right, I can reach a crit multiplier of 8.75 with a suite of tauforged shards, on a 260% crit chance with talons that hit for around 15k base. The numbers must go up. With an invigoration I can further spike my damage to bring the pain, but that's less consistent
I used Red Tau Forged on Frost to be able to Strip in Two casts, after having put on Overextended. Corrosive Projection and the Tauforges manage to hit a breakpoint together at negative strength, just enough to be able run max range and still strip in two casts after the changes to additive armor strip, without running any additional power strength mods. Biting Frost increasing critical damage means slash procs also scale their ticks. For enemies that can be bled out, the first cast is enough or a Freeze will do. For enemies that need to be fully stripped, that's where the second cast and raw damage comes in. Corrosive Projection also provides some up front armor strip even if I'm running alone in public. Armor Strip changes and Red Tau Forge changes are very underrated. Also yes, Primary Status Chance is actually kinda fun with things like Mark for Death, for reliable Status AoE.
For me the strength option works with an Overextended build since that helps claw back some of your lost strength to either get to the breakpoint for armor strip, or closer to it so the strength augment needs fewer kills to get there.
For Nekros, I first used arcane blessing to replace vitality for hp. Then I was able to slot health conversion again for huge armor. After that, one of my smartest ideas was to slot 2 crimson for ability strength to accompany blind rage - for max damage reduction with shield of shadows - and then slot prime sure footed in the exilus slot. (Plus one or two amber shards for casting speed, of course.) This way I'm able to face tank with high armor and only bring out the shadows of I absolutely need to, in order to save from spamming things up with shadows all the time.
Biggest breakpoint for me on trinity is 150% str for 75% blessing reduction and 167str for abating link. These shards actually let me drop intensify and even let me drop projection as abating link hits 100% at 167str without projection. This is something I normally can’t reach as projection lowers abating to 137str. This means With five red shards I can swap projection out for combat discipline, AND free up a mod slot used for intensify.
Before using them for buffing steel path builds, I love throwing them on frames with AOE/damage through walls abilities to become mini nuke frames, always fun to do on frames not meant for it directly
I'm focusing all my crimson shards into my slovolt; having 190% range plus a 90% slow gloom is my objective, and all that combined with Capacitance makes me the best guardian around.
with 95% being the cap might as well try to get that idk if you already know it but the arcane molt augmented at max rank gives 60% strength (at 250 kills) and it stays till death (pit respawning doesnt remove it) so that might help
8:48 I just use parasitic armor. Then, any kill gives me 'overshields' which always fully restore your shield gate invulnerability time when they are removed.
For a Chakram Nezha every bit of Strength adds directly to the damage debuff which is applied additively so I threw some red shards on to reach 330% Strength and a yellow shard for a little faster casting. It absolutely deletes any special unit and works great with other Strength orientated abilities like Roar, Eclipse and Gloom.
The primary weapon status chance works fine with guns having already a ridiculous status chance (kohm, or more powerful, exergis). It can also immensely help powerful guns like trumna's secondary: super powerful and it can deal insane heat procs, yet it does not proc super reliably.
I took one look at that "Primary status chance" and thought "Maybe Ignis Wraith, but even that feels like a waste." Mine are mostly going on either melee, or strength if I need to reach one of those breakpoints you mentioned. It's good to know the secondary crit chance works for Titania & Mesa's exalted pistols too, I'll have to try and figure out if strength or crit chance is better for them. Any thoughts?
if you want to put a primary status chance youre better off using a vermisplicer primary with a viral slash build , using it with a decent riven would put even the best groll amprex and ignis wraiths to shame , its a slept on weapon and id rather keep it as is so it wouldnt get nerfed
4 Red Tauforged (or 2 + intensify) can make up for Overextended's strength debuff which is super useful for Gauss who needs 100 strength for 100% damage reduction on his 2 ability.
Pitting the shards benefit against what mod slots they open up is a great way of looking at it rather than just focusing on just how high we can now get any given stat.
Now that all of the videos regarding Archon shards have been released, what would be a general recommendation to an amount of Archon shards to use? For example, is it absolutely necessary to run five of the same colored shards, or is just entirely dependent on the build you're going for?
I use shards on Garuda to balance out overextended to get her to the break point for her seeking talons’ bleed chance, to save a mod slot for casting speed, and to get a bit more duration for her mirror and blood altar
I put a single Tauforged crimson shard for ability strength on my Hildryn, and it lets me have really high range and strength (full strip in 2 casts of pillage with a single corrosive projection). Low efficiency for Voracious Metastasis when playing support, or Electric Ward when playing offensively.
I love the videos and how thoroughly you explain the calculations and show with experiments how the game actually works. I was wondering, could you make a video about faction mods? I’ve heard how they’re a bonus multiplier, like roar, not a base damage increase like serration therefore making it much stronger, and it allows “double dipping” on status effects but it’s entirely unintuitive. Also, during void fissures when enemies become “corrupted”, does that mean their faction changes (and therefore should I use a corrupted smite mod instead of say, greener on Steel Path void fissures)? An unrelated question, do you know if zephyrs tornadoes applies forced procs to all enemies inside? For instance, if I throw a Glaive prime at a bunch of enemies between 3 tornadoes, do they each get 3-4 slash procs?
On the Strength note, I know i didthis with Oberon's Harrowed Reckoning (i think, I haven't loaded up Warframe in a hot minute.) Gave my Oberin a +10% Strength buff, removing the need to put in another Strength mod to get 100% strip. It's a good finishing touch for builds.
On Nyx I would use one tau and one normal for full strip to avoid intensify and even power drift to use primed sure footed. I personally used them on some breakpoints like 167 on Trinity for full abating link armor strip, and Revenant 100% reave for one hit.
I really love that these values aren't huge, it's incredible for countering the inverse of diminishing returns you get below 100%, also for reaching breakpoints, for trying those builds that were spread thin just a bit too much before, without really moving the needle as much as it sounds like on stats we already have enough of. The exception would be range affecting radial abilities, unless they just add tiny values, would be interesting to see. I'd also love to see a mod that adds flat range to abilities btw., similar to melee's Reach etc., would that be broken? How about weapon explosives? (Can make it a version of stretch/fulmination etc. so we can't stack further than before)
My favorite breakpoint is Trinity with roar subsumed. at 376 strength energy vampire and roar will break 100% enemy HP as true damage. 370 strength can be achieved with mods that have no conditional requirements to meet, allowing a single shard to give trinity comfortable 1-shot strength. Decent on steel path, as leeching vampire will also reset the shield gate constantly as you cast.
I actually am using mine for primary status. I have a steel path build Corinth Prime that procs Viral, Heat, and slash, multiple times on a single airburst. It one-shots acolytes when ramped up, and I have noticed it procs nearly the max amount with the shard, vs without.
Not status chance, but I *do* use secondary crit chance; it's on a setup also using Cascadia Overcharge with a critbased kitgun to push the critchance into the high 200%/low 300% range. Continual red crits are pretty good damage with even a modest amount of critical damage!
Just for clarity, the primary status is multiplicative like mods or is it additive like harrows crit boost? Im liking the idea of giving harrow a flat status boost too if its additive
Of my two crimsons (one tauforged) I used: - The tauforged one on Yareli for secondary crit chance, because what else am I going to put on a frame with no good abilities and inability to use melee? - The normal one on Mag to reach 100% armor strip on her 4 without having to stack molt augmented at all. Augmented stays on but it's more convenient on quick missions.
i am using them for Primary Status chance. point was to buff Phantasma even further. but i noticed a glitch where it's buffing the status chance for all weapons, primary, seconday, and melee.
I actually use one crimson for the SC on Qorvex. I use the Burston with its Incarnon quite heavily, and having a great Riven for it (+141.9% CC and +114% CD) I get great damage output. The one issue was SC. I was at about 70% SC pre-shard, and though it proc’ed often, I try to proc Rad as often as I can to replenish his Diso-Guard. With the regular shard, im hitting 95%, so Im aiming to replace it with a Tau Forged version to cross that 100% line.
Thank you for this video, it a brilliant! Sorry to be a pain but I just want to double check, you’re 100% sure melee crit damage does work on Sevagoths claws? I only ask because there’s a LOT of confusion online about it Thank you again!
You might want to ask those confused people online what their source is. You'll likely find a lot of gut instinct or parroting something they heard from a nameless someone else. Yes I'm certain. Just checked right now to make sure nothing changed with Echoes of Veilbreaker patch. 200% strength, no mods aside from True Steel for testing, level 185 Heavy Gunner, neutral combo attack. 85 damage non-crit, 222 damage crit with no shards, and 278 damage crit with one shard. That's a clear as day increase.
So far I've used crimson shards for exactly two things: help counteract fleeting expertise or overextended; or add a little more power strength to a subsumed gloom. I can't see myself using any of the weapon buffs.
what's the best way to get at least 80% movement reduction using gloom, while still having all the other stats positive, especially range being the biggest one? (on garuda)
Archon shards fix a lot of builds for Mesa, with ability strength, duration and energy. I forgot she needed a minimum of 119 for damage reduction so now I have 95% with shards.
What is the Power Strength damage cap for Exalted Blade? What percentage should o shoot for max effectiveness? Idk if Melee Crit Chance is better overall. I love t video and the term “breakthrough” really gave me additive perspective.
Currently just slapping on any crimson shards on Khora Prime for the melee crit damage. Initially put them on Mesa prime, for more crit chance on regulators but didn't see a significant difference.
you know what would be an interesting mod for beam weapons of any kind (even flamethrower types)? a mod that adds the chain mechanic that the atomos, kuva nukor, amprex and others that are technically beam weapons and stacks with beam weapons that do. Maybe, a dual stat mod that buffs beam range and how much are chained and one that just works to add the the aforementioned mechanic to beam weapons. another mod for archwings that add more blink charges to it and maybe reduce the cool-down time as well. I also think that this should be released with a change to the Itzal that has one extra blink charge more as a base perk of that archwing (assuming they haven't done that already, its been a while since I ran the itzal
I have a video idea - conditional power strength / duration / efficiency - when do these get applied and how does altering them during the ability work? What about abilities with refreshing duration like valkyr with eternal war?
I'm currently pouring all my red shards into Titania with secondary crit to really, really dunk on Lephantis. Turns out that with P Target Cracker, you get 4.2x crit damage and that gives you a 10.5% increase in damage, just barely eclipsing power strength. Also, it has the potential to bypass adaptive DR shenanigans, and yellow numbers please my simian instincts.
I'm currently working on getting the crimson shards to boost my gloom equinox's strength high enough to hit the slow cap with temporary buffs and still have all the range mods.
I was planning on using Crimson Shards on Xaku to reach his armor strip cap without killing duration but I've got a build with does strip armour and has 22 seconds of duration. I don't think any frame NEEDS Crimson shards, as much as some squishy frames need blue shards
For my Xaku build which run 183 strength 235 range 155 duration 45 eff, the extra 2x red shards for power strength saved the mod slots for not modding Growing Power or Augur Secret, which leaves for 3 archon shards to spare and I end up naturally running 2x yellow casting speed to replace Natural Talent. Overall with the Archon shard system, I managed to easily replaced 2 mods. About the primary status chance red shards, there is only one good redeeming value I can think of: reaching 94.35% SC on Phantasma (or Prime) with just running 5x reds, Galvanized Savvy, max rank heat 60/60, and both rank 1 60/60 mods for toxin and cold. Imagine Phantasma Prime being more broken than what it already is... EDIT: Forgot that Phenmor can easily reach 100% SC with partial ranked 60/60 mods from viral while maximizing heat procs, that is even more busted.
I do actually have a question, is secondary creeping bullseye better than just secondary critical chance, at 187%? 13% crit chance fo -20% fire rate doesn't seem like a fair trade to me, ignoring corner cases (such as actually wanting minus fire rate or wanting to reach a specific critical threshold).
other than the cases you mentioned, a big one is economy: its both cheaper to max bullseye, and cheaper (capacity/forma-wise) to use it in a given build. between not needing an extra 1-2 forma and being much cheaper in general, its an easy choice for me at least (also dont forget that one of the best secondary mods, lethal torrent, counteracts the negative anyways)
Usually the paper DPS will be slightly lower with Creeping Bullseye yeah, at the trade off of significantly reduced investment into making the build. It's a matter of maximisation vs convenience normally.
My apologies, I somehow missed Baruuk in my list. Desert Wind DOES work with the melee critical shards too.
Thanks
Nice
should i use ability strength or melee crit damage from crimson shard for exalted melee
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@@thespacetime Melee critical. ability strength matters very little when using a full build
I use my Tauforged Red and regular red to undo Transient Fortitude’s Duration debuff. It’s not perfect, but I see the merit in keeping them. Your videos are very insightful on how to use Archon Shards, and they’ve already propelled my Saryn from decent to Steel Path soloing.
the explanations are so damn crisp honestly, especially compared to other warframe youtubers. Just so concise and straight to the point without fumbling around with your words or using filler talk. You're literally my go-to guy whenever I have any questions on what to do, where to go, etc.
Strange name
@@AtomicEy uh ohh stinky
I'm working on a build where I want to get Wisp's buffs as high as I can reasonably get them on my own in a mission without doing some extremely stupid stuff. So I'm slowly working on slotting a red shard into every slot. It's great.
Now you just need a nidus doing the same thing to follow you. Equinox 80% too =)
I’m slotting every Tau Forged Crimson Shard I get into my Wisp. And using Molt Augmented. And pretty much every other form of Strength I can get. It’s great.
@@totalcoward wisp prime releases soon go get your bile ready
@@4g3nt06 wait, really?!
i've been doing that to the extreme with a friend(i'm the nidus), we're still waiting on the 5 tauforged shards each...
I used to only use duration mods on Gauss but thanks to the shard system, I've been adding strength and defensive capabilities and I'm now at a point where I can stand still in steel path and endure an entire firing squad worth of gunfire. Base armor shards, combined with health conversion, decent strength for a high base kinetic plating, and gloom are giving me huge survivability boons. Love this stuff.
Uh, small correction. The +stats you get from all of Boreal's shards are + FLAT, not + base. Flat could still be useful in some scenarios, but it's nowhere near the effectiveness it would be if it were + base.
@@megagrowlithe Ah you're right, my mistake. Base would imply +armor% boosts would increase it by even more, which they don't.
Can i see this build please?
@@megagrowlithe so uh... a Mod that increases % armor will increase it.. based it on the original Armor, or the Original + the shard?..
@@TheMaxCloud original only.
I love the discussion on Break points, I mod around the concept but never really had a name for it, now it will be easier to talk about it with others
I like seeing the red health bar as well, but I don't see an issue with killing an enemy that has 25, 15 or 5% armour remaining, at that point they are still easy to kill.
I think the armour breakpoint is just a "Make my Brain Happy" thing, less practical than it seems.
I'd like to see him do a video showing the differences because I expect its very, very little.
@@darrenm5797 You'd see very little difference at low levels or even Steel Path, but because the damage reduced by armor doesn't scale in a linear fashion, depending on how high a level you're playing at that last 1% can still be a big deal. Remember, each point of armor is worth less than the point before it, so at high levels stripping most of the armor might leave a good portion of damage reduction in place, most of it even, if you're doing levelcap stuff. As a lower level example, level 100 Corrupted Heavy Gunner on Steel Path has above 16k armor, if you strip that by 99% you leave them with just over 160 Armor- that's still a 35-ish% damage reduction, with 182k raw hp behind that. Again, at basic Steel Path that might not matter at all, they don't have enough health that a 35% damage reduction will make them hard to kill, but you can see how an enemy at higher levels, whose armor AND HP are scaling, would still have a solid bit of defense left. For example, if I bumped that Heavy Gunner to 250, it would have over 300 armor left if 99% stripped, blocking 50% of damage, and almost 300k hp behind that. By going from 99 to 100% strip you halve their effective hp and need to do 300k less damage to kill each one. If you go to level 1000, that 99% strip leaves 70% damage reduction.
TL;DR, the practicality of full armor stripping skyrockets from "not at all practical" to "extremely practical" once you push a little bit out of the level range of enemies you're likely to encounter in an average SP mission, which is why people who like to push limits are obsessed with being able to full strip and most people don't particularly care.
Another important breakpoint is the Gloom Cap. You need 272% strength for that. This breakpoint is big, because a 95% slow means an action that would have taken 1 frame now takes 20. Even at 260%, you're only getting a 90% slow, so 1 frame takes 10 frames, or half as effective. Crimson Shards can be used to hit Gloom cap on Protea by using Blind Rage + Overextended. If you add 4 crimson (or 2+1 Tau), you can hit 174% strength which with her passive snapshotting +100% will put you at Gloom cap for relatively low cost. If you're lucky enough to have the Tauforged red, you can add in 2 yellows to replace Natural Talent and you've freed up so many mod slots for utility/duration.
I would love a video covering as many breakpoints as possible. My favorite frames don't seem to have this type of issue. I would be nice to know more builds to more efficiently use the shards.
Mag's 4 with augment and Nova's 1's dr (scales with duration, not strength) come immediately to mind as important ones. Also Garuda's bleed chance on her 4's debuff.
A Tauforged Crimson on Styanax frees up the exilus slot.
I concur. As far as general use information, that would be the most insightful. Ranging from warframe abilities, armor stripping, status chance for priming, etc
This is why I adore your content. Straightforward and helpful explanations. Other creator videos either are inconsistent with this quality of guide or just theorize what you would want most if you had five of every type to plug in.
Even breaking your coverage of archon shards into three videos is a smart move. If someone's looking up what to use a shard on, it's probably because they just got their first one!
If you get your first shard, and it's a blue or yellow shard, and a guide is like "you want all red shards 4head" that is NOT helpful.
Your guides are simply better.
I used 1 blue and 4 red shards to make Oberon so much fun :3 his base armor now has over 600 and he can heal 150/ sec with his renewal. When Renewal is combined with Hallowed Ground, i can get an extra 700 armor. And that's shared with nearby allies as well ;)
Melee crit damage does work with Baruuk's Desert Wind and does NOT work with Sevagoth's Claws (as his shadow is the one with the weapon, and doesn't inherit Sevagoth's shards)
It does work with the claws. I specifically checked the arsenal on that one because of the possible difference and sure enough the CD goes up.
I missed Baruuk off my list when putting this together though. That's a mistake on my part.
@@TheKengineer I believe this is a case of the arsenal lying sadly. I haven't tested myself, admittedly, but I've heard reports of the bonus not working in missions when playing as the Shadow. Could be worth testing to be sure
@@KUIP3R tbf this sounds like a bug and his shadow SHOULD inherit shard effects
@@OP10thNakama absolutely
@@OP10thNakama His shadow does inherit them. I tested this with amber shards set to energy on spawn and they boosted the starting energy of the shadow.
I've been working on getting four Tauforged Crimson Shards into my Ivara, who I do a whole lot of "power strength capture" cheese on to do the Concentrated Arrow. Maxing range, with a high duration and efficiency, enables the bow to be used a lot in a massive area with virtually no drain on energy, but with a 40% power strength. Using a bunch of things to give a temporary bonus to power strength enables it to have a high power strength on cast, enabling it to break the boundaries of what the bow can deal with, even steel path, with an AoE to make most meta AoE guns blush.
Four tauforged would completely negate the downside of overextended, letting the base power strength be 100%... which is important as I do use the Empowered Quiver augment as well to remove status effects with a quick Cloak Arrow, and having a negative power strength makes the bubble not always work, something that the build does struggle with due to - again - capturing power strength as the bow's cast and not actually constantly having 100%+ power strength.
Excal is my favorite frame, but I'm really struggling to fit everything I want onto him to make him both deal great damage, and be survivable. With chromatic blade, excal will reach 100% status chance at 189% ability strength. This means with umbral intensify equipped, I can reach 189% ability strength exactly with either 3 tauforged crimson shards, or 1 tauforged crimson shard and 3 regular crimson shards. Freeing up the mod slot I would have used on transient fortitude, while also removing the negative to duration I would have suffered from transient fortitude should be a big plus.
100% agree with the duration notes. so useful in so many cases where you have lower duration to compensate for.
The strength one I don't see as nearly as useful, specifically for armour stripping. Considering allot of weapon builds don't need to strip armour 100% to work, and considering stripping 75% or 90% or 99% armour takes it down so much the only thing you're gaining is being able to see the red health bar instead of the yellow health bar.
you wont see much difference in lower levels but do remember scaling. EX: the EHP of a level 9999 SP corrupted heavy gunner is 3,139,597,664 | 751,681 HP/200,365 ferrite armor rounded up (99.85% damage reduction) 1% of that is 2003.65 which lowers it down to the same armor of it at level 47 (87.08% damage reduction hp doesnt change so EHP isnt the same). anyways that little bit of armor can be enough to not reduce their 751,681 HP down to zero in a few shots and they can one shot you. the issue with percentages is while 1% is a drop in the bucket to the whole when you put the numbers down and do the math the larger the base number the more is left over in that 1% obviously its really down to perspective. if you can do enough to go through that then yeah armor stripping isnt as needed but it can still be useful to help give more flexibility in weapon and warframe picks
@@azurephantom100 I was referring to what I would consider normal content. Level 9999 is a subset that obviously has very extreme considerations that less then 1% of people playing will ever see.
I have never been past level 400 myself simply because I just can't play a round that long to want to, I expect most others are less than that.
9:42 "so yes you can use strength shards beyond just breakpoints, you can boost the effectiveness of roar, gloom or any other"
Gloom cap for all warframes is 272% Ability Strength for 95% slow,
- That means that with 228% you reach 80% slow or ~5x overall damage reduction but with just 30% more you get to 90%slow witch means the overall damage reduction is ~10x instead of 5x for only +30 strength
- With 257% you reach 90% slow or ~10x overall damage reduction but with just 15% more you get the full 95%slow witch means the overall damage reduction is ~20x now instead of 10x for only +15 strength
So yeah, imo, Gloom is not only not one of the good examples when talking about that strength dump abilities list but should actually not even be on that list to begin with.
I have one on my Rhino. He's buffed to Steel Path tanking levels, but the shard he has is for casting speed. Sometimes being able to pull off a stomp in time can save an ally.
I got a good Destreza crit riven a while ago, so right now I'm pouring all my Crimson into Garuda, to create the biggest crit numbers. I realise this isn't the optimal use-case, but it is a fun one.
I love your note about strength breakpoints. Crimson shards let my Frost finally hit the right threshold to make Mahapdama happen (if you know you know).
I used 1 crimson shard to reach the breakpoint on Caliban's armor removal. Since then, I have had so much more fun playing him, even on the steel path.
Love the video series. Pretty much doing what you're doing Kengineer with the shards. I've been liking a Grendel build with [Gourmand] and 5 x Azure Health/s regeneration ;)
I use my crimson shards for Ash Prime primary status chance because disruption runs, it give a good amount of status chance for weapons like Phenmor, Convectrix and Phantasma to take down demolysts
Another good video I can use to explain things to people. Keep up the good work.
I'm using All my crimson shards on wisp.
All strength to make the numbers on her abilities absurd.
infinite power!! jokes aside what is the mote numbers?
@@azurephantom100 well, with my current build and 5 crimson shards (1 tau forged) I hit 301% percent power.
That translates to 1.9k health (I use all three umbral mods)
2100 health can be hit using molt vigour, and hardened wellspring
to the notes on breakpoints its almost always advisable to get to 99% armor strip because you will maintain the damage boost of your elementals with almost none of the reduction of the armor
First woo lol, in all Seriousness I love you videos they are informative,interesting and I do learn a thing or two about the topics at hand and It helps me make my builds better in warframe,keep it up ❤
I've been maining Octavia prime and revenant prime lately.. I've definitely loved the duration buffs and a tauforged Shard for casting speed on both of them made it so I can take off natural talent on rev but add more quality of life to Octavia the speed and duration help a lot for the "set and forget" style abilities then I got some max energy ones for her and dropped primed flow for different builds..
Tried a silent Octavia silence subsumed over resonator to kill necromechs and tried gloom Octavia replaced her 4th this time..
Was impressed! Even tried resonator on revenant to keep his armor up with extra strength I could get rid of augar mods that buff shields its useless bonus but to min max strength break points with this system its helpful.. thanks for the info
Using a couple on Titania. The pistols above 33% crit chance and above 3 multishot are a significant boost and fun to use. One on Wukong to creep cloud walker above 5 seconds.
Thank you so much for the video 🐧❤
I love the addition of shards, I hope they think of more types to add
I hope that they get rid of RNG Tauforged shards...... or rather make them somehow upgradable to tauforged, since it's only one 20% chance per week which is unfair that some people get more tauforged than others just because of RNG....
@@WarframeCrunch what makes it worse is the lower MR you are, the higher the tau rates seem to be judging from my watertight anecdotal evidence lmao.
Anyone and everyone I've been running duo 6x or 10k endurance with has either gotten 1-2 AT MOST or none at all while alot of noobs who have to get carried through Archons seem to swim in them only to waste them on stats they don't grasp in the first place anyway. Luck is with the idiots - again :l
I've been using my crimson shards for primary status chance. I have a -puncture Komorex riven, so I can make a monster slash proc build. I don't use elemental status mods on it, because that would dilute the slash proc weighting. Less status chance options means I get a better boost from status shards, even though the build doesn't need them. The status chance is also good for my gas builds, because more gas procs means a wider range on lingering AOE (which is very strong on any riven boosted sniper)
By the way, the status boost also affects secondaries and melee, at least in arsenal stats. I've been meaning to test whether or not it actually applies in gameplay
The Shards system has finally let me perfect my Gara. Basic Outline: Molt Augmented, Madurai, Styanax/Hildryn subsume, Crimson Shards. Now I can 100% armor strip without having to give up my duration, efficiency, Madurai's Void Strike (makes ramping up Splinters waaaay faster), *or* my personal preference auto-loading holster (Synth Reflex). I also usually run Umbral Intensify to free up 4 Shard slots for whatever else I want.
I rolled a +atk sp, +cc +cd -corp on tenet exec, I now run 5 melee crit damage shards for a 9.8x multiplier iirc, combine this with gauss and therefore a near instant 12x combo and approx. 4th or 5th tier red crits and these shards allow my gauss to scale better than a friend's saryn build in long SP missions
I've taken to mixing purely the Azure and Crimson shards for my Wisp build, which has so far been nothing but totally successful. Going for the absolute max STR for her has resulted in 468%STR once Molt Augmented is done. Range means nothing, got Roar to about 120%, both that and the Motes last about 68 seconds - only downside is the range, but with Motes lasting until removed by Nullifiers or by me replacing them, people know to just run through them. In groups that communicate by voice, grouping up for a Roar is easy, otherwise I let people know that I'll Roar at my waypoint and that typically works well, too. 10/10.
The Shards remind me of how weapon mods worked, back when we couldn't use the same mod equipped to our weapon onto a Sentinel's weapon. Thankfully DE changed that
I knew it. Before this video got out I was thinking about Extra Credit's explanation on breakpoints when planning to use my shards.
I've only used crimson shards for primary status chance on Ash (for levelcap disruption) and Gyre (with the Ambassador weapon), but you gave me ideas 😆
It should be noted that Duration has other benefits as well: Several abilities in Warframe scale with Duration in usual ways.
Nova's Null Star, for example, gives additional motes based on your duration, and each mote grants Nova additional damage reduction; and on another ability from the same warframe, Molecular Prime's maximum range is determined by how long it can be active for, again scaling off of Duration.
Gauss' Redline's fire rate/attack speed and reload speed bonuses all scale with duration rather than Strength.
And Duration acts the same as Efficiency on all drain-over-time abilities. Meaning that while you could use Melee Critical Damage to make Valkyr's Hysteria even more destructive, you could also use Duration to make it less energy-costly. This also applies to Oberon's Renewal, Excalibur's Exalted Blade, Sevagoth's Gloom, Titania's Razorwing, and so on.
Even in conventional usage, it must be noted that several warframe abilities can scale further from Duration than is typical, which may again play into energy economy depending on how important their upkeep is. The augment for Vauban's Vortex will gain additional duration for each vortex thrown, the maximum duration and duration recovered on Endless War and Lasting Covenant both go up, the nature of Vast Untime allows every point of duration on Xaku to be extended far further, and so on.
And, of course, simply having a few extra seconds can make upkeep on certain abilities a lot less tedious, such as Eclipse or Vex Armour.
On xaku enouth crimson in addition to molt augmented allows you to skip out any pure ability strength mod entirely, while at the cost of all your shard slots and an arcane, you get to keep 2-3 mod slots for something else
The only possible synergistic use I find from Primary Status Chance is with Lavos if you’re using Cedo or a primer primary for his 4, or with Ivara’s Artemis Bow (but even then status wouldn’t do much for it), or even on Nidus with a Teeming Virulence augment to roll a primary with buffed crits and status (same with Revenant Thrall Pact).
myself and other Lavos/cedo mains: *frothing at the mouth*
I'm looking to spike one of my Valkyr builds with as much melee crit damage as possible. If Ive done my math right, I can reach a crit multiplier of 8.75 with a suite of tauforged shards, on a 260% crit chance with talons that hit for around 15k base. The numbers must go up. With an invigoration I can further spike my damage to bring the pain, but that's less consistent
I used Red Tau Forged on Frost to be able to Strip in Two casts, after having put on Overextended. Corrosive Projection and the Tauforges manage to hit a breakpoint together at negative strength, just enough to be able run max range and still strip in two casts after the changes to additive armor strip, without running any additional power strength mods. Biting Frost increasing critical damage means slash procs also scale their ticks. For enemies that can be bled out, the first cast is enough or a Freeze will do. For enemies that need to be fully stripped, that's where the second cast and raw damage comes in.
Corrosive Projection also provides some up front armor strip even if I'm running alone in public. Armor Strip changes and Red Tau Forge changes are very underrated.
Also yes, Primary Status Chance is actually kinda fun with things like Mark for Death, for reliable Status AoE.
For me the strength option works with an Overextended build since that helps claw back some of your lost strength to either get to the breakpoint for armor strip, or closer to it so the strength augment needs fewer kills to get there.
For Nekros, I first used arcane blessing to replace vitality for hp. Then I was able to slot health conversion again for huge armor. After that, one of my smartest ideas was to slot 2 crimson for ability strength to accompany blind rage - for max damage reduction with shield of shadows - and then slot prime sure footed in the exilus slot.
(Plus one or two amber shards for casting speed, of course.) This way I'm able to face tank with high armor and only bring out the shadows of I absolutely need to, in order to save from spamming things up with shadows all the time.
Biggest breakpoint for me on trinity is 150% str for 75% blessing reduction and 167str for abating link.
These shards actually let me drop intensify and even let me drop projection as abating link hits 100% at 167str without projection.
This is something I normally can’t reach as projection lowers abating to 137str. This means With five red shards I can swap projection out for combat discipline, AND free up a mod slot used for intensify.
Before using them for buffing steel path builds, I love throwing them on frames with AOE/damage through walls abilities to become mini nuke frames, always fun to do on frames not meant for it directly
I'm focusing all my crimson shards into my slovolt; having 190% range plus a 90% slow gloom is my objective, and all that combined with Capacitance makes me the best guardian around.
with 95% being the cap might as well try to get that idk if you already know it but the arcane molt augmented at max rank gives 60% strength (at 250 kills) and it stays till death (pit respawning doesnt remove it) so that might help
@@azurephantom100 I'd rather not use augmented cause it goes away on host migration.
8:48 I just use parasitic armor. Then, any kill gives me 'overshields' which always fully restore your shield gate invulnerability time when they are removed.
So I'm guessing Melee Critical Damage doesn't work with Baruuk's Serene Storm?
It does
It does - I left it out by mistake.
For a Chakram Nezha every bit of Strength adds directly to the damage debuff which is applied additively so I threw some red shards on to reach 330% Strength and a yellow shard for a little faster casting.
It absolutely deletes any special unit and works great with other Strength orientated abilities like Roar, Eclipse and Gloom.
The primary weapon status chance works fine with guns having already a ridiculous status chance (kohm, or more powerful, exergis). It can also immensely help powerful guns like trumna's secondary: super powerful and it can deal insane heat procs, yet it does not proc super reliably.
I took one look at that "Primary status chance" and thought "Maybe Ignis Wraith, but even that feels like a waste."
Mine are mostly going on either melee, or strength if I need to reach one of those breakpoints you mentioned. It's good to know the secondary crit chance works for Titania & Mesa's exalted pistols too, I'll have to try and figure out if strength or crit chance is better for them. Any thoughts?
Titania secondary crit is uselss since Dexa Pixa base crit is only 10%.
@@chotnik mesa's base CC is pretty low too sadly
if you want to put a primary status chance youre better off using a vermisplicer primary with a viral slash build , using it with a decent riven would put even the best groll amprex and ignis wraiths to shame , its a slept on weapon and id rather keep it as is so it wouldnt get nerfed
4 Red Tauforged (or 2 + intensify) can make up for Overextended's strength debuff which is super useful for Gauss who needs 100 strength for 100% damage reduction on his 2 ability.
Pitting the shards benefit against what mod slots they open up is a great way of looking at it rather than just focusing on just how high we can now get any given stat.
Now that all of the videos regarding Archon shards have been released, what would be a general recommendation to an amount of Archon shards to use? For example, is it absolutely necessary to run five of the same colored shards, or is just entirely dependent on the build you're going for?
Use your head...
I use shards on Garuda to balance out overextended to get her to the break point for her seeking talons’ bleed chance, to save a mod slot for casting speed, and to get a bit more duration for her mirror and blood altar
I put a single Tauforged crimson shard for ability strength on my Hildryn, and it lets me have really high range and strength (full strip in 2 casts of pillage with a single corrosive projection). Low efficiency for Voracious Metastasis when playing support, or Electric Ward when playing offensively.
Reading these comments are amazing.
It's been a long time since Warfarme players have used so many different ways of buildcrafting their own things.
As a Frost main, this is a total game-changer
I find all regular shard drops from Archon hunts offensive. I still have 0 tau forged shards after 8 hunts…..
I love the videos and how thoroughly you explain the calculations and show with experiments how the game actually works. I was wondering, could you make a video about faction mods? I’ve heard how they’re a bonus multiplier, like roar, not a base damage increase like serration therefore making it much stronger, and it allows “double dipping” on status effects but it’s entirely unintuitive. Also, during void fissures when enemies become “corrupted”, does that mean their faction changes (and therefore should I use a corrupted smite mod instead of say, greener on Steel Path void fissures)? An unrelated question, do you know if zephyrs tornadoes applies forced procs to all enemies inside? For instance, if I throw a Glaive prime at a bunch of enemies between 3 tornadoes, do they each get 3-4 slash procs?
Ive started using one status chance shard on Saryn to help the Braton Prime Incarnon do more damage with Galvanized aptitude.
On the Strength note, I know i didthis with Oberon's Harrowed Reckoning (i think, I haven't loaded up Warframe in a hot minute.)
Gave my Oberin a +10% Strength buff, removing the need to put in another Strength mod to get 100% strip. It's a good finishing touch for builds.
On Nyx I would use one tau and one normal for full strip to avoid intensify and even power drift to use primed sure footed. I personally used them on some breakpoints like 167 on Trinity for full abating link armor strip, and Revenant 100% reave for one hit.
I really love that these values aren't huge, it's incredible for countering the inverse of diminishing returns you get below 100%, also for reaching breakpoints, for trying those builds that were spread thin just a bit too much before, without really moving the needle as much as it sounds like on stats we already have enough of. The exception would be range affecting radial abilities, unless they just add tiny values, would be interesting to see. I'd also love to see a mod that adds flat range to abilities btw., similar to melee's Reach etc., would that be broken? How about weapon explosives? (Can make it a version of stretch/fulmination etc. so we can't stack further than before)
My favorite breakpoint is Trinity with roar subsumed. at 376 strength energy vampire and roar will break 100% enemy HP as true damage. 370 strength can be achieved with mods that have no conditional requirements to meet, allowing a single shard to give trinity comfortable 1-shot strength. Decent on steel path, as leeching vampire will also reset the shield gate constantly as you cast.
Wow, neat build.
Yes, primary sc on Lavos for the Convectrix. Or the kitgun I made for applying a fuckton of heat procs.
I actually am using mine for primary status.
I have a steel path build Corinth Prime that procs Viral, Heat, and slash, multiple times on a single airburst. It one-shots acolytes when ramped up, and I have noticed it procs nearly the max amount with the shard, vs without.
Not status chance, but I *do* use secondary crit chance; it's on a setup also using Cascadia Overcharge with a critbased kitgun to push the critchance into the high 200%/low 300% range. Continual red crits are pretty good damage with even a modest amount of critical damage!
Just for clarity, the primary status is multiplicative like mods or is it additive like harrows crit boost? Im liking the idea of giving harrow a flat status boost too if its additive
Of my two crimsons (one tauforged) I used:
- The tauforged one on Yareli for secondary crit chance, because what else am I going to put on a frame with no good abilities and inability to use melee?
- The normal one on Mag to reach 100% armor strip on her 4 without having to stack molt augmented at all. Augmented stays on but it's more convenient on quick missions.
i am using them for Primary Status chance.
point was to buff Phantasma even further.
but i noticed a glitch where it's buffing the status chance for all weapons,
primary, seconday, and melee.
I actually use one crimson for the SC on Qorvex. I use the Burston with its Incarnon quite heavily, and having a great Riven for it (+141.9% CC and +114% CD) I get great damage output. The one issue was SC. I was at about 70% SC pre-shard, and though it proc’ed often, I try to proc Rad as often as I can to replenish his Diso-Guard. With the regular shard, im hitting 95%, so Im aiming to replace it with a Tau Forged version to cross that 100% line.
Great vid
the secondary critical chance triggers for me on every weapon (primary,secondary,melee) i mean a redeemer prime shoundt have 48 %cc baseline right ?
Thank you for this video, it a brilliant!
Sorry to be a pain but I just want to double check, you’re 100% sure melee crit damage does work on Sevagoths claws?
I only ask because there’s a LOT of confusion online about it
Thank you again!
You might want to ask those confused people online what their source is. You'll likely find a lot of gut instinct or parroting something they heard from a nameless someone else.
Yes I'm certain. Just checked right now to make sure nothing changed with Echoes of Veilbreaker patch. 200% strength, no mods aside from True Steel for testing, level 185 Heavy Gunner, neutral combo attack.
85 damage non-crit, 222 damage crit with no shards, and 278 damage crit with one shard.
That's a clear as day increase.
I used 2 shards on my Mag P to reach her Fracturing Crush breakpoint when added with Power Drift,
foe the question
i use status chance for zephyr arca plasmor/Phenmor, a fair bit of my guns are able to breach 100% status with it
So far I've used crimson shards for exactly two things: help counteract fleeting expertise or overextended; or add a little more power strength to a subsumed gloom. I can't see myself using any of the weapon buffs.
what's the best way to get at least 80% movement reduction using gloom, while still having all the other stats positive, especially range being the biggest one?
(on garuda)
Archon shards fix a lot of builds for Mesa, with ability strength, duration and energy. I forgot she needed a minimum of 119 for damage reduction so now I have 95% with shards.
So my glaive riv is for crit chance and status chance so i put two red shards for 50% more crit damage. It can put almost anything down in one throw
What is the Power Strength damage cap for Exalted Blade? What percentage should o shoot for max effectiveness? Idk if Melee Crit Chance is better overall. I love t video and the term “breakthrough” really gave me additive perspective.
7:11 corrosive projection 👍
I only have 3 Reds so far and I have them all on Umbral Wisp - CLosing in on the magic 400% strength for Pillage to 100% armor and shields
Currently just slapping on any crimson shards on Khora Prime for the melee crit damage.
Initially put them on Mesa prime, for more crit chance on regulators but didn't see a significant difference.
you know what would be an interesting mod for beam weapons of any kind (even flamethrower types)? a mod that adds the chain mechanic that the atomos, kuva nukor, amprex and others that are technically beam weapons and stacks with beam weapons that do. Maybe, a dual stat mod that buffs beam range and how much are chained and one that just works to add the the aforementioned mechanic to beam weapons.
another mod for archwings that add more blink charges to it and maybe reduce the cool-down time as well. I also think that this should be released with a change to the Itzal that has one extra blink charge more as a base perk of that archwing (assuming they haven't done that already, its been a while since I ran the itzal
I'm currently working on a trinity build using +strength to hit the breakpoint where her 2 will one-shot any enemy it's pointed at
I have a video idea - conditional power strength / duration / efficiency - when do these get applied and how does altering them during the ability work? What about abilities with refreshing duration like valkyr with eternal war?
Its like watching Kurzgesagt but for Warframe.. U earned a sub..
I'm currently pouring all my red shards into Titania with secondary crit to really, really dunk on Lephantis. Turns out that with P Target Cracker, you get 4.2x crit damage and that gives you a 10.5% increase in damage, just barely eclipsing power strength. Also, it has the potential to bypass adaptive DR shenanigans, and yellow numbers please my simian instincts.
I'm using Duration and strength shards for Hildryn but it still requires 2 pillage to remove armor
*looks at Lavos with 5 Forma*
*looks at Phage/Cedo with 6 Forma*
I'm sorry. I use primary status chance
I'm currently working on getting the crimson shards to boost my gloom equinox's strength high enough to hit the slow cap with temporary buffs and still have all the range mods.
I was planning on using Crimson Shards on Xaku to reach his armor strip cap without killing duration but I've got a build with does strip armour and has 22 seconds of duration. I don't think any frame NEEDS Crimson shards, as much as some squishy frames need blue shards
im using a primary status tau shard on nezha with a viral slash vermisplicer primary .....makes even endurance sp runs trivial
I am using the "Primary status chance" to buff my Phenmor build
For Valkyr should i make all my shards +crit dmg or half crit and half strength
For my Xaku build which run 183 strength 235 range 155 duration 45 eff, the extra 2x red shards for power strength saved the mod slots for not modding Growing Power or Augur Secret, which leaves for 3 archon shards to spare and I end up naturally running 2x yellow casting speed to replace Natural Talent.
Overall with the Archon shard system, I managed to easily replaced 2 mods.
About the primary status chance red shards, there is only one good redeeming value I can think of: reaching 94.35% SC on Phantasma (or Prime) with just running 5x reds, Galvanized Savvy, max rank heat 60/60, and both rank 1 60/60 mods for toxin and cold. Imagine Phantasma Prime being more broken than what it already is...
EDIT: Forgot that Phenmor can easily reach 100% SC with partial ranked 60/60 mods from viral while maximizing heat procs, that is even more busted.
I can’t run Xaku without max range. More range = more guns
i wonder what happens if i put 75% status chance on my bubonico
I do actually have a question, is secondary creeping bullseye better than just secondary critical chance, at 187%? 13% crit chance fo -20% fire rate doesn't seem like a fair trade to me, ignoring corner cases (such as actually wanting minus fire rate or wanting to reach a specific critical threshold).
other than the cases you mentioned, a big one is economy: its both cheaper to max bullseye, and cheaper (capacity/forma-wise) to use it in a given build. between not needing an extra 1-2 forma and being much cheaper in general, its an easy choice for me at least (also dont forget that one of the best secondary mods, lethal torrent, counteracts the negative anyways)
Usually the paper DPS will be slightly lower with Creeping Bullseye yeah, at the trade off of significantly reduced investment into making the build. It's a matter of maximisation vs convenience normally.