Honestly this is the best piece of tfd content ive seen.this is the important stuff. this game either needs definitive documentation or the ability to freely adjust module level and socket types temporarily while in the lab. Its too much of a time investment just too test and compare changes
NGL i done watch a couple of explaination of modules and dps and BY FAR YOUR VIDEO WAS THE BEST ONE WITH DETAILS AND VIDEO PROOF PLEASE KEEP UP THE CONTENT ‼‼
Sup guys, just Passing to help you all with some advices for builds. Ive seen quite few vídeos where ppl just take highest Numbers of DPS as it converts into your real damage. But thats not how it works. Guys, always take a look at your weapons base stats, since this reflects into what you actually should build. Example: ThunderCage does have like 1.2 weakspot damage, while it does have 2.0 crit damage and 20% crit chance. What should i invest? You should focus in crit chance and damage. Always focus on stats that are higher, cuz they scale better. Python does have 5% crit chance, and low crit damage. But does have one of the highest weakspot damage in the game, so thats what you should focus! Faster fire rate, weapon damage are things that you always should focus on! But dont get misleaded by higher “dps” Numbers, those are simples Numbers, it doesnt reflect on your actual damage. Like, bigger magazines and Faster reloada affects your dps, but doesnt actually give you more stopping power Also, always take a look at yours mags capacity, since a lot of ppl are wasting mods slots on bigger magazine sizes, which requires like 8-16 module capacity to only gain 3-12 more ammo per mag. It aint worth it if your weapon doesnt have a bigger mag like an LMG. Try to combine “supreme” or “yellow” mods into your build, since they greatly improve your damage per stacks, but beware, some like mental focus aint that worth it in normal guns except lmgs. Some modules like “sharp precision shots” and “real life fighter” are great for mobs and boss. -sharp precision does have an impressive damage output in guns with bigger magazines, and it also reflects into your ultimate. For example, lepic is able to fire about 6 shots of his ultimate before his MP drain out, but, pair it out with Python (that have the biggest fire rate in the entire game, and Will make your ultimate fire faster) and sharp precision shots (also gives you faster fire rate while keeping the trigger pull) that combined, Will make you be able to shoot about 13 shots plus from lepic ultimate. Same applies to gley. - Real life figther is a great module, that extracts the module full power in burst rifles, automatic rifles, and scout rifles, since it requires good accuracy, being able to deal 100% more damage fully stacked. This mod has better use in weapons like greg reversed fate, or secret garden, that does have Fast fire rate, and 35% crit chance base, with 1.5 weakspot damage and crit damage, being one of the strongest weapons in game. If you fully built your weapon now, and are dealing great damage, and still has an empty module socket remaining, just then focus in adding some elemental damage! PS: except if you are using python, since it does have buffs applied to venom and non attributes damage and resistence, it is a must to add venom to your build, which Will greatly improve your dps! Hope i helped some of you guys!
100% Agree, these ''DPS'' Numbers are most of the time more false than right. Especially on Sniper Rifles who have mods that give you 200% ATK for the First shot after reload, the DPS Number just Takes these 200% more ATK but in reality you just get these numbers for the first shot after reload. Even if you reload after every Shot, every time you reload you lose DPS so that DPS Number should'n be 3 times as high. Also hes talking about Firearm ATK has'nt that much impact comparing it to weak point as affix but Thunder cage just has 1,2 Weakpoint to begin with. So these 12% weak point would'n even give you 0,2 more, these 12% Firearm ATK would'n be much ether but still are the begin of everything. If you're Firearm ATK is higher everything after it like Crit or Weak point scales with it. Also like hes using Fire Rate up but not Fire Rate Concentration who gives 5% Fire Rate less but 6.5% crit dmg more is beyond me. Hes using 2 Mag Mods instead of using Firing Fiesta, the amount of time you save with that mod is so much higher cause you skip 1,5 reloads every 15 seconds. You save a lot of ammo with that for just using one Mod slot, yes with a smaller mag you reload more often but you can skip half of every reload with spells or rolling. Also with just moving to a different spot with you're garbling hook while reload is a nice way to finish that reload early. Also comparing a Crit Chance Mod like Edging Shot with that, i always use that Mod cause these Crit Numbers are much more Worth than these 15% ATK in my Opinion. If you now has 12% ATK Affix on you're weapon you could say that you trade these 12% against the 15% ATK you lose from that Mod and get 43% Crit chance as trade off.
You my friend get an upvote for having the most comprehensive explanation on how firearm damage works in this game. HOWEVER there is one that you overlooked: piercing vs. crush vs. burst dmg. for another 10% damage boost if you select the type that the boss is weak against. IDK why Nexon decided that this needed another rock, paper, scissors mechanic when they already had the elements, but it's their game, so I guess they can do whatever they want. If you ever do decide to remake this video or put in a follow-up, it might be a good idea to add that as well as talking about how much of an effect the correct element can benefit/be diminished, depending on what the boss is weak to. All in all though, fantastic video. You EARNED that upvote. o7
man im halfway wathcing the videos, but i really need to stop watching it now... BECAUSE THANK YOU FOR YOUR GREAT EXPLANATION.. u explain it so nicely and easy to understand.. please keep doing what u doing.. ur great at it man.. thanks!
stats windows are a good example of why it should all be done in a single window as a popup screen when you hover over any stat, it should show you formula and result. Hope they work on UI a bit more.
So so glad I found your channel. Video after video is exactly what I’ve been looking for. You deliver the information in a way that make it easy to understand.
thanks. I was thinking the same thing about how it is calculated when messing with char mods. Wondered, "also for weapon", and you gave the info. Need a lot of gold now
God bless you, good sir. Between your breakdown skills and explaining the biggest hidden mechanics most of us don't think about. You've saved me in yet another video game 😀
I’m annoyed that elements all have different polarity’s. And since you need a polarity in each slot so it can fit all maxed mods you have to decide on one. Wish it had the same so you could change for circumstances.
If math is involved I’m screwed hahaha Jon’s aside finally a very informative vid on how to setup up your guns most youtube edit’s don’t focus on this part of the build process at all it is very over looked awesome work
17:30 so this is one of those times where blowing your load faster is a good thing 😅. Kidding aside thanks for this great video explaining how to build mids. Thankyou
I have a question. Say my Greg's reversed fate bomb damage does burn, which is fire damage. If I have a different elemental damage on my weapon roll, does it increase the Damage of the bombs or Does it cancel it out? Also, Does elemental mods on the same gun Stack on the bomb damage?
Fidaa! First time I have watched your stream and immediately subscribed. Because, for the love of anything, I cannot remember Adam to Eve. Almost like a Dementia person.
Something I’m not sure you touched on…. If I have fire element on my sub stats for the weapon, and then I ADD a fire enhancement module, do those stack and would it show just two damage numbers or also 3 like how the electric/fire showed? Also, is there a diminishing return to that or would it be beneficial to run both so your damage isn’t fighting against another damage type. (So far I’ve had elemental damage on all my guns, but then I change the elemental module for whichever colossus I am doing, to whatever they are weakest to… but is that the play? Or should I make like “this gun is for pyro, this is for devourer, etc” so I can minmax the specific guns for their purpose
Yes they stack so you don't have 3 numbers flying around, you just have 2. Don't ask me what is better, i would suspect that on a crit chance weapon you want 2 elements cause than you have 3 brackets who all can crit. If you want to Minmax than you need a weapon for every element cause if you want to swap you will always miss out on 1 Mod slot or cant max out you're last Mod. If you have mostly 16/15 Rank mods than you need to put a socket on every slot or you need to have a empty slot. Elemental Mods sadly don't have the same socket so you need to choose one. There are Weapons who make that discussion easy like the Endurance Legacy or Python, cause the Legacy Buffs Fire and non Elemental Dmg and the Python does the same but instead of fire it uses Poison. Some People say the Thunder Cage ability effects scales with Electric ATK but dunno about that.
they need to take a page from warframe and turn all the damage types which in this sense is kind of similar to faction mods due to enemies (most importantly bosses) being weak to certain damage types, by making each element the same socket type so that you aren't fucked over by formaing the weapon.
to be honest, after watching this, my main take away has been that i LITERALLY do not at all understand math ( its never been a strong suit of mine as it ).
Thx 4 the vid! Super informative. One thing the game doesn't make clear to me is what type of elemental damage is best for each enemy/faction. Basically from your video toxic is the better way, but, apart from colossi (which is clear what they are weak to), are there enemies resistant to it? Like, toxic dealing enemies are probably more prone to be weak to fire, for instance, instead of their own element? Thx! 🤗
it does just scan them lol it will shows you the elemental type right there above their heads and the weapon type they're weak against and colossus it shows underneath their hp bar ALSO before the interception
Nothing new to cover in wf until the August update
หลายเดือนก่อน +1
"Hey guys, I bet some of you are wondering where WF content and have I quit WF? Answer is: NO...there's nothing new to cover atm, except prego frame and the new blast changes (which I covered already). Waiting on Tennocon and new updates pretty much. And I am having a blast in The First Descendant, new game, that has a similar vibe to what I like to play and for those enjoying the new content I appreciate you. Thank you to everyone who still supports this Toxic guy. You guys are awesome." For warframe vet like him its nothing new to do and TFD is just another game he enjoy.
Question: Toxic dmg. Im using the Fallen Hope (toxic ability). I can use 3 toxic modules on the weapon, but is that useless? Toxic Conductor - When attacking enemies inflicted with Poison, Firearm ATK +X%. Toxic Enhancement - Adds Toxic ATK equal to X% of Firearm ATK. Toxic Gunbarrel - Toxic ATK +X%, Fire Rate -X%. if they dont stack, what module would you keep? im using Freyna, so using Fallen Hope (toxic gun) + toxic roll + 3 toxic modules sounds really great! but is it? 😁
I think you may have misunderstood what he was referring to. The fire state will not stack for its dot. It will just do X damage at its normal rate. The electric will do the same. The toxic state will stack on itself. Both electric and fire are one or the other for the damage over time. All stacks will prioritize based on your module over the weapon rolls for stacking. This does not refer to your modules though. Toxic conductor gives you bonus firearm atk because the target has a toxic status (In his explanation of the weapon rolls, he explained that firearm ATK was not worth getting as it is just going to add into rifling and action reaction). The next two will stack to increase your toxic damage with each other for your toxic damage. Part of your question that I can't answer is that I don't know if it is worth more or less for your weapon build to buy into more toxic boost or other modules instead. Personally I would prefer more ammo over more additive damage. Running out of ammo is a damage negative. If you have toxic in your weapon roll, add fire or electric as a single mod or vice versa.
The reason why people overlook elemental damage isn’t because elemental damage is weak. Everyone knows it can be strong. The reason why everyone ignores elemental damage is because it’s extremely hard to get that 30% firearm attack because all of them have different polarities making them very difficult to work with and for what seems to be a 5% gain, something that can easily be accomplished with edging shot, why would anyone want to go into elemental damage is the real question is when there are other things that do it better. In other words the cost to benefit ratio makes elementals much more expensive than it should be for absolutely no reason.
Does this really work? I tried carrying a Tamer with all ammo mods but my Thundercage would run out of bullets the same against Collusus? Does it matter what slot you have it in?
@@thee_emperor my 3rd weapon is always a pistol with 3 ammo mods. Just keep in mind that the "ammo bag" weapon has to be in your hand while you pick up ammo
Got a question for everyone; knightmareframe included. What are your thoughts on the devs ever adding inspecting into the game, so you can see what other people are using/running? Do you think it would help, would it be pretty pointless? I think it would be good for those who are starting out on the game and don't really have many people to play with. Obviously not the best, and we have youtube vids like this available to us but I think it would also help with taking ideas from multiple sources and making your own builds and having your own ideas instead of a lot of copy and paste builds.
yea i love that idea! i always think it’d be cool if instead of it just saying your teamate is a level40, maybe a tiny number or emblem showcasing also how many times they prestige’s their character
@@theground3425 I'm kinda thinking how destiny has gone about it where you can see the rolls people have gotten. And even then I think it'd be pretty cool bc it could be like a trophy system to show how much you have had to grind to get everything you've gotten. I know that's more for vanity, but everyone deserves to brag especially in a game where you have to grind to get where you want, I think it's very much deserved to be able to show off! 😂
Depends on the use case. As a stat stick for Gley's Massacre it's better to non-element and max out weak point and damage. On its own for "real" use though Toxin Bonus + Toxin Priority + Toxic Conductor has been about 17% higher damage (in my personal tests) than raw weak point with some crit added. Mine has an Activator and 6 catalysts though, so that's investment. Without investment just bonus in toxin, add an unlevelled Toxin Enhancement, plus maxed Weak Point Sight, Rifling Reinforcement, and Action and Reaction and it's all your 50.
@@epsi9923 I sometimes use it with gley but most of the time its used for non colossi content. I'm pretty invested in it and it's pretty flexible with the builds I can do. If toxinx3 is the best DPS in regular content that's what I'll set it up for. Thanks a ton.
I thought always to add to my weapons already element like my weapon already has electric so I added a electric to electric 😢 nice to know we can have 2
Question for the community. I’m running Massacre build on Gley. I rolled Legendary Toxic ATK on my Python. Should I keep it and socket the Electric DMG module? And also for Python Massacre, what’s better Mental Focus or Sharp Precision Shot?
I think the dimishing returns on firearm attack needs a lil more testing tbh to be able to have a solid answer, but unless its Enduring Legacy with heat I wouldn't roll an element on a gun
Illd use toxic, because then u can use pythons prey ability on any descendant. (Btw prey doesnt work on masacre). And im running sps instead of mental focus because its actually consistent.
It’s still crazy to me that they don’t include fire rate in the stats page. It’s a fundamental part of dps. Maybe they just don’t want the mods that hurt fire rate initially just to help in the long run mucking things up?
I still don’t understand how it brought the gun above 500k dps I have the same mods on mine and only 250k ? Is there some sort of trick when doing the weapon transmission or something ? What am I missing here
Ur vids rock dude thx for being awesome. I have an issue u can maybe help with. I saw a vid yesterday of another gley build. The creator of the vid had 20k health on his gley where as i have 9k. The hp mods on both our builds r the same so im guessing he has external components or armor that boost hp which is then further boosted by mods. Still thats a 11k difference in hp unfortunately the vid creator didnt show which gear set hes using or the values on said gear. Theres alota gear sets that look appealing in many ways im just wondering if u can help me find some kind of gear encyclopaedia. The info i seek mainly is gear set values as well as a complete list of all gear in game and how or where to get them. I may be asking alot and i understand if its not an issue u can help with but any help would be deeply appreciated. I look forward to more informative content from u. U make things very easy to understand and improve the quality of my gaming thx again.
You can actually find the base info for this in the components part of the About section (I THINK that's what it's called). It's the G key on PC, just to the left of the map header. These components can make a HUGE difference as all pieces of each type can have not only HP as the main stat, but also you can get it to roll on the sub-stats at the bottom of the component's description window. THESE numbers I believe are additive to your base health, so with a good multiplier it's not tough to see where even a small addition to the base number can grow exponentially.
First go for 2 dmg % mods then week point dmg then crit rate and dmg for fast fixing weapons get fire rate for sniper rifle get yellow mod 140%wek point dmg with 10 sec cd I forgot name but it turn a piercing light into a monster vs boses same about afterglow thous 2 sniper rifle on gley and sharen can hit for milions
@@DeeTwoo15 that's awesome. ammo is such a pain atm for me. my thundercage just isn't strong enough and with maxed out fire rate it sheds through bullets on tougher enemies in hard mode.
What is the ideal Crit Dmg and Crit Rate % for a gun like Thundercage or Python? Is there a cap on Crit Rate? The reason I ask is because I play another game that has a cap on Crit Rate at 60% and anything above that does not apply.
Whats your thoughts on equipping 2 weapons with the same ammo type and using the conversion ammo and expand weapon charge mods on the secondary to give your primary more & ammo magazine capacity?
I know that you use that on Gley for her launcher, but the only reason you use that is that you than can use 3 special ammo weapons like a sniper and stuff. The thing is if you have only 1 good weapon and you're 2 seconds slots aren't catalyst and stuff than do it but 2 good equipped weapons will always be better in special situations. You cant be always there where you're weapon performance the best, having a good sniper like the after glow in some situations is key. Also a Perforator for melee when the Boss is on his Knees is so much DMG increase if you have the time to swap. Shooting that Weak point from that distance with a Perforator is like ramming a Car with a Train. xD
@@Maikel710 That makes sense, I appreciate the insight! I only catalyzed my thunder cage once so I've been using the rifle reinforcement, atk and reaction and extended magazine mods to get about 40 to 45 rounds since it's still low on mod capacity. Then I use the tamer with the conversion mod and extended magazine and max rounds mod as a secondary for the extra ammo for the thunder cage.
@@yaboi-ru4532 i know a lot of people are telling that everyone should play a tamer but i would recommend to you not doing that and play a Endurance legacy instead. Legacy is in so many ways so much better than the Tamer, first of all it has a ability who buffs you're dmg a a lot if you just put a Fire element on the weapon. Second its a crit based weapon, his crit dmg even got buffed this patch from 1,7 to 2.4 Base Multiplikator. That's ridiculous! Its also an MG and even has more base ammo so Mods like Mental Focus are working even better on that weapon! Sadly a lot of people got fooled by all this People telling them to play a tamer, don't get me wrong its good to start with but don't invest in it. Don't forget that the Thunder Cage isn't really a Boss weapon, you can use it as that but it has more downsides than up sides. It is a good Allrounder and a even better farming weapon for Bunny cause shes doesn't slows her down while shooting. Also that weapon is like a aoe weapon with her ability. xD
@@Maikel710 I actually never really liked the Tamer being that I main with Viessa and use that same playstyle for the most part for farming. I've had bad rng farming energy activator blueprints and I need a main weapon to help get me through hard intercepts and was leaning between the thunder cage and nazeitra devotion because I got it almost fully overcharged because of so many random drops for it.
@@yaboi-ru4532 the thing with tamer is that it’s a easy to get weapon and has a huge amount of base atk. That’s why everyone played it and also sayed you need to play it against collossals. One friend of mine even got flamed for not playing a tamer, it’s funny how people get easily fooled by other people. After that buff there is no possibility to say the tamer is better than the legacy and still people try to say that. ^^
So question what about the purple element priority mods cant you add them with the blue giving you double elements and even triple if you roll a sub modifier test please let us know.
The real issue is that it's additive when you keep adding the same type of damage. Let's say you do 100 damage. You add 50 with an element, you went from 100% to 150%. Adding another of the same element for 30 more damage takes it from 150 to 180. From the perspective of the 150 damage, it's only going up 20% of what it just was. 150=100% then 180=120% If you have that single element for 50, and add a fire rate for 30%+ instead of the other element for 30 more damage (20%), instead of doing 180 damage per minute with the second element, you are now doing 200 damage per minute [150+(30%*150 = 50)]=200 [150+(50)]=200 Why not add both? Because you only have so many slots.
And also, a sub modifier adds a flat number. Unless I'm wrong, please let me know. But, I'd much rather have crit or something else that deals with percentages. If the sub modifier scales with level, that could make it worth it, but only if it increases overall, and after the first elemental mods, it's gonna significantly shrink in damage output.
What would happen if I have Electric element on the weapon itself and i added electric mod as well. Would the single elctric element dmg go even higher? For example: let's say i do 2k of electric damage and then i added the electric mod as well. Would the base electric damage increase to like 3k (just as an example)
Does the elemental bonuss on weapons (the 4 you can reroll) add that element on the weapon? Ex, you have 1200 electric attack is it adding electic to the weapon? So if you add a toxic enhancement mod youll have electric and toxic
Those only work if your weapon already has an element on it. For example, if you have a weapon with "Electric ATK" rolled on to it from the 4 random modifiers at the bottom, those mods amplify _that_ damage. E.g., "Electric ATK ##%", and you throw on "Electrified Gun Barrel", it will increase the damage of the "Electric ATK". If your weapon has *NO* elemental damage on it, and you put on "Electrified Gun Barrel", it does absolutely nothing except take up module capacity. It's a dead mod.
I finally feel like I understand how damage works in this game! Thank you!
Honestly this is the best piece of tfd content ive seen.this is the important stuff. this game either needs definitive documentation or the ability to freely adjust module level and socket types temporarily while in the lab. Its too much of a time investment just too test and compare changes
NGL i done watch a couple of explaination of modules and dps and BY FAR YOUR VIDEO WAS THE BEST ONE WITH DETAILS AND VIDEO PROOF
PLEASE KEEP UP THE CONTENT ‼‼
appreciate your Ult Bunny build from launch & truly appreciate your passion & influence. thanks a million, big dawg. 💯
It's always great to see these kind of helpful videos that help to explain what certain mods mean and the best way to equip them
Glad u broke this down. I wasn't to sure about elements! Need more vids like this!
Knightmare I am so glad to have found your channel it’s literally making modding and building easier to understand!
Sup guys, just Passing to help you all with some advices for builds.
Ive seen quite few vídeos where ppl just take highest Numbers of DPS as it converts into your real damage. But thats not how it works.
Guys, always take a look at your weapons base stats, since this reflects into what you actually should build.
Example:
ThunderCage does have like 1.2 weakspot damage, while it does have 2.0 crit damage and 20% crit chance. What should i invest?
You should focus in crit chance and damage. Always focus on stats that are higher, cuz they scale better.
Python does have 5% crit chance, and low crit damage. But does have one of the highest weakspot damage in the game, so thats what you should focus!
Faster fire rate, weapon damage are things that you always should focus on!
But dont get misleaded by higher “dps” Numbers, those are simples Numbers, it doesnt reflect on your actual damage. Like, bigger magazines and Faster reloada affects your dps, but doesnt actually give you more stopping power
Also, always take a look at yours mags capacity, since a lot of ppl are wasting mods slots on bigger magazine sizes, which requires like 8-16 module capacity to only gain 3-12 more ammo per mag. It aint worth it if your weapon doesnt have a bigger mag like an LMG.
Try to combine “supreme” or “yellow” mods into your build, since they greatly improve your damage per stacks, but beware, some like mental focus aint that worth it in normal guns except lmgs. Some modules like “sharp precision shots” and “real life fighter” are great for mobs and boss.
-sharp precision does have an impressive damage output in guns with bigger magazines, and it also reflects into your ultimate. For example, lepic is able to fire about 6 shots of his ultimate before his MP drain out, but, pair it out with Python (that have the biggest fire rate in the entire game, and Will make your ultimate fire faster) and sharp precision shots (also gives you faster fire rate while keeping the trigger pull) that combined, Will make you be able to shoot about 13 shots plus from lepic ultimate. Same applies to gley.
- Real life figther is a great module, that extracts the module full power in burst rifles, automatic rifles, and scout rifles, since it requires good accuracy, being able to deal 100% more damage fully stacked. This mod has better use in weapons like greg reversed fate, or secret garden, that does have Fast fire rate, and 35% crit chance base, with 1.5 weakspot damage and crit damage, being one of the strongest weapons in game.
If you fully built your weapon now, and are dealing great damage, and still has an empty module socket remaining, just then focus in adding some elemental damage!
PS: except if you are using python, since it does have buffs applied to venom and non attributes damage and resistence, it is a must to add venom to your build, which Will greatly improve your dps!
Hope i helped some of you guys!
100% Agree, these ''DPS'' Numbers are most of the time more false than right. Especially on Sniper Rifles who have mods that give you 200% ATK for the First shot after reload, the DPS Number just Takes these 200% more ATK but in reality you just get these numbers for the first shot after reload. Even if you reload after every Shot, every time you reload you lose DPS so that DPS Number should'n be 3 times as high.
Also hes talking about Firearm ATK has'nt that much impact comparing it to weak point as affix but Thunder cage just has 1,2 Weakpoint to begin with. So these 12% weak point would'n even give you 0,2 more, these 12% Firearm ATK would'n be much ether but still are the begin of everything. If you're Firearm ATK is higher everything after it like Crit or Weak point scales with it.
Also like hes using Fire Rate up but not Fire Rate Concentration who gives 5% Fire Rate less but 6.5% crit dmg more is beyond me.
Hes using 2 Mag Mods instead of using Firing Fiesta, the amount of time you save with that mod is so much higher cause you skip 1,5 reloads every 15 seconds. You save a lot of ammo with that for just using one Mod slot, yes with a smaller mag you reload more often but you can skip half of every reload with spells or rolling. Also with just moving to a different spot with you're garbling hook while reload is a nice way to finish that reload early.
Also comparing a Crit Chance Mod like Edging Shot with that, i always use that Mod cause these Crit Numbers are much more Worth than these 15% ATK in my Opinion. If you now has 12% ATK Affix on you're weapon you could say that you trade these 12% against the 15% ATK you lose from that Mod and get 43% Crit chance as trade off.
You my friend get an upvote for having the most comprehensive explanation on how firearm damage works in this game. HOWEVER there is one that you overlooked: piercing vs. crush vs. burst dmg. for another 10% damage boost if you select the type that the boss is weak against. IDK why Nexon decided that this needed another rock, paper, scissors mechanic when they already had the elements, but it's their game, so I guess they can do whatever they want. If you ever do decide to remake this video or put in a follow-up, it might be a good idea to add that as well as talking about how much of an effect the correct element can benefit/be diminished, depending on what the boss is weak to. All in all though, fantastic video. You EARNED that upvote. o7
man im halfway wathcing the videos, but i really need to stop watching it now... BECAUSE THANK YOU FOR YOUR GREAT EXPLANATION..
u explain it so nicely and easy to understand.. please keep doing what u doing.. ur great at it man.. thanks!
Busted my entire load watching this video. Keep up the goodwork my man
stats windows are a good example of why it should all be done in a single window as a popup screen when you hover over any stat, it should show you formula and result. Hope they work on UI a bit more.
Great and informative video. There's so much info in here, I'm gunna have to watch it two or three more times 😅
have you ever considering to be a teacher ? for real man.. you explaining this very clear and easy to understand.
So so glad I found your channel. Video after video is exactly what I’ve been looking for. You deliver the information in a way that make it easy to understand.
thanks. I was thinking the same thing about how it is calculated when messing with char mods. Wondered, "also for weapon", and you gave the info. Need a lot of gold now
Thank you so much! I been trying to make the transition from Division 2. Very clear and helpful video.
God bless you, good sir. Between your breakdown skills and explaining the biggest hidden mechanics most of us don't think about. You've saved me in yet another video game 😀
You are awesome at explaining this!! Thank you so much!
Might wanna put" first descendant" in the title 😂
I would agree but he'll probably say look at the title card.
My mans get right to the point lol
Have a shot of your favourite alcohol every time Knightmare says 'damage'
Sheesh 😂
It's been a long morning already, bet 🤣
cheers 🥂
I'm drunk....
Pissed as a fart
I'm enjoying this First Descendant content. Keep it coming mate. I'm tired of Warframe
Thanks for this, it took ages and multiple guides to understand how to mod weapons in WF without needing to ask help, gonna be the same for TFD.
I’m annoyed that elements all have different polarity’s. And since you need a polarity in each slot so it can fit all maxed mods you have to decide on one. Wish it had the same so you could change for circumstances.
U drop great guid for modding, I aprecciate for your work with like and subscribe!
Tbh out of all the elements in the game I think that the element of surprise is the strongest one
I rarely comment, but bravo this is a phenomenal video. Sub’d
Handguns having a akimbo stat would go so crazy
Great video. You saved me a whole lot of experimentation time. Now I know exactly what I need to do.
Good video. Well explained and showing it in action as you made weapon changes is very helpful.
Appreciate the great effort and time u spent on it man
If math is involved I’m screwed hahaha Jon’s aside finally a very informative vid on how to setup up your guns most youtube edit’s don’t focus on this part of the build process at all it is very over looked awesome work
Thank you for this guide and info 👌🏼 appreciate the effort and time you put into this guide
U broke this shit down perfectly
You are such a good content creator, thank you
God I love your videos, they're so comprehensive, glad your covering tfd, even tho its just (somehow) a weirder version of warframe 😂
i think im not alone with this but elemental module should be in the same socket so we dont leave 2 slot just to get a elemental module for 30% dmg
17:30 so this is one of those times where blowing your load faster is a good thing 😅. Kidding aside thanks for this great video explaining how to build mids. Thankyou
Finally!! A video worth my respect. Thank you sir.
I have a question. Say my Greg's reversed fate bomb damage does burn, which is fire damage. If I have a different elemental damage on my weapon roll, does it increase the Damage of the bombs or Does it cancel it out? Also, Does elemental mods on the same gun Stack on the bomb damage?
I need an aspirin... All that math is crazy.
Great video btw, helps alot ;)
Fidaa! First time I have watched your stream and immediately subscribed. Because, for the love of anything, I cannot remember Adam to Eve. Almost like a Dementia person.
Elemental Module damage is additive if the bonus element on weapon is the same. which makes using something like Remote Generator
useful.
Something I’m not sure you touched on…. If I have fire element on my sub stats for the weapon, and then I ADD a fire enhancement module, do those stack and would it show just two damage numbers or also 3 like how the electric/fire showed?
Also, is there a diminishing return to that or would it be beneficial to run both so your damage isn’t fighting against another damage type.
(So far I’ve had elemental damage on all my guns, but then I change the elemental module for whichever colossus I am doing, to whatever they are weakest to… but is that the play? Or should I make like “this gun is for pyro, this is for devourer, etc” so I can minmax the specific guns for their purpose
Yes they stack so you don't have 3 numbers flying around, you just have 2. Don't ask me what is better, i would suspect that on a crit chance weapon you want 2 elements cause than you have 3 brackets who all can crit.
If you want to Minmax than you need a weapon for every element cause if you want to swap you will always miss out on 1 Mod slot or cant max out you're last Mod. If you have mostly 16/15 Rank mods than you need to put a socket on every slot or you need to have a empty slot. Elemental Mods sadly don't have the same socket so you need to choose one. There are Weapons who make that discussion easy like the Endurance Legacy or Python, cause the Legacy Buffs Fire and non Elemental Dmg and the Python does the same but instead of fire it uses Poison. Some People say the Thunder Cage ability effects scales with Electric ATK but dunno about that.
they need to take a page from warframe and turn all the damage types which in this sense is kind of similar to faction mods due to enemies (most importantly bosses) being weak to certain damage types, by making each element the same socket type so that you aren't fucked over by formaing the weapon.
Yeah that's why i always leave 2 slot open for elements socket
to be honest, after watching this, my main take away has been that i LITERALLY do not at all understand math ( its never been a strong suit of mine as it ).
How about common sense j/k
@@sameerraza2810 : so all math is common sense and completely self explanatory & easy to understand, got it.
Thx 4 the vid! Super informative. One thing the game doesn't make clear to me is what type of elemental damage is best for each enemy/faction. Basically from your video toxic is the better way, but, apart from colossi (which is clear what they are weak to), are there enemies resistant to it? Like, toxic dealing enemies are probably more prone to be weak to fire, for instance, instead of their own element? Thx! 🤗
it does just scan them lol it will shows you the elemental type right there above their heads and the weapon type they're weak against and colossus it shows underneath their hp bar ALSO before the interception
@@TyeDaShoota Yeah, I was just wondering if there's a particular weakness for a specific legion, or it may vary from monster to monster, at times.
Firearm atk depends on weapon If the base stat is a 100k a 10+% firearm atk is 10k added on before crits
Great content as always boss!! 🙌
Super helpful video man. Any chance you can talk about an Enduring Legacy build?
Loved the break downs
Best Guide so far. Thx
i needed this
thank you for the guide now I can build better
btw the elemental dot chooses whichever one does more dmg (if i have toxic sub stat and fire module but the toxic deals more dmg poison is applied).
yes but the mod is always higher cause 30% of ATK while sub stat is only like 10% or so.
@KnightmareFrame How did increase the weapon's Module Capacity?
For weapons like fallen hope that have firearm atk on poisoned enemies, would a toxin substat helps proccing it or an enchantment?
Good Explanation. Thank you
Holy Crap that was helpful. Thank you
Are you transitioning away from Warframe and into TFD? Do TFD vids perform better than WF vids? Genuine question.
Nothing new to cover in wf until the August update
"Hey guys, I bet some of you are wondering where WF content and have I quit WF?
Answer is: NO...there's nothing new to cover atm, except prego frame and the new blast changes (which I covered already). Waiting on Tennocon and new updates pretty much.
And I am having a blast in The First Descendant, new game, that has a similar vibe to what I like to play and for those enjoying the new content I appreciate you.
Thank you to everyone who still supports this Toxic guy. You guys are awesome."
For warframe vet like him its nothing new to do and TFD is just another game he enjoy.
Very critical vid explained a lot to me I didn’t know. Is there a setting to turn on to have the elemental damage icon visible?
Question: Toxic dmg.
Im using the Fallen Hope (toxic ability).
I can use 3 toxic modules on the weapon, but is that useless?
Toxic Conductor - When attacking enemies inflicted with Poison, Firearm ATK +X%.
Toxic Enhancement - Adds Toxic ATK equal to X% of Firearm ATK.
Toxic Gunbarrel - Toxic ATK +X%, Fire Rate -X%.
if they dont stack, what module would you keep?
im using Freyna, so using Fallen Hope (toxic gun) + toxic roll + 3 toxic modules sounds really great! but is it? 😁
I think you may have misunderstood what he was referring to.
The fire state will not stack for its dot. It will just do X damage at its normal rate. The electric will do the same. The toxic state will stack on itself. Both electric and fire are one or the other for the damage over time. All stacks will prioritize based on your module over the weapon rolls for stacking. This does not refer to your modules though. Toxic conductor gives you bonus firearm atk because the target has a toxic status (In his explanation of the weapon rolls, he explained that firearm ATK was not worth getting as it is just going to add into rifling and action reaction). The next two will stack to increase your toxic damage with each other for your toxic damage.
Part of your question that I can't answer is that I don't know if it is worth more or less for your weapon build to buy into more toxic boost or other modules instead. Personally I would prefer more ammo over more additive damage. Running out of ammo is a damage negative. If you have toxic in your weapon roll, add fire or electric as a single mod or vice versa.
The reason why people overlook elemental damage isn’t because elemental damage is weak. Everyone knows it can be strong. The reason why everyone ignores elemental damage is because it’s extremely hard to get that 30% firearm attack because all of them have different polarities making them very difficult to work with and for what seems to be a 5% gain, something that can easily be accomplished with edging shot, why would anyone want to go into elemental damage is the real question is when there are other things that do it better. In other words the cost to benefit ratio makes elementals much more expensive than it should be for absolutely no reason.
Finally my guns are stronger! Thank you!
Love this thanks man!
Instead of carrying a heavy weapon, use an ammo modded pistol in your off hand so your main weapon has 850 ammo
Does this really work? I tried carrying a Tamer with all ammo mods but my Thundercage would run out of bullets the same against Collusus? Does it matter what slot you have it in?
@@thee_emperor my 3rd weapon is always a pistol with 3 ammo mods. Just keep in mind that the "ammo bag" weapon has to be in your hand while you pick up ammo
Got a question for everyone; knightmareframe included. What are your thoughts on the devs ever adding inspecting into the game, so you can see what other people are using/running?
Do you think it would help, would it be pretty pointless?
I think it would be good for those who are starting out on the game and don't really have many people to play with. Obviously not the best, and we have youtube vids like this available to us but I think it would also help with taking ideas from multiple sources and making your own builds and having your own ideas instead of a lot of copy and paste builds.
yea i love that idea! i always think it’d be cool if instead of it just saying your teamate is a level40, maybe a tiny number or emblem showcasing also how many times they prestige’s their character
You mean similar to how Warframe's done it?
@@theground3425 I'm kinda thinking how destiny has gone about it where you can see the rolls people have gotten.
And even then I think it'd be pretty cool bc it could be like a trophy system to show how much you have had to grind to get everything you've gotten.
I know that's more for vanity, but everyone deserves to brag especially in a game where you have to grind to get where you want, I think it's very much deserved to be able to show off! 😂
On the python assuming max lvl unique ability is it better to toxin the bonus and put toxin module on it or pick a different element for the bonus?
Depends on the use case. As a stat stick for Gley's Massacre it's better to non-element and max out weak point and damage. On its own for "real" use though Toxin Bonus + Toxin Priority + Toxic Conductor has been about 17% higher damage (in my personal tests) than raw weak point with some crit added.
Mine has an Activator and 6 catalysts though, so that's investment. Without investment just bonus in toxin, add an unlevelled Toxin Enhancement, plus maxed Weak Point Sight, Rifling Reinforcement, and Action and Reaction and it's all your 50.
@@epsi9923 I sometimes use it with gley but most of the time its used for non colossi content. I'm pretty invested in it and it's pretty flexible with the builds I can do. If toxinx3 is the best DPS in regular content that's what I'll set it up for. Thanks a ton.
I thought always to add to my weapons already element like my weapon already has electric so I added a electric to electric 😢 nice to know we can have 2
Blue mods are core
Purple are modifiers (that compliment your core and playstyle)
Gold are useless lol
Question for the community. I’m running Massacre build on Gley. I rolled Legendary Toxic ATK on my Python. Should I keep it and socket the Electric DMG module? And also for Python Massacre, what’s better Mental Focus or Sharp Precision Shot?
I think the dimishing returns on firearm attack needs a lil more testing tbh to be able to have a solid answer, but unless its Enduring Legacy with heat I wouldn't roll an element on a gun
Illd use toxic, because then u can use pythons prey ability on any descendant. (Btw prey doesnt work on masacre). And im running sps instead of mental focus because its actually consistent.
@@KipacWF is it actually worth ranking up and using on any other descendant besides Gley though
I ranked up both SPS and Mental Focus but still not sure on what’s better
It’s still crazy to me that they don’t include fire rate in the stats page. It’s a fundamental part of dps. Maybe they just don’t want the mods that hurt fire rate initially just to help in the long run mucking things up?
I still don’t understand how it brought the gun above 500k dps I have the same mods on mine and only 250k ? Is there some sort of trick when doing the weapon transmission or something ? What am I missing here
How to mod non crit weapons like divine punishment?
Ur vids rock dude thx for being awesome. I have an issue u can maybe help with. I saw a vid yesterday of another gley build. The creator of the vid had 20k health on his gley where as i have 9k. The hp mods on both our builds r the same so im guessing he has external components or armor that boost hp which is then further boosted by mods. Still thats a 11k difference in hp unfortunately the vid creator didnt show which gear set hes using or the values on said gear. Theres alota gear sets that look appealing in many ways im just wondering if u can help me find some kind of gear encyclopaedia. The info i seek mainly is gear set values as well as a complete list of all gear in game and how or where to get them. I may be asking alot and i understand if its not an issue u can help with but any help would be deeply appreciated. I look forward to more informative content from u. U make things very easy to understand and improve the quality of my gaming thx again.
You can actually find the base info for this in the components part of the About section (I THINK that's what it's called). It's the G key on PC, just to the left of the map header. These components can make a HUGE difference as all pieces of each type can have not only HP as the main stat, but also you can get it to roll on the sub-stats at the bottom of the component's description window. THESE numbers I believe are additive to your base health, so with a good multiplier it's not tough to see where even a small addition to the base number can grow exponentially.
Can you do a video for a high crit weapon
Is the weapon info tab the main tab that i should pay attention to for finding out my main damage output amounts for everything?
How do you maximize your mod slots on an ult weapon? Does it have to do with mastery rank? Very informative video though 🙏
Same way with slots on descendants energy activators to assign slots
First go for 2 dmg % mods then week point dmg then crit rate and dmg for fast fixing weapons get fire rate for sniper rifle get yellow mod 140%wek point dmg with 10 sec cd I forgot name but it turn a piercing light into a monster vs boses same about afterglow thous 2 sniper rifle on gley and sharen can hit for milions
Thx bud helped a lot
how are you not using any ammo @7:50?
Its an ability of gley
@@DeeTwoo15 that's awesome. ammo is such a pain atm for me. my thundercage just isn't strong enough and with maxed out fire rate it sheds through bullets on tougher enemies in hard mode.
@KnightmareFrame if the weakpoint or CC/CD is over 1x (10% CC/CD) is it worth investing into?
TIL that it's okay to blow your load faster, contrary to what my ex-girlfriend complained about all the time. I always knew she was wrong.
What is the ideal Crit Dmg and Crit Rate % for a gun like Thundercage or Python?
Is there a cap on Crit Rate?
The reason I ask is because I play another game that has a cap on Crit Rate at 60% and anything above that does not apply.
Crit rate caps out at 100% in TFD because you cant crit more than 100% of the time
Damage. Damage? Damage! Damage.....
Still think he plays standing up
Whats your thoughts on equipping 2 weapons with the same ammo type and using the conversion ammo and expand weapon charge mods on the secondary to give your primary more & ammo magazine capacity?
I know that you use that on Gley for her launcher, but the only reason you use that is that you than can use 3 special ammo weapons like a sniper and stuff.
The thing is if you have only 1 good weapon and you're 2 seconds slots aren't catalyst and stuff than do it but 2 good equipped weapons will always be better in special situations. You cant be always there where you're weapon performance the best, having a good sniper like the after glow in some situations is key. Also a Perforator for melee when the Boss is on his Knees is so much DMG increase if you have the time to swap. Shooting that Weak point from that distance with a Perforator is like ramming a Car with a Train. xD
@@Maikel710 That makes sense, I appreciate the insight! I only catalyzed my thunder cage once so I've been using the rifle reinforcement, atk and reaction and extended magazine mods to get about 40 to 45 rounds since it's still low on mod capacity. Then I use the tamer with the conversion mod and extended magazine and max rounds mod as a secondary for the extra ammo for the thunder cage.
@@yaboi-ru4532 i know a lot of people are telling that everyone should play a tamer but i would recommend to you not doing that and play a Endurance legacy instead.
Legacy is in so many ways so much better than the Tamer, first of all it has a ability who buffs you're dmg a a lot if you just put a Fire element on the weapon.
Second its a crit based weapon, his crit dmg even got buffed this patch from 1,7 to 2.4 Base Multiplikator. That's ridiculous!
Its also an MG and even has more base ammo so Mods like Mental Focus are working even better on that weapon!
Sadly a lot of people got fooled by all this People telling them to play a tamer, don't get me wrong its good to start with but don't invest in it.
Don't forget that the Thunder Cage isn't really a Boss weapon, you can use it as that but it has more downsides than up sides. It is a good Allrounder and a even better farming weapon for Bunny cause shes doesn't slows her down while shooting. Also that weapon is like a aoe weapon with her ability. xD
@@Maikel710 I actually never really liked the Tamer being that I main with Viessa and use that same playstyle for the most part for farming. I've had bad rng farming energy activator blueprints and I need a main weapon to help get me through hard intercepts and was leaning between the thunder cage and nazeitra devotion because I got it almost fully overcharged because of so many random drops for it.
@@yaboi-ru4532 the thing with tamer is that it’s a easy to get weapon and has a huge amount of base atk. That’s why everyone played it and also sayed you need to play it against collossals. One friend of mine even got flamed for not playing a tamer, it’s funny how people get easily fooled by other people. After that buff there is no possibility to say the tamer is better than the legacy and still people try to say that. ^^
I used to watch you on Twitch, it's so weird to hear you taking seriously 😅
Youre the mvp
So question what about the purple element priority mods cant you add them with the blue giving you double elements and even triple if you roll a sub modifier test please let us know.
The real issue is that it's additive when you keep adding the same type of damage.
Let's say you do 100 damage. You add 50 with an element, you went from 100% to 150%.
Adding another of the same element for 30 more damage takes it from 150 to 180. From the perspective of the 150 damage, it's only going up 20% of what it just was. 150=100% then 180=120%
If you have that single element for 50, and add a fire rate for 30%+ instead of the other element for 30 more damage (20%), instead of doing 180 damage per minute with the second element, you are now doing 200 damage per minute
[150+(30%*150 = 50)]=200
[150+(50)]=200
Why not add both? Because you only have so many slots.
And also, a sub modifier adds a flat number. Unless I'm wrong, please let me know. But, I'd much rather have crit or something else that deals with percentages.
If the sub modifier scales with level, that could make it worth it, but only if it increases overall, and after the first elemental mods, it's gonna significantly shrink in damage output.
Thanks alot
What would happen if I have Electric element on the weapon itself and i added electric mod as well. Would the single elctric element dmg go even higher?
For example: let's say i do 2k of electric damage and then i added the electric mod as well. Would the base electric damage increase to like 3k (just as an example)
your just gonna have to test it yourself
Does the elemental bonuss on weapons (the 4 you can reroll) add that element on the weapon? Ex, you have 1200 electric attack is it adding electic to the weapon? So if you add a toxic enhancement mod youll have electric and toxic
Yes
yes, it is also shown in the video
he just said if you watched it
YO KNIGHTMAREFRAME ACROSS THE WARFRAMEVERSE OMFFGF
Edging shot adds 9-10% to your total cc, isn't it worth it?
Have you tested the gun barrel modules? They confuse me
Those only work if your weapon already has an element on it. For example, if you have a weapon with "Electric ATK" rolled on to it from the 4 random modifiers at the bottom, those mods amplify _that_ damage. E.g., "Electric ATK ##%", and you throw on "Electrified Gun Barrel", it will increase the damage of the "Electric ATK". If your weapon has *NO* elemental damage on it, and you put on "Electrified Gun Barrel", it does absolutely nothing except take up module capacity. It's a dead mod.
You kinda remind me of Neil deGrasse
Exactly even down to the well spoken voice
Ahhahahah i've never noticed before
How come my sub stat elements don't proc and show numbers like his?
It’s a setting in the options I believe
So it’s just warframe😂 I understand now
It's basically Anime Warframe, yes. Thought this was common knowledge with how grindy both games are.
Given all of this and my experience, Python is not as good as people have been claiming.