No, thanks dude but this is a Harold Bay shooter each arrow. Well most of the heroes have an element you should be leaning heavily into whatever the element of the character is adding to whatever the element is the character God you should not be trying to make a poison character that can do fire damage or vice versa. If your character does fire, then you should be leaning heavily into fire What you should be doing as far as different elements is simply changing a character appropriate do whatever it is your killing if you’re doing a boss with high fire, don’t take fire unless you’re so sufficiently get it out that even if they’re very strong resistance against fire or if you can them it doesn’t matter, if he’s very strong and fired, then he’s probably weak on something not probably definitely weak on something else and that’s the character. You should be choosing poison to fire Blair or or lick if we call you you follow me trying to make your character by swapping out mods, either on the gun or the character, do a damage that you’re not already piling on but the only real universal mod that you should be using probably is polygenic for resistances in addition to getting if you’re doing bosses you should be getting the default or only really resistance on each RN4L component and then maxing out polygenic will give you enough for this for elements for everything, but that’s about the only universal elemental thing in this game for a reason The reason being no matter what kind of characters you get on whatever your attack element is doing those things are getting resisted on each of your components in addition or whatever else you’ve chosen and getting polygenic maxed out should give you more than enough elemental resist for every boss Without swapping those cards, but they never meant for you to be able to make one character that can boss the shooter. Any hero has a preferred element except for the food that are not tribute so they mean for you to switch to the appropriate character to kill that boss, not wanna match the character you’re gonna have to commit to catalyzing each and every slot
Except maybe the transcendence slot because it seems like there’s not a lot of points in that one when you upgrade that mod you’re gonna get down till like five or six capacity use by it catalyzing it’s only gonna cut that in half. It seems rather pointless and then you would be able to swap outTranscendent mods for different kind of gameplay, but all the other slots, including the attack module catalyze everyone of them once you know what your build is catalyze everyone of them and when you’re going against that, you’re on train and you’re going against the fireball to a fire character
If this is a problem, then this is probably not the game for you. You should be playing a class space game, where you create a character with a face and boobs in an ass that you like your dress it up whatever you want and then you play the class that you most matches your gameplay style, and you can stay at all the time Destiny two is just a game. Do you wanna play a solar warlock all the time or avoid warlock all the time or or whatever tighten whatever you wanna play then you can bring that to any flight really except maybe raised and rage you kinda gotta play class and elements Pacific for whatever you want in that game because it’s a class space game not a base game.
Every one knows elemental damage is good, however until they make them all use the same socket type no one will use the modules. Same goes for elemental resistances.
@@yangpaan453 Elem damage is not worth using until it is calculated from actual hits. Because weakpoint damage is not added into the calculation at all. There are other mods that will give higher or the same DPS pre bullet fired w/o the need of constantly swapping the mods.
@@TRex-n2z i dont run a weakpoint weapon, i run a full crit/crit damage thundercage and it's always worth having element vs the collosus weakest resist.
@@yangpaan453 Even if you weapon has weakpoint dmg as 1 its still better to use a weakpoint mod to give you extra 35% dmg over the elemental mod becauce you can crit the weakpoint for extra compount damage. The only time the elemental mod will be better is wen you weapon is low crit/crit dmg like an LMG/shotgun or a launcher also some ultimate weapons have bonuses against poison/fire DoT elemental damage, thats pretty much all teh cases where it would be worth using. Thats the reason you dont use elem mod on a sniper rifle, snipers have 4x weakpoint damage so you lose out so much damage with the mod or even an elem dmg on the rifle, even higher magazine will be more beneficial. Math is different for Gley with inf ammo but any other character it rings true.
@@TRex-n2z so since my weapon is crit/crit damage i still want weak point? and do i just take the normal blue weakpoint mod or the purple one with crit damage substat. If I do this I cant fit any elemental damage my current build: rifling reinforcement. action and reaction. better insight better concentration concentration priority concentrate support ammo insight focus fire rate up ^ all maxed and catalyst x enhancement maxed 16 capacity and in the last spot just an unleveled mental focus catalysted 78/79 substats are: bonus vs collosus, crit rate, crit dmg, fire attack (cause im doing frost walker soon)
It's simple, the elemental enhancement is Additional DMG. There for an additional DMG source that also scales with the original hit (Impact, crush or pierce.) so effectively makes you hit twice Initial hit>Elemental>Status effect When you roll an elemental DMG stat onto the weapon attribute status effect chance changes the initial hit of (impact,pierce or crush) into that element DMG *not the status effect e.g. burn, poison, chill*, then adds the additional DMG from module. If you use a module that increases element dmg% it can double dip, affecting the enchantment module DMG as well as the initial hit if it converts. With the same proc chain as above it would just be Initial Hit(element vs. I,P,C) > Elemental Enchantment > Status. But now the difference is Element% will increase the entire proc chain instead of just 1 part.
Willing to bet if you rolled max status effect on python and toxic DMG. Then used Enchantment, +%toxic DMG then maxed out firearm DMG and crit DMG. Then operate with a descendant that can passively boost crit chance with firearms (Valby,Enzo) it would out DPS Thunder Cage for single target. Biggest downside to the massive DPS increase from elemental DMG is the decreased effect on mobs with resistance to that element and worse yet, they're also resistant to the Impact, Pierce, Crush DMG type as well.
Wait you need take off your modules off the descent too because it effect your weapon like adding, division, multiple etc if you want raw numbers you got take everything off if not it really changes the numbers including some of the other weapons..
@@darshans6321 no, but really yes. There is no cap that you can reach and waste any excessive crit chance. However we are restricted by the limited amount of crit chance available on modules, and the crit chance you can add is all based on the gun's base crit chance. So if a gun has the highest available base crit chance of 50% and you apply 10% more crit chance your total crit chance will be 55%. Edit: there are some character abilities that can boost your crit chance too, giving the ability to reach essentially it not literally 100%
Yeah not what I was expecting. If you play the game and have Used a descendant with dots You would notice that they have a chance to quit, and of course, would be affected by a crit damage mod. It's the reason why I want to build a crit build for freyna Because both elemental damage and dots have a chance to crit. And d o t's can basically double crit Because? If the initial hit that starts, the.is a crit, the damage of the resulting DO. Ts gets boosted And if one of those dot's crits again, you get an even bigger number. I don't know if this works the same for weapon dots
Overall it should be dead last to upgrade if you want it. Why? Overall it's a 10% dps upgrade at best. Most enemies will be resistant to your element unless you swap it around but they are different manufacturing. So you can even mod slot it properly. Python, unlike Thunder Cage has a passive to be used with an element, Thunder Cage passive is actually physical. But anyways the overall power you get from many other mods well exceed 10%. Look at just standard raw atk mods. It should just be noted as it wasn't discussed in this video.
Thunder Cage does not have higher potential damage than Python. Unless you never hit a weak point. While it does have higher Crit base, the Python has insane weak point multiplier. That couples with almost 50% more Fire Rate than the Thunder Cage, there really isn't a contest.... Of course if not Gley, no it will eat through ammo like no tomorrow, but don't also forget about the Python's ability. It completely negates Non-Attribute RES on the target as well as over 60% of their Toxic RES. Allowing you to ensure that elemental damage (at least when building Toxic) will be dealing its full amount even on Resistant Targets. While also helping any descendants in the party that use those elements. Allowing characters with DoTs like Freyna and Valby to have their skill DPS go sky high. Don't get me wrong. Thunder Cage still has great base stats and is one of the best general use mobbing weapons, but its ability becomes useless in a boss fight and now has to rely on pure stats. It just doesn't keep up.
@blackkat101 Firing Fiesta also makes Python a lot of fun. I really don't like having to constantly reload even if I am doing ungabunga damage from fire rate.
@@blackkat101 bro you have zero clue ...tc has a scaling stats where firearm x 133%% on its unique ability...phyton is a pure minus res toxin single target with low crit chance high weak damage...tc on other hand as both aoe and high crit chance with that scaling i mention earlier ....do the maths on how many enemies and scenario tc actually succeeds ...
@@lov.2.g Bro, you don't seem to understand that the Firearm x200% (as the Thunder Cage was changed in the last patch), only triggers if it kills an enemy. This 200% also does not trigger on the enemy you were shooting as killing it is what triggers it. Meaning it is dealing that damage to its surroundings (which is nice and makes it a good mobbing weapon. Yes, the Python has half the base crit rate as the Thunder Cage. No one is arguing that point. The Python however can be built to have x5-6 Weakpoint Damage, which is what you build it for along with status effects. Mainly Toxic since you cannot build Non-elemental on it through mods. Python doesn't need to kill a target to get its ability to trigger, and thus works on Colossi fights. With said ability, the Python removes -102.8% Non-Elemental Resistance as well as -37.4% Toxic Resistance off the target. This really ramps up the Toxic mods you should have on the weapon. Python has 923 base fire rate that can be boosted over 1200+, while the Thunder Cage only as a base of 666. If you actually do the math of both fully built (of which I have done myself, both weapons maxed abilities and fully catalyzed), the Python will win in DPS. The only time the Thunder Cage does better if you are not hitting weak points or mobbing. As the Python's claim to fame of its ability is from weakpoint damage and stupidly high fire rate. Python is a boss killer. Thunder Cage is okay at boss fights, but is really a mobbing weapon.
@@blackkat101 i think your missing the point here.....tc is a all scenario weapon...suitable for any kind of event....you have tc on end game build whether mobbing or even boss but you dont see phyton as a mobbing do you ? ...phyton has low crit chance ...nuff said you dont to explain anything further....the only good thing phyton has is the minus resistance which makes it a good collosus weapon....but for all rounder? Nope....best legendary weapon in game by far is tc ...not to mention its also easier to acquire and fully max out....common sense bro ...go figure
@@Unknown-pm6hf na poini ment for example if ur wep did 100 damage and element did 10% of weapon damage. I thought itll split to 90 normal 10 elemental. But na its a straight plus on top of your base damage so 100 + 10 elemental. So. Why would u ever not equip element damage at that point
@@zorindvoid2265 Elemental is only worth using, if it matches the weakness of your target. So to get the most out of elemental you need to constantly change the mods/presets. If you don't do that you will loose out on quite a bit of damage, at which point you might as well go for more crit%, crit×, weak point, more ammo, rate of fire or mag size and you will do more damage against everything.
@@zorindvoid2265 I was just trying to clarify that the module pulls it’s dmg base on the fire arm atk, however that is a good point, “why would you not use it”, well for me it depends on the weapon, considering that it doesn’t scale with weak point means that means that it’s only good on weapons with 1x base weak point, and not that worth it with weapon with a high weak point base, if a gun has 2x base weak point it would be better to have 30% weak point dmg than 30% elemental, as it will make it go from 2x to 2.6x so if you have 100 dmg and 2.6x weak point you will hit 260 dmg while with elemental 100 dmg with 2x weak point and 30% elemental would just mean 200 dmg and 30 elemental, this would be different with critical chance and dmg as weak point is counted last in the multiplier, meaning if a gun has 100 dmg, 2x crit dmg, and 2x weak point it would go like (100x2 crit dmg= 200x2 weak point dmg=400 dmg) if we added 30% it will make 2x weak point into 2.6x weak point so it would be (200x2.6 weak point=520 dmg) compared to elemental dmg 100 dmg, 30% elemental dmg, 2x crit dmg, and 2x weak point 30% taken from 100 is 30, so 100 dmg and 30 elemental multiplied by crit dmg (100x2 critical dmg=200) and (30 element dmg x2 critical dmg=60 elemental dmg) multiplied by weak point (200 dmg x2 weak point dmg=400 dmg) so the total dmg is 400 dmg and 60 elemental dmg due to elemental not scaling with weak point, it really depends on the weapon if you can slot both than it’s worth it but if you had to choose it should be base on how much weak point it has.
@@Jeepo92but that would be weapon dependent and mode dependent, picking that setup would be good for bossing but that’s not the only content nor the only end game content, also not all weapons are made the same so crit and crit dmg and certain other mods can hurt a build or be useless , there’s a balance but the balance is not going to be meta and I think that’s what the devs are aiming for
Would be great if elemental modules were same type...😢
thats why im using the weapon who makes fire weakness to not change every time x)
The devs already said they will "rework" or change the socket types on weapons and descendants so we will just have to unlock them
No, thanks dude but this is a Harold Bay shooter each arrow. Well most of the heroes have an element you should be leaning heavily into whatever the element of the character is adding to whatever the element is the character God you should not be trying to make a poison character that can do fire damage or vice versa. If your character does fire, then you should be leaning heavily into fire What you should be doing as far as different elements is simply changing a character appropriate do whatever it is your killing if you’re doing a boss with high fire, don’t take fire unless you’re so sufficiently get it out that even if they’re very strong resistance against fire or if you can them it doesn’t matter, if he’s very strong and fired, then he’s probably weak on something not probably definitely weak on something else and that’s the character. You should be choosing poison to fire Blair or or lick if we call you you follow me trying to make your character by swapping out mods, either on the gun or the character, do a damage that you’re not already piling on but the only real universal mod that you should be using probably is polygenic for resistances in addition to getting if you’re doing bosses you should be getting the default or only really resistance on each RN4L component and then maxing out polygenic will give you enough for this for elements for everything, but that’s about the only universal elemental thing in this game for a reason The reason being no matter what kind of characters you get on whatever your attack element is doing those things are getting resisted on each of your components in addition or whatever else you’ve chosen and getting polygenic maxed out should give you more than enough elemental resist for every boss Without swapping those cards, but they never meant for you to be able to make one character that can boss the shooter. Any hero has a preferred element except for the food that are not tribute so they mean for you to switch to the appropriate character to kill that boss, not wanna match the character you’re gonna have to commit to catalyzing each and every slot
Except maybe the transcendence slot because it seems like there’s not a lot of points in that one when you upgrade that mod you’re gonna get down till like five or six capacity use by it catalyzing it’s only gonna cut that in half. It seems rather pointless and then you would be able to swap outTranscendent mods for different kind of gameplay, but all the other slots, including the attack module catalyze everyone of them once you know what your build is catalyze everyone of them and when you’re going against that, you’re on train and you’re going against the fireball to a fire character
If this is a problem, then this is probably not the game for you. You should be playing a class space game, where you create a character with a face and boobs in an ass that you like your dress it up whatever you want and then you play the class that you most matches your gameplay style, and you can stay at all the time Destiny two is just a game. Do you wanna play a solar warlock all the time or avoid warlock all the time or or whatever tighten whatever you wanna play then you can bring that to any flight really except maybe raised and rage you kinda gotta play class and elements Pacific for whatever you want in that game because it’s a class space game not a base game.
I love the goofy chilly mood. Absolutely my favourite first descendant channel from now on. And yes, video was useful and accurate. Subscribed.
Every one knows elemental damage is good, however until they make them all use the same socket type no one will use the modules. Same goes for elemental resistances.
not really, a lot of people just leave the last slot open, elemental damage is so good it's worth losing 8 capacity.
@@yangpaan453 Elem damage is not worth using until it is calculated from actual hits. Because weakpoint damage is not added into the calculation at all. There are other mods that will give higher or the same DPS pre bullet fired w/o the need of constantly swapping the mods.
@@TRex-n2z i dont run a weakpoint weapon, i run a full crit/crit damage thundercage and it's always worth having element vs the collosus weakest resist.
@@yangpaan453 Even if you weapon has weakpoint dmg as 1 its still better to use a weakpoint mod to give you extra 35% dmg over the elemental mod becauce you can crit the weakpoint for extra compount damage. The only time the elemental mod will be better is wen you weapon is low crit/crit dmg like an LMG/shotgun or a launcher also some ultimate weapons have bonuses against poison/fire DoT elemental damage, thats pretty much all teh cases where it would be worth using.
Thats the reason you dont use elem mod on a sniper rifle, snipers have 4x weakpoint damage so you lose out so much damage with the mod or even an elem dmg on the rifle, even higher magazine will be more beneficial. Math is different for Gley with inf ammo but any other character it rings true.
@@TRex-n2z so since my weapon is crit/crit damage i still want weak point? and do i just take the normal blue weakpoint mod or the purple one with crit damage substat. If I do this I cant fit any elemental damage
my current build: rifling reinforcement.
action and reaction.
better insight
better concentration
concentration priority
concentrate support ammo
insight focus
fire rate up
^ all maxed and catalyst
x enhancement maxed 16 capacity
and in the last spot just an unleveled mental focus catalysted
78/79
substats are: bonus vs collosus, crit rate, crit dmg, fire attack (cause im doing frost walker soon)
Cool content. But dang, the edit, as simple as it is, has a chill vibe.
It's simple, the elemental enhancement is Additional DMG. There for an additional DMG source that also scales with the original hit (Impact, crush or pierce.) so effectively makes you hit twice Initial hit>Elemental>Status effect
When you roll an elemental DMG stat onto the weapon attribute status effect chance changes the initial hit of (impact,pierce or crush) into that element DMG *not the status effect e.g. burn, poison, chill*, then adds the additional DMG from module.
If you use a module that increases element dmg% it can double dip, affecting the enchantment module DMG as well as the initial hit if it converts. With the same proc chain as above it would just be Initial Hit(element vs. I,P,C) > Elemental Enchantment > Status.
But now the difference is Element% will increase the entire proc chain instead of just 1 part.
Willing to bet if you rolled max status effect on python and toxic DMG. Then used Enchantment, +%toxic DMG then maxed out firearm DMG and crit DMG. Then operate with a descendant that can passively boost crit chance with firearms (Valby,Enzo) it would out DPS Thunder Cage for single target. Biggest downside to the massive DPS increase from elemental DMG is the decreased effect on mobs with resistance to that element and worse yet, they're also resistant to the Impact, Pierce, Crush DMG type as well.
Dude really said it's simple then gave us a quantum theory equation
@@anthonyg1307 😂
Wait you need take off your modules off the descent too because it effect your weapon like adding, division, multiple etc if you want raw numbers you got take everything off if not it really changes the numbers including some of the other weapons..
Your videos are edited very well, thank you for doing the hard work. 🙂
Damn I wanted you to test the blue enhancement mods vs the yellow conductor mods..nice video tho
Slayer: "My knee is pretty critical to me!"
Subscribed, thank you for the work!
Is there any cap for crit chance in the game? Like how division 2 has a cap of 60 percent crit chance??
@@darshans6321 no, but really yes. There is no cap that you can reach and waste any excessive crit chance. However we are restricted by the limited amount of crit chance available on modules, and the crit chance you can add is all based on the gun's base crit chance. So if a gun has the highest available base crit chance of 50% and you apply 10% more crit chance your total crit chance will be 55%. Edit: there are some character abilities that can boost your crit chance too, giving the ability to reach essentially it not literally 100%
Aren't slayers strong to chill damage?
Yeah not what I was expecting. If you play the game and have Used a descendant with dots You would notice that they have a chance to quit, and of course, would be affected by a crit damage mod. It's the reason why I want to build a crit build for freyna Because both elemental damage and dots have a chance to crit. And d o t's can basically double crit Because?
If the initial hit that starts, the.is a crit, the damage of the resulting DO. Ts gets boosted And if one of those dot's crits again, you get an even bigger number. I don't know if this works the same for weapon dots
Chill is great for my Devotion 😎👍
Overall it should be dead last to upgrade if you want it. Why? Overall it's a 10% dps upgrade at best. Most enemies will be resistant to your element unless you swap it around but they are different manufacturing. So you can even mod slot it properly. Python, unlike Thunder Cage has a passive to be used with an element, Thunder Cage passive is actually physical. But anyways the overall power you get from many other mods well exceed 10%. Look at just standard raw atk mods. It should just be noted as it wasn't discussed in this video.
The editing is so good I can't even pay atention to the info XD I'm just observing as I'm trying to learn
Thunder Cage does not have higher potential damage than Python.
Unless you never hit a weak point.
While it does have higher Crit base, the Python has insane weak point multiplier.
That couples with almost 50% more Fire Rate than the Thunder Cage, there really isn't a contest....
Of course if not Gley, no it will eat through ammo like no tomorrow, but don't also forget about the Python's ability.
It completely negates Non-Attribute RES on the target as well as over 60% of their Toxic RES. Allowing you to ensure that elemental damage (at least when building Toxic) will be dealing its full amount even on Resistant Targets. While also helping any descendants in the party that use those elements. Allowing characters with DoTs like Freyna and Valby to have their skill DPS go sky high.
Don't get me wrong. Thunder Cage still has great base stats and is one of the best general use mobbing weapons, but its ability becomes useless in a boss fight and now has to rely on pure stats.
It just doesn't keep up.
@blackkat101 Firing Fiesta also makes Python a lot of fun. I really don't like having to constantly reload even if I am doing ungabunga damage from fire rate.
@@blackkat101 bro you have zero clue ...tc has a scaling stats where firearm x 133%% on its unique ability...phyton is a pure minus res toxin single target with low crit chance high weak damage...tc on other hand as both aoe and high crit chance with that scaling i mention earlier ....do the maths on how many enemies and scenario tc actually succeeds ...
@@lov.2.g Bro, you don't seem to understand that the Firearm x200% (as the Thunder Cage was changed in the last patch), only triggers if it kills an enemy.
This 200% also does not trigger on the enemy you were shooting as killing it is what triggers it. Meaning it is dealing that damage to its surroundings (which is nice and makes it a good mobbing weapon.
Yes, the Python has half the base crit rate as the Thunder Cage. No one is arguing that point.
The Python however can be built to have x5-6 Weakpoint Damage, which is what you build it for along with status effects. Mainly Toxic since you cannot build Non-elemental on it through mods.
Python doesn't need to kill a target to get its ability to trigger, and thus works on Colossi fights.
With said ability, the Python removes -102.8% Non-Elemental Resistance as well as -37.4% Toxic Resistance off the target. This really ramps up the Toxic mods you should have on the weapon.
Python has 923 base fire rate that can be boosted over 1200+, while the Thunder Cage only as a base of 666.
If you actually do the math of both fully built (of which I have done myself, both weapons maxed abilities and fully catalyzed), the Python will win in DPS.
The only time the Thunder Cage does better if you are not hitting weak points or mobbing. As the Python's claim to fame of its ability is from weakpoint damage and stupidly high fire rate.
Python is a boss killer.
Thunder Cage is okay at boss fights, but is really a mobbing weapon.
@@thorinhannahs4614 That it does. An amazing mod to use if not using Gley.
@@blackkat101 i think your missing the point here.....tc is a all scenario weapon...suitable for any kind of event....you have tc on end game build whether mobbing or even boss but you dont see phyton as a mobbing do you ? ...phyton has low crit chance ...nuff said you dont to explain anything further....the only good thing phyton has is the minus resistance which makes it a good collosus weapon....but for all rounder? Nope....best legendary weapon in game by far is tc ...not to mention its also easier to acquire and fully max out....common sense bro ...go figure
On sniper rifle i would go for 90% elementar dmg and - 25% fire rate module for bigger hits its gone be slower but hit a lot harder
@@marcindraco5666 what if i’m using a sniper on Enzo but mods are great for it
OMG I didn't know gosu plays TFD!! Amazing.
They really need to make slots interchangeable, at least let me use another caddy to add a switchable mod slot
So elemental damage pulls more damage out of nowhere to increase total damage😮. I thought it turns a percentage of ur existing damage to elements
It actually uses the weapon atk stats.
@@Unknown-pm6hf na poini ment for example if ur wep did 100 damage and element did 10% of weapon damage. I thought itll split to 90 normal 10 elemental. But na its a straight plus on top of your base damage so 100 + 10 elemental. So. Why would u ever not equip element damage at that point
@@zorindvoid2265 Elemental is only worth using, if it matches the weakness of your target. So to get the most out of elemental you need to constantly change the mods/presets. If you don't do that you will loose out on quite a bit of damage, at which point you might as well go for more crit%, crit×, weak point, more ammo, rate of fire or mag size and you will do more damage against everything.
@@zorindvoid2265 I was just trying to clarify that the module pulls it’s dmg base on the fire arm atk, however that is a good point, “why would you not use it”, well for me it depends on the weapon, considering that it doesn’t scale with weak point means that means that it’s only good on weapons with 1x base weak point, and not that worth it with weapon with a high weak point base, if a gun has 2x base weak point it would be better to have 30% weak point dmg than 30% elemental, as it will make it go from 2x to 2.6x so if you have 100 dmg and 2.6x weak point you will hit 260 dmg while with elemental 100 dmg with 2x weak point and 30% elemental would just mean 200 dmg and 30 elemental, this would be different with critical chance and dmg as weak point is counted last in the multiplier, meaning if a gun has 100 dmg, 2x crit dmg, and 2x weak point it would go like (100x2 crit dmg= 200x2 weak point dmg=400 dmg) if we added 30% it will make 2x weak point into 2.6x weak point so it would be (200x2.6 weak point=520 dmg) compared to elemental dmg 100 dmg, 30% elemental dmg, 2x crit dmg, and 2x weak point 30% taken from 100 is 30, so 100 dmg and 30 elemental multiplied by crit dmg (100x2 critical dmg=200) and (30 element dmg x2 critical dmg=60 elemental dmg) multiplied by weak point (200 dmg x2 weak point dmg=400 dmg) so the total dmg is 400 dmg and 60 elemental dmg due to elemental not scaling with weak point, it really depends on the weapon if you can slot both than it’s worth it but if you had to choose it should be base on how much weak point it has.
@@Jeepo92but that would be weapon dependent and mode dependent, picking that setup would be good for bossing but that’s not the only content nor the only end game content, also not all weapons are made the same so crit and crit dmg and certain other mods can hurt a build or be useless , there’s a balance but the balance is not going to be meta and I think that’s what the devs are aiming for
2 mods first shots 5 mods with elemental bruh teach right
oho! you just discovered a new planet! xD
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