I'm less late this time. Progress......? Regardless, the show must go on. Combustive Goo Mix (0:10) I: Something counter-intuitive is that the explosions radius is different depending on whether you ignite a puddle or shoot a burning bug with goo. Here are the exact numbers: Puddle 50 Radial Type Less Damage + 50 Radial Heat in a 2m radius Bug 50 Type Less Damage + 50 heat to the target 50 Radial Type Less Damage + 50 Radial Heat in a 2.5m radius. O: This OC definitely shines more in solo, where external sources of heat isn't an issue & as it provides drillers with some much needed burst damage. However, the only heat sources I'd be concerned with in multiplayer would be CRSPR (not an issue if you're running a "balanced" team), Burning Hell/Hellfire/Incendiary Grenades on Gunner or Flame Bolts on Scout. While these aren't uncommon per se, there are lots of builds that won't conflict with this OC. I: For those wanting to use regular EPC shots to ignite things, here's some numbers for you: Energy Rerouting (All Ammo) Ammo: 184 Shots to Ignite Puddle: 3 Shots to Ignite Grunt: 3 Shots to Ignite Guard: 6 Shots to Ignite Praetorian: 11 Energy Rerouting (T1 Damage) Ammo: 160 Shots to Ignite Puddle: 3 Shots to Ignite Grunt: 3 Shots to Ignite Guard: 6 Shots to Ignite Praetorian: 10 Heavy Hitter (All Ammo) Ammo: 136 Shots to Ignite Puddle: 2 Shots to Ignite Grunt: 2 Shots to Ignite Guard: 4 Shots to Ignite Praetorian: 6 Heavy Hitter (T1 Damage) Ammo: 112 Shots to Ignite Puddle: 2 Shots to Ignite Grunt: 2 Shots to Ignite Guard: 3 Shots to Ignite Praetorian: 5 Goo Bomber Special (1:41) O: I like running this alongside Subata with the Chain Hit OC & T5 C. Putting a line down & shooting in bugs Weak Points to possibly get up to 2 stacks of T5 C per shot is relatively effective. O: As you pointed out, shooting regular shots onto the ground is an effective strategy (especially with T3 A for the full 24s lifetime). It's my go to in close quarters/tight spaces. I?: From my previous experience, the raining down puddles by shooting straight up technique has always been hit or miss. You need a space big enough to shoot up without hitting the roof, a target large enough to make it worth it & hope that they stay still. Because it doesn't do the splash damage of the charged shot, you'll want T2 B to get 18 fragments (each which deal 8 damage on a hit). Volatile Impact Mixture (2:59) C: This feels a bit nit picky, but the lifetime of the puddles is reduced by 1/4 not 1/3 (the exact modifier is x0.75 puddle lifetime duration) I: This has some super janky interaction with the Blisters from the Blistering Necrosis OC. The build I use for massive damage (alongside a Blistering Necrosis Wave of course) is 1, 1, 2, 2, 1. Shoot a bug until it has a blister, then switch to the Sludge Pump & hit it with a Charged Shot. From what I can tell, the charged shot splash damage gets multiplied? It's very weird but works very well. Hydrogen Ion Additive (5:02) O/I: I like this OC in theory, but the actual effects are pretty small. It gives a +2 DPS bonus to the corrosive DoT (so 35.2 -> 37.2 base or 44 -> 46 with T5 B) & increases the DoTs slowdown from 35% to 44.75% base, or from 51.25% to 58.56% (note that it doesn't affect the puddles slow, only the DoTs). As you can see, these are pretty negligible increases for taking up your OC slot. I feel like it should also give a lifetime increase to the DoT & puddles. Disperser Compound (5:45) I: One way of increasing coverage is to shoot the ceiling, although this only works if the ceilings not too low (as the fragments don't get time to spread out) or too high (as the shot won't impact it) Diffusion Ray (6:32) O: I personally like to use this with T5 C, since that doesn't care about the damage of the beam. I pair it with CRSPR using 2, 2, 3, 3, 1 & Fuel Stream Diffuser. CRSPR can easily ignite a whole group due to it's 20m reach & fire spread. Then, if you need some breathing room, whipping out the Wave to start temp shocking will wipe them out cheaply & efficiently (remember that temp shock deals 200 disintegrate damage). This even gives you a decent way of dealing with larger enemies, although that has nothing to do with the OC. Super Focus Lens (7:29) I: If you find yourself having issues using this without getting hit, use this OC in conjunction with Cryo. This both makes the bugs incapable of fighting back once they're frozen, while also increasing the effectiveness of the damage increase since Wave gets the 3x damage bonus to frozen enemies. For example at base Wave deals 7 damage, or 10.5 if you're benefiting from this OC. However against a frozen target you deal 21 damage, or 31.5 with this OCs benefit. Pair it with boiler ray in T5 for some efficient crowd clear & surprisingly decent single target damage (although you'll run out of ammo relatively quickly) Gamma Contamination (8:14) O: Imo this is a godsend for Driller builds with a single target focused primary. This pair very well with a full damage Ice Storm build or a Sludge Blast build, since those builds lack the ammo & crowd clear potential respectively, & this OC gives driller an excellent way to make up for that. Blistering Necrosis (9:43) I: So, this one weird OC. You are correct in that blisters inherit a Weak Points multiplier if it's higher than 1.5x. They are not supposed to multiply area damage, however the Sludge Pumps Charged Shot Splash Damage as well as EPCs & Draks Plasma splash mods all get boosted by them. They also affect things that don't normally get a benefit from hitting a weak point, such as Wave Cooker itself & the direct damage of CRSPR & CRYO.
As someone who uses Blistering Necrosis on pretty much any bossfight driller loadout, yes all your primaries benefit from it. ESPECIALLY Volatile Impact Mixtures. I love melting a dreadnaught in seconds :D
the blisters are _weird_ they pop from radial damage but don't apply their 1.5x multiplier to radial damage, which I'm not sure even counts as a weak point multiplier. I _think_ they might have patched it capping your damage when it breaks? It's probably better to just use something else but if you want to give it a shot don't let me stop you. Lazymaybe made a pretty good video on wave cooker overclocks that just so happens to talk about blistering necrosis for a solid chunk (maybe majority? I don't rember) of its runtime and go into depth about its mechanics.
The damage cap was patched out, yeah. It does keep the weakpoint damage bonus, and so hitting them with direct damage will do way more than area damage. I once one-shot an oppressor from the front with ice spear by hitting the blister with one, lol
CGM certainly takes time to learn but it can be ridiculously strong and ammo efficient when used properly. It really doesn't sacrifice anything besides slowdown on enemies since you don't want the goo laying around a while. Reigniting enemies is not difficult at all - even in your clips you can see how the explosions reapply heat to surrounding targets, so it will not ruin any synergies with fire builds, in fact in synergizes very well with them. The important part is making sure your goo is actually on the enemies and igniting it quickly. In solo play it's a bit harder but honestly not so bad, the EPC can do it quite easily. In teams it's even easier - so many builds have heat in them.
I am sorry, but you have impact mixture build wrong. U take 13222 which enables you to one shot grunts, spam charge shots to quickly kill weaker hordes, and gives a driller a very decent single target damage. Try it out
For necrosis I´m really sure everything can hit it. Early in the game before trying new things out I used necrosis cooker mainly, you can create a bunch of weakpoints on lets say a Pretorian and deal alot of dmg afterwards with the flamethrower. Or often I create a bunch of weakpoints on Dreadnaughts and pop them with an Axe dealing a nice chunk of dmg, if you´re lucky wiht weakpoints spawning you can propably invest I´d say 20-30 ammo on one of the Hiveguard Guardians and Axe it for easy solokills on them. Combine that with a smaller lens for increased firerate and the only thing stopping itz from beeing good is bad luck. Now theese days I rather use other guns or, running with cryo the Piercing one with temprature shock or on sertain missions with Radiation for extra crowd control, tho not getitng that one to proc feels more painful. Also can we talk how strong sludgeblast is, mainly against a caretaker? You can kinda solo carry C4ing the top and sludgeblasting toe eye, honestly a fun one even if it´s quite meh against swarms
What a vapid, self-important comment. Not everything on earth is made for you, and your opinion isn't uniquely valuable to strangers. Please work on your socialization skills.
I'm less late this time. Progress......? Regardless, the show must go on.
Combustive Goo Mix (0:10)
I: Something counter-intuitive is that the explosions radius is different depending on whether you ignite a puddle or shoot a burning bug with goo.
Here are the exact numbers:
Puddle
50 Radial Type Less Damage + 50 Radial Heat in a 2m radius
Bug
50 Type Less Damage + 50 heat to the target
50 Radial Type Less Damage + 50 Radial Heat in a 2.5m radius.
O: This OC definitely shines more in solo, where external sources of heat isn't an issue & as it provides drillers with some much needed burst damage. However, the only heat sources I'd be concerned with in multiplayer would be CRSPR (not an issue if you're running a "balanced" team), Burning Hell/Hellfire/Incendiary Grenades on Gunner or Flame Bolts on Scout. While these aren't uncommon per se, there are lots of builds that won't conflict with this OC.
I: For those wanting to use regular EPC shots to ignite things, here's some numbers for you:
Energy Rerouting (All Ammo)
Ammo: 184
Shots to Ignite Puddle: 3
Shots to Ignite Grunt: 3
Shots to Ignite Guard: 6
Shots to Ignite Praetorian: 11
Energy Rerouting (T1 Damage)
Ammo: 160
Shots to Ignite Puddle: 3
Shots to Ignite Grunt: 3
Shots to Ignite Guard: 6
Shots to Ignite Praetorian: 10
Heavy Hitter (All Ammo)
Ammo: 136
Shots to Ignite Puddle: 2
Shots to Ignite Grunt: 2
Shots to Ignite Guard: 4
Shots to Ignite Praetorian: 6
Heavy Hitter (T1 Damage)
Ammo: 112
Shots to Ignite Puddle: 2
Shots to Ignite Grunt: 2
Shots to Ignite Guard: 3
Shots to Ignite Praetorian: 5
Goo Bomber Special (1:41)
O: I like running this alongside Subata with the Chain Hit OC & T5 C. Putting a line down & shooting in bugs Weak Points to possibly get up to 2 stacks of T5 C per shot is relatively effective.
O: As you pointed out, shooting regular shots onto the ground is an effective strategy (especially with T3 A for the full 24s lifetime). It's my go to in close quarters/tight spaces.
I?: From my previous experience, the raining down puddles by shooting straight up technique has always been hit or miss. You need a space big enough to shoot up without hitting the roof, a target large enough to make it worth it & hope that they stay still. Because it doesn't do the splash damage of the charged shot, you'll want T2 B to get 18 fragments (each which deal 8 damage on a hit).
Volatile Impact Mixture (2:59)
C: This feels a bit nit picky, but the lifetime of the puddles is reduced by 1/4 not 1/3 (the exact modifier is x0.75 puddle lifetime duration)
I: This has some super janky interaction with the Blisters from the Blistering Necrosis OC. The build I use for massive damage (alongside a Blistering Necrosis Wave of course) is 1, 1, 2, 2, 1. Shoot a bug until it has a blister, then switch to the Sludge Pump & hit it with a Charged Shot. From what I can tell, the charged shot splash damage gets multiplied? It's very weird but works very well.
Hydrogen Ion Additive (5:02)
O/I: I like this OC in theory, but the actual effects are pretty small. It gives a +2 DPS bonus to the corrosive DoT (so 35.2 -> 37.2 base or 44 -> 46 with T5 B) & increases the DoTs slowdown from 35% to 44.75% base, or from 51.25% to 58.56% (note that it doesn't affect the puddles slow, only the DoTs). As you can see, these are pretty negligible increases for taking up your OC slot. I feel like it should also give a lifetime increase to the DoT & puddles.
Disperser Compound (5:45)
I: One way of increasing coverage is to shoot the ceiling, although this only works if the ceilings not too low (as the fragments don't get time to spread out) or too high (as the shot won't impact it)
Diffusion Ray (6:32)
O: I personally like to use this with T5 C, since that doesn't care about the damage of the beam. I pair it with CRSPR using 2, 2, 3, 3, 1 & Fuel Stream Diffuser. CRSPR can easily ignite a whole group due to it's 20m reach & fire spread. Then, if you need some breathing room, whipping out the Wave to start temp shocking will wipe them out cheaply & efficiently (remember that temp shock deals 200 disintegrate damage). This even gives you a decent way of dealing with larger enemies, although that has nothing to do with the OC.
Super Focus Lens (7:29)
I: If you find yourself having issues using this without getting hit, use this OC in conjunction with Cryo. This both makes the bugs incapable of fighting back once they're frozen, while also increasing the effectiveness of the damage increase since Wave gets the 3x damage bonus to frozen enemies. For example at base Wave deals 7 damage, or 10.5 if you're benefiting from this OC. However against a frozen target you deal 21 damage, or 31.5 with this OCs benefit. Pair it with boiler ray in T5 for some efficient crowd clear & surprisingly decent single target damage (although you'll run out of ammo relatively quickly)
Gamma Contamination (8:14)
O: Imo this is a godsend for Driller builds with a single target focused primary. This pair very well with a full damage Ice Storm build or a Sludge Blast build, since those builds lack the ammo & crowd clear potential respectively, & this OC gives driller an excellent way to make up for that.
Blistering Necrosis (9:43)
I: So, this one weird OC. You are correct in that blisters inherit a Weak Points multiplier if it's higher than 1.5x. They are not supposed to multiply area damage, however the Sludge Pumps Charged Shot Splash Damage as well as EPCs & Draks Plasma splash mods all get boosted by them. They also affect things that don't normally get a benefit from hitting a weak point, such as Wave Cooker itself & the direct damage of CRSPR & CRYO.
Hydrogen Ion Additive and Gamma Contamination have a great synergy if you want to go for a triple dot build
As someone who uses Blistering Necrosis on pretty much any bossfight driller loadout, yes all your primaries benefit from it. ESPECIALLY Volatile Impact Mixtures. I love melting a dreadnaught in seconds :D
I love this series
Sludge Blast my beloved 💚
Love the video
the blisters are _weird_
they pop from radial damage but don't apply their 1.5x multiplier to radial damage, which I'm not sure even counts as a weak point multiplier. I _think_ they might have patched it capping your damage when it breaks? It's probably better to just use something else but if you want to give it a shot don't let me stop you. Lazymaybe made a pretty good video on wave cooker overclocks that just so happens to talk about blistering necrosis for a solid chunk (maybe majority? I don't rember) of its runtime and go into depth about its mechanics.
The damage cap was patched out, yeah. It does keep the weakpoint damage bonus, and so hitting them with direct damage will do way more than area damage. I once one-shot an oppressor from the front with ice spear by hitting the blister with one, lol
Well, there you go, then.
CGM certainly takes time to learn but it can be ridiculously strong and ammo efficient when used properly. It really doesn't sacrifice anything besides slowdown on enemies since you don't want the goo laying around a while. Reigniting enemies is not difficult at all - even in your clips you can see how the explosions reapply heat to surrounding targets, so it will not ruin any synergies with fire builds, in fact in synergizes very well with them. The important part is making sure your goo is actually on the enemies and igniting it quickly. In solo play it's a bit harder but honestly not so bad, the EPC can do it quite easily. In teams it's even easier - so many builds have heat in them.
This is Awesome
!
I am sorry, but you have impact mixture build wrong. U take 13222 which enables you to one shot grunts, spam charge shots to quickly kill weaker hordes, and gives a driller a very decent single target damage. Try it out
For necrosis I´m really sure everything can hit it.
Early in the game before trying new things out I used necrosis cooker mainly, you can create a bunch of weakpoints on lets say a Pretorian and deal alot of dmg afterwards with the flamethrower.
Or often I create a bunch of weakpoints on Dreadnaughts and pop them with an Axe dealing a nice chunk of dmg, if you´re lucky wiht weakpoints spawning you can propably invest I´d say 20-30 ammo on one of the Hiveguard Guardians and Axe it for easy solokills on them. Combine that with a smaller lens for increased firerate and the only thing stopping itz from beeing good is bad luck.
Now theese days I rather use other guns or, running with cryo the Piercing one with temprature shock or on sertain missions with Radiation for extra crowd control, tho not getitng that one to proc feels more painful.
Also can we talk how strong sludgeblast is, mainly against a caretaker? You can kinda solo carry C4ing the top and sludgeblasting toe eye, honestly a fun one even if it´s quite meh against swarms
Now reupload this in h5 2222 and i will trust you.
I cant take h4 players serious. Sorry.
What a vapid, self-important comment.
Not everything on earth is made for you, and your opinion isn't uniquely valuable to strangers. Please work on your socialization skills.
shut up
I hate to break it to you but you are not the target audience of this video
The target audience for "build videos for haz 4" doesnt exist since anything works on that level
@@BenisMannn
The idea that people playing on lower difficulties don't want strong builds is so obviously wrong as to not be worth arguing against.