Skill power modifier is a flat % increase and effects the multiplier on the skill, you can check what multiplier each skill has by hovering over it (ex. Your ajax's expulsion at timestamp has 14:37 has 1290.4%, so adding a skill power modifer of 20% would increase it to 1310.4%) vs skill power is a % increase to your base skillpower, it shows you have 19697.36 from your reactor, so adding a 20% increase would change it to 23636.832. icreasing your damage much greater. For characters like Freyna who has a base skill multiplier of i believe 10% for one of her skills, adding 20% skill power modifier would increase it to 30% thus increasing the damage much further than just skill power
I hope this game blows up more and your channel gets more popular, you deserve so much credit with guides and make all the games seem less like a task to grind
I played warframe when I was younger but I could never really grasp it, decided to dive back into the genre with this game and this guide was very useful 👍🏻 thanks a bunch
There is one situation where i have found using 2 general round weapons is beneficial. If you socket max ammo mods in your second general round weapon and swap to that weapon when you pick up ammo then swap to your main general round weapon you will have those rounds. It lets you put more damage mods in your main weapon. Having close to 900 rounds in reserve is super nice, especially if you are using a tamer or something that is ammo hungry.
I recommend watching this guy live! He's super chill and he's always answering questions and all around really friendly. I don't normally watch livestreams but this guy is really chill
Am trying to figure out which warframe content creator said defense don’t work with shields. Atleast you got it correct by saying it does man people are insane GGZ
I didnt know those activators where so hard to get after the 2 you get for free and used mines on Bunny and Thundercage so i decided to fully comit to the thundercage and i am 2 hard bosses away from beating them all, also im doing them solo is much better in my opinion, ppl are still not building hp and defense and get one shoted left and right...
@@ATLBRAVES21 There are a total of ZERO bosses that require a full team of 4. I have done the entire game in a duo, and can solo every Colossus on normal. Not sure why you would think a team is required. Maybe because of the Devourer?
Actually having your second weapon with general rounds and modded with expand general magazine, general rounds compulsive and normal impact rounds refining makes it so you can switch to that weapon pick up rounds and and when you switch back to main weapon you have 800 ammo instead of 400. so never say never :) great video
Just to clarify. Skill power is the base power of a skill. It won’t show on menu. It’s the same stat as the little reactor you get The modifier is the part where it’s (skill power) + ___%.
The other big thing i think people dont take into account is how rate of fire is worst for damage over longer times. Doubling fire rate is worse than doubling your attack since you are now using double the ammo, and spending double the time reloading
Hmm really because I thought dps stands for damage per second 😂 so explain to me how having a slower fire rate is better because no matter how fast you empty magazine either way you have to reload 😂 what matters is your aim and how many shots you actually land 😉 please read your comment and really think before you reply 😊
Question I have is are weapon mods just random drops. I’ve tried to view acquisition or track but can’t. So I assume they are random drop like weapons for the most part. And this was a great video I forwarded to a few friends to help them understand mods and weapons. Way easier then trying to explain to them over chat while they try to navigate and I explain to them. 🤙🏽
Does anybody know if matching your sub attack mod symbol by using a catalyst makes it increase capacity more like with auras in warframe or if you can even change that slot?
Thank you for the information, sometimes its a bit confusing, and it makes me wonder if this is why i'm struggling with the bosses. I got the Descendant modules down, but weapons are a different story for me lol. Pyromancer just destroys me and the groups I've been in, or people just leave lol.
I dont know how defense in this game works, but from what I tested, max hp + element resist is way better I can survive even more FYI Im testing it with bunny 12k HP Full element resist depends on content and NO defense and shield module. Only focus with Max HP & Element Resist module. Maybe you can try it for experiment and content also
You should put in that every time You use a mod u have to lvl the weapon again up to 40, so if you have 10 mods u got to lvl the weapon up to 40, 10 times
@@kennethsjvold9212 this is incorrect. If you forma the weapon (match the slots) then yes. Same with frame. (Trust me it’s easier to just use Warframe terminology). If that’s what you meant then ok.
Just a heads up when you took off the module for skill, you never clicked save which would update in the skill window and give the effected skills a green dot under them.
I don't disagree with modding crit on a SG but it works like Warframe so it would be (crit x pellet count) so it would be roughly about ~10% crit not just 2%
@@alexanderhirst1171he says it in the video, there's tiny words on the bottoms of some of the mod cards that designate categories(battle, arche, etc.) You can't have 2 mods from the same category or 2 of the same name mod, which is why on most of my builds I don't use the blue skill power mod I use one of the focus purple mods cause you get cooldown with it, but you can only have either or not both
I just finished campaign and trying to understand it. So basically every purple mod is dog shit?. Everyone using blue ones, even when recommended... I don't get it.... Think I will have to remix on blue ones and upgrade those
this is really helpful, especially on the weapon side. I will definitely apply these tips to my build and hopefully have the dps to do better against the colossi.
Question; (and personal assumption) Building for crits, should be better than building for weakpoints ? For trash mobs, hitting headshots make sense, but not all mobs have heads, or the head counting as weakpoints. For colossi, do weakpoints dissapear once youve destroyed them? In those cases, building crits would be the better overall option, as you are not limited as to where/when you shoot, and crits can work ontop of your base weakpoint bonuses. This is purely a theoretical question, as i am hillariously bad with numbers and testing, and also just based on ly own assumptions ^^ Extra note; As you mentioned with the shotgun, some are just not worth speccing for crits, which i agree with, however the priority should always be to increaee you straight FIREARM ATK. Before anything else, as well as other bonuses you get that will help setup your gun based on your special mod, if uou are using such, not all weapons are the same, my original question is moreso a baseline thought process, and not true for "ALL" weapons of course ^^
Building for critical in this game is completely useless. It's not a flat % increase, and almost every weapon in the game has horrible critical stats at base line. If your weapon has 10% critical chance, and you add 50% critical chance through mods or equipmemt, that's actually just 50% of the origional value of 10%. So you'd only be at 15%, not 60%. Not even remotely worth the investment.
Weak points stay even when armor is removed or destroyed. The DMG numbers color tell you what you are hitting, yellow = weak points orange = crit white = base hit. Hope this helps you identify what your shots are doing.
@@a420triggerman. Thank you! I had been wondering about it for a while, but whenever I was in the situation I forgot 😅 blue, white, red, yellow, orange, green... So many quick coloured numbers
Thank you. Why on some guns do I have an electric mods and not on others. So on my hand cannon I had a electric mod I could put on but wasn't even showing for the tamer
@@daveleaverdl there are 4 different weapon ammo types and mods are specific to those ammo types so if I understood your issue correctly, I’m assuming you have a mod for one ammo type but don’t have the same mod for the other. Hope this helps. 👍
For general play its best not to have the same rounds but if u adding polarity to your weapon an have to relevel them bk up its way quickers to run 3 of the same gun
Hey, I have noticed that my Inventory is full and the stuff dropped after completing an Infiltration mission did not figure in the Lost and Found mail in my Inbox. Is this normal? Can u please advise?
Btw, the dps number displayed on the weapons isn’t actually right. 😂 Idk how the devs fck that up. But Ryechews Games goes over the math in depth in his “How to crack weapons” video. To help get a better fundamental understanding of how much damage your weapons are actually doing watch it.
Can you test if using a catalyst on your sub module slot doubles the capacity? I would test myself, but I’m afraid I’ve already invested too much into my bunny
Someone on Reddit tested this. It gives you +5 capacity. The same logic as any other module applies, by reducing "cost" by half. For sub attack specifically it just adds half instead. So its better to use for modules that are 10+ in costs as they will give you more than 5 capacity returned
At thé moment thé mod on Guns that start you out at lower dps and builds up doesent work corektly and you still end up with lower dps then without thé mod
Yeah, I just tested it and the Fire ATK ramp up isn't working, the Fire Rate is though. Hope it gets fixed next patch so the gun can be more of a powerhouse, not worth using until then. :)
2 general weapons is good for extermination mission mobbing with bunny imo. You can put 2 elements on one, and the other 2 on the other, which lets you melt every enemy type based on their weakness.
I just got the one energy activator the game gives for free. Should i wait to use it when at some point i farm ultimate descendants or who to use it on now?
I would say wait.. At least until you know for certain which character you want to "main". Or until you can start collecting the materials and resources needed to craft more. If you already know 100% you are only going to play bunny, before having tried other,,, i would say you are wrong and should still try others 😂 but in the end you might end up still wanting to only play bunny.
@Zepulchure I started with Ajax. I've built bunny and Freya and am getting sharen parts. I haven't beaten the store yet, I just know from other videos bunny is the meta for farming right now
@@amon37 bunny was just an example as most people are playing her (I personally don't enjoy her playstyle) Started with viessa (lvl39) and got both bunny and Freyna to 40. Also built sharen but not played her yet, and currently collecting Blair and some mods before I continue the story ^^
Why you slot weak point damage to tamer? It’s base multiplier is 1x right? Am I missing something or is weak point damage buffs primarily for snipers and scout since they have higher multipliers at base
@overkilltheoverlord6725 OH, and if you delete then later, decide you want it back. You'll have to buy it or grind it out, even if it was one of the free ones.
I disagree. I have first 2 Guns with the same ammo type. Second gun I never use, but is modded to hold more ammo. Up to 110%. So i swtch tot that gun before I pick up ammo then switch back to main gun. I now have for my Tamer 860 ammo capacity
Clips don't actually explain or teach anything. You can go to any of the other clickbaity videos for that. At least here there is a theoretical explanation behind the information, compared to the others that tell you straight tutorial information with a copy/paste video of someone shooting something in solo play (solo play enemies are easier)
This is the first video that actually explains what/why to mod… instead of just saying DEF and Firearm ATK
@@datfooken factually incorrect
Completely false. This is like the 6th video I've seen going over how the math breaks down and how to min max these mods.
Guys it's the first video *they've* seen, lay off them. You don't get to decide their false just because you experienced otherwise.
Bc Canada makes sense😂😅😂😅😂
First video that actually clicked for me on how to mod.
19:00 for def:
1,000 defense = 10% damage reduction
2,000 defense = 20% damage reduction
4,000 defense = 30% damage reduction
8,000 defense = 40% damage reduction
16,000 defense = 50% damage reduction
32,000 defense = 60% damage reduction
64,000 defense = 70% damage reduction
128,000 defense = 80% damage reduction
@@MrBalrogos Where did you learn this from? The only thing I ever saw was 10k = 10% def up to 80% which I’ll assume is wrong now
@@QwannyMon Check out Ryechew games. He does a full breakdown video about defense and elemental resistance that aligns with what MrBalrogos is saying
Skill power modifier is a flat % increase and effects the multiplier on the skill, you can check what multiplier each skill has by hovering over it (ex. Your ajax's expulsion at timestamp has 14:37 has 1290.4%, so adding a skill power modifer of 20% would increase it to 1310.4%) vs skill power is a % increase to your base skillpower, it shows you have 19697.36 from your reactor, so adding a 20% increase would change it to 23636.832. icreasing your damage much greater. For characters like Freyna who has a base skill multiplier of i believe 10% for one of her skills, adding 20% skill power modifier would increase it to 30% thus increasing the damage much further than just skill power
Aye!
I hope this game blows up more and your channel gets more popular, you deserve so much credit with guides and make all the games seem less like a task to grind
I played warframe when I was younger but I could never really grasp it, decided to dive back into the genre with this game and this guide was very useful 👍🏻 thanks a bunch
There is one situation where i have found using 2 general round weapons is beneficial. If you socket max ammo mods in your second general round weapon and swap to that weapon when you pick up ammo then swap to your main general round weapon you will have those rounds. It lets you put more damage mods in your main weapon. Having close to 900 rounds in reserve is super nice, especially if you are using a tamer or something that is ammo hungry.
Elemental resistance were proven useless after 3-4th normal mode colossus just go DEF!
Theres also 1 exception to the crit rate rule, smithereens, build all damage and crit damage with some fire rate cause it has 100% crit chance
I recommend watching this guy live! He's super chill and he's always answering questions and all around really friendly. I don't normally watch livestreams but this guy is really chill
Amazing explanation. You taught me things about Ajax I was unaware of as well as modding weapons!! Thank you
Am trying to figure out which warframe content creator said defense don’t work with shields. Atleast you got it correct by saying it does man people are insane GGZ
LFG : Enduring Legacy
I didnt know those activators where so hard to get after the 2 you get for free and used mines on Bunny and Thundercage so i decided to fully comit to the thundercage and i am 2 hard bosses away from beating them all, also im doing them solo is much better in my opinion, ppl are still not building hp and defense and get one shoted left and right...
When do you get the second one for free ?
@@AsuraTraitorr End of normal playthrough
😂how you doin them solo when some bosses make you have to have 4 people ?
@@ATLBRAVES21 There are a total of ZERO bosses that require a full team of 4. I have done the entire game in a duo, and can solo every Colossus on normal. Not sure why you would think a team is required. Maybe because of the Devourer?
@@ATLBRAVES21 he speaking the truth fr i was having a hell of a time beating pyro til i said fk y’all and went solo. beat him 3x in a row by myself
Actually having your second weapon with general rounds and modded with expand general magazine, general rounds compulsive and normal impact rounds refining makes it so you can switch to that weapon pick up rounds and and when you switch back to main weapon you have 800 ammo instead of 400. so never say never :) great video
So is Bunny our new Wisp, Pup?
0:48 why would you not do that? You can use 1 weapon w/ DPS modules and 1 w/ capacity modules so you can grab more ammo overall for your main weapon.
u will run out of ammo quickly in a boss fight
Just to clarify. Skill power is the base power of a skill. It won’t show on menu. It’s the same stat as the little reactor you get
The modifier is the part where it’s (skill power) + ___%.
The other big thing i think people dont take into account is how rate of fire is worst for damage over longer times. Doubling fire rate is worse than doubling your attack since you are now using double the ammo, and spending double the time reloading
Hmm really because I thought dps stands for damage per second 😂 so explain to me how having a slower fire rate is better because no matter how fast you empty magazine either way you have to reload 😂 what matters is your aim and how many shots you actually land 😉 please read your comment and really think before you reply 😊
Thanks for the help! Can’t wait to see how this ups my game
Dude i needed this video, thank you! 🔥😎
Question I have is are weapon mods just random drops. I’ve tried to view acquisition or track but can’t. So I assume they are random drop like weapons for the most part. And this was a great video I forwarded to a few friends to help them understand mods and weapons. Way easier then trying to explain to them over chat while they try to navigate and I explain to them. 🤙🏽
Random , toss some plus module drop chance gear and farm while you're doing your other farming
If only farming Ajax (normal) would not be such a chore.
Mental Focus for Tamer must have!
Does putting a crystallization thing in the sub mod slot make the sub mob give double points??
plus 5 at max level.
It's a special rounds for special little fellas😂❤
Mate if you wanna check the updated stats you need to save the loadout first (press S) because somehow they thought that would be a good idea
Does anybody know if matching your sub attack mod symbol by using a catalyst makes it increase capacity more like with auras in warframe or if you can even change that slot?
You have to save the descendent build before it shows in the skill stats on the left.
Thank you for the information, sometimes its a bit confusing, and it makes me wonder if this is why i'm struggling with the bosses. I got the Descendant modules down, but weapons are a different story for me lol. Pyromancer just destroys me and the groups I've been in, or people just leave lol.
solo with freyna max skill power. time both poisons as it starts and pull your ult out, watch the health bar melt
I dont know how defense in this game works, but from what I tested, max hp + element resist is way better
I can survive even more
FYI Im testing it with bunny
12k HP
Full element resist depends on content and NO defense and shield module. Only focus with Max HP & Element Resist module.
Maybe you can try it for experiment and content also
You should put in that every time You use a mod u have to lvl the weapon again up to 40, so if you have 10 mods u got to lvl the weapon up to 40, 10 times
@@kennethsjvold9212 this is incorrect. If you forma the weapon (match the slots) then yes. Same with frame. (Trust me it’s easier to just use Warframe terminology). If that’s what you meant then ok.
Just a heads up when you took off the module for skill, you never clicked save which would update in the skill window and give the effected skills a green dot under them.
yeah true, i dislike that feature XD
Thank you, Pupsker! Been waiting for this vid 🎉
I don't disagree with modding crit on a SG but it works like Warframe so it would be (crit x pellet count) so it would be roughly about ~10% crit not just 2%
Can anyone explain why on the bottom of mods, it say it says "Module equipped in duplicate"?
Some mods on the bottom if you look have categories, only 1 mod per category
@Okomi874 Thank you, but I still don't understand
@@alexanderhirst1171he says it in the video, there's tiny words on the bottoms of some of the mod cards that designate categories(battle, arche, etc.) You can't have 2 mods from the same category or 2 of the same name mod, which is why on most of my builds I don't use the blue skill power mod I use one of the focus purple mods cause you get cooldown with it, but you can only have either or not both
I just finished campaign and trying to understand it. So basically every purple mod is dog shit?. Everyone using blue ones, even when recommended... I don't get it.... Think I will have to remix on blue ones and upgrade those
Where can I find the guns to upgrade the dps on tamer I can’t find anymore
this is really helpful, especially on the weapon side. I will definitely apply these tips to my build and hopefully have the dps to do better against the colossi.
When you are modding hit save and you will see your stat changes.
Question; (and personal assumption)
Building for crits, should be better than building for weakpoints ?
For trash mobs, hitting headshots make sense, but not all mobs have heads, or the head counting as weakpoints. For colossi, do weakpoints dissapear once youve destroyed them?
In those cases, building crits would be the better overall option, as you are not limited as to where/when you shoot, and crits can work ontop of your base weakpoint bonuses.
This is purely a theoretical question, as i am hillariously bad with numbers and testing, and also just based on ly own assumptions ^^
Extra note;
As you mentioned with the shotgun, some are just not worth speccing for crits, which i agree with, however the priority should always be to increaee you straight FIREARM ATK. Before anything else, as well as other bonuses you get that will help setup your gun based on your special mod, if uou are using such, not all weapons are the same, my original question is moreso a baseline thought process, and not true for "ALL" weapons of course ^^
Building for critical in this game is completely useless. It's not a flat % increase, and almost every weapon in the game has horrible critical stats at base line.
If your weapon has 10% critical chance, and you add 50% critical chance through mods or equipmemt, that's actually just 50% of the origional value of 10%. So you'd only be at 15%, not 60%. Not even remotely worth the investment.
Weak points stay even when armor is removed or destroyed. The DMG numbers color tell you what you are hitting, yellow = weak points orange = crit white = base hit. Hope this helps you identify what your shots are doing.
@@a420triggerman. Thank you! I had been wondering about it for a while, but whenever I was in the situation I forgot 😅 blue, white, red, yellow, orange, green... So many quick coloured numbers
How does he get all them mods? I see so many ultimate mods that I don’t have and I played more than him
Thank you. Why on some guns do I have an electric mods and not on others. So on my hand cannon I had a electric mod I could put on but wasn't even showing for the tamer
@@daveleaverdl there are 4 different weapon ammo types and mods are specific to those ammo types so if I understood your issue correctly, I’m assuming you have a mod for one ammo type but don’t have the same mod for the other. Hope this helps. 👍
@@jameskennedy9909 helps massively thanks bro much appreciated.
For general play its best not to have the same rounds but if u adding polarity to your weapon an have to relevel them bk up its way quickers to run 3 of the same gun
Hey, I have noticed that my Inventory is full and the stuff dropped after completing an Infiltration mission did not figure in the Lost and Found mail in my Inbox. Is this normal? Can u please advise?
Btw, the dps number displayed on the weapons isn’t actually right. 😂 Idk how the devs fck that up. But Ryechews Games goes over the math in depth in his “How to crack weapons” video. To help get a better fundamental understanding of how much damage your weapons are actually doing watch it.
Yes I almost full max my thunder and I have only 200k and some people with the same build has 400k 😢 idk why
I need that Body Enhancement mod bad for my Ultimate Ajax like now lol
How on earth do you have 300K dmg and lvl 100 weapons if you haven't unlocked the last Colossus yet? Is this on Hard Mode?
Am i the only one who vehemently hates the ultimate modules cause you actually have to be HOLDING THE WEAPON?!?!?!??!
Can you test if using a catalyst on your sub module slot doubles the capacity? I would test myself, but I’m afraid I’ve already invested too much into my bunny
Someone on Reddit tested this.
It gives you +5 capacity.
The same logic as any other module applies, by reducing "cost" by half. For sub attack specifically it just adds half instead.
So its better to use for modules that are 10+ in costs as they will give you more than 5 capacity returned
@@Zepulchure so +50% capacity instead of -50% cost? Figured, just didn’t want to waste the mats lol
@@TTV_Refluxuation exactly.
My phrasing is bad, sorry 😅
Yeah luckily someone took the hit ^^
Love the content l. Helps a lot. Do you know what 'Shell Up' does for the shotgun. It's a shotgun specific mod
At thé moment thé mod on Guns that start you out at lower dps and builds up doesent work corektly and you still end up with lower dps then without thé mod
Yeah, I just tested it and the Fire ATK ramp up isn't working, the Fire Rate is though. Hope it gets fixed next patch so the gun can be more of a powerhouse, not worth using until then. :)
I fw your content on both insta and on TH-cam ngl 🥴
Thanks for that. I didn't know the sub module gives you extra space, just maxed out my
I did not know that weak point worked for headshots as well. Good info !
Heads hots are a weakpoint
Elemental modifiers are preety much useless for content!, cause they dont increase weakpoint dmg
2 general weapons is good for extermination mission mobbing with bunny imo. You can put 2 elements on one, and the other 2 on the other, which lets you melt every enemy type based on their weakness.
0:37 You can most definitely use the same ammo type in multiple slots if you're just having them there for proficiency leveling
Yeah you can, I am saying don't to not waste ammo you silly goose
I just got the one energy activator the game gives for free. Should i wait to use it when at some point i farm ultimate descendants or who to use it on now?
I would say wait..
At least until you know for certain which character you want to "main". Or until you can start collecting the materials and resources needed to craft more.
If you already know 100% you are only going to play bunny, before having tried other,,, i would say you are wrong and should still try others 😂 but in the end you might end up still wanting to only play bunny.
@Zepulchure I started with Ajax. I've built bunny and Freya and am getting sharen parts. I haven't beaten the store yet, I just know from other videos bunny is the meta for farming right now
@@amon37 bunny was just an example as most people are playing her (I personally don't enjoy her playstyle)
Started with viessa (lvl39) and got both bunny and Freyna to 40. Also built sharen but not played her yet, and currently collecting Blair and some mods before I continue the story ^^
Why you slot weak point damage to tamer? It’s base multiplier is 1x right? Am I missing something or is weak point damage buffs primarily for snipers and scout since they have higher multipliers at base
WHAT HAPPENS WHEN YOU DELETE A DESCENDANT DO YOU GET ALL YOUR RESOURCES BACK ??? ANYONE
@@overkilltheoverlord6725 nope.
@@P.A.Barber thanks 🙂
@overkilltheoverlord6725 OH, and if you delete then later, decide you want it back. You'll have to buy it or grind it out, even if it was one of the free ones.
@@P.A.Barber WONDERFUL 🙂
10 outta 10 - Would Recommend
Sharp precision shot is also psycho on Gley with high duration.
I disagree. I have first 2 Guns with the same ammo type. Second gun I never use, but is modded to hold more ammo. Up to 110%. So i swtch tot that gun before I pick up ammo then switch back to main gun. I now have for my Tamer 860 ammo capacity
Yeah it's more so people understand how ammo works. Qll works with mods though :)
For the capacity, is it and upgrade to just that weapon or all tamers?
Mastery Rank, module increase item and 1 catalyst so far. Any weapon can be the same
I had the same question
I just click the recommended module instead
When people think tamer is actually the best…if only they knew what I knew. But I’ll the TH-camrs cook good info for the rest of the players
Good vid
tamer user, can u do ur own gun? everyone using tamer its not about the dmg numbers :x
Just use eternal willpower assault rifle if you don't want to use the tamer, its also a pretty good weapon
I use three heavy rounds *insert random chad meme somewhere*
How I’m this early
INSANE DAMAGE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Shows zero clips of it.
Typical click bait
👎
Clips don't actually explain or teach anything.
You can go to any of the other clickbaity videos for that.
At least here there is a theoretical explanation behind the information, compared to the others that tell you straight tutorial information with a copy/paste video of someone shooting something in solo play (solo play enemies are easier)
Maybe test it yourself?
This game is useless basically war frame and the support team won’t even get back to you
Warframe is good yes i love it but everyone is just burnt put on warframe and there is also no real endgame in WF either so🤷♂️
Then why are you here ??
@@reapersasmr5483 to say the support team won’t get back to you, although they may be heaps of people trying to get through to them.