So people seem confused about sharen specifically. Her invisible isn't giving her double damage the skill itself is. The double damage still procs even if the void thing can see you. There is a hand icon that's the symbol of the buff Working on my mic settings. Sorry got a new mic a week ago and i need to figure it out
What do you use for your settings to get exact damage values, for lvl 100 enemies I hit for different values then what I calculate even when it's a very basic formula so I know my math isn't correct
@kaptainkittens583 ye I have and I wound up doing more damage lmao, which I assumed was a level difference multiplier but I didn't want to hastily jump to that conclusion, but I will mess around with the levels more often thanks for the response
Feels so refreshing when other channels are just doing that and nothing else. Not even crediting reddit user who made a post. I hope these people either get no views or their channel plummets
In a sea of clickbaiters and rumour mill view gobblers your channel remains the most reliable and trustworthy source of quality tested info. Appreciate all the effort that must go into the testing mate.
I went down a testing rabbit hole and discovered these things about sharen, rocket launchers, elemental damage, and modules that buff your gun, but don’t give a visual buff, along with how the game coding works while figuring out why they added explosive attack along with other mechanics. The only character with an actual explosive attack increase is lepic with transcendent power unit change, which is 52% explosive attack and 52% firearm attack. When using it your elemental damage does increase, along with the dot. strengthen first shot only increases the base damage number, not elemental at all. Strengthen first shot along with other modules that do not give you a buff, or apply a debuff to an enemy do not effect elemental damage. This would also include any of the conductor modules like toxic conductor, the damage increase only applies to the base damage of the shot, example 200k with 60k toxic would become 600k with 60k toxic with a maxed out strengthen first shot. Real life fighter does increase your elemental and base damage though, as it gives you a visible buff. Anything that gives you a visible buff applies to your weapon rather than your firearm attack, meaning your weapon stats change, along with your elemental damage. The reason they did this is because some modules give really good value like strengthen first shot giving 200% firearm attack which is ridiculously a lot. So to make it so they are still good, but not too busted they made it not a buff on your character, but a buff to the bullet itself, specifically the bullets firearm attack, which is why elemental isn’t calculated. To give character examples of this, Sharen overcharged edge increases the firearm attack of rocket launchers too, but not the elemental damage. If she was to increase the elemental damage too, well then you would see builds of people hitting 2m fire dmg per proc easily, which would just be too overpowered. To further explain this claim, now we have dangerous ambush. Dangerous ambush gives us the ability to test out this theory in full. If you shoot a void boss with dangerous ambush while it is down your damage will increase, and the second it’s fully up, your damage will decrease, regardless of when you popped your ability despite abilities having snapshot properties. This is why dangerous ambush, sharen overcharged edge, and strengthen first shot don’t apply to your stat sheet, as they are not buffs to your characters, nor are they debuffs to the enemy, rather they must be in another category. If it’s not a debuff to the enemy or a buff to your character or gun, what is it? these modules are a buff to the projectile or ability output itself, meaning if you use dangerous ambush for example, your ability gains a invisible buff that would read” Increase skill power when enemy is immobilized” which wording is important, because this is what separates it from an actual buff to your character. If this was applied to your character as a visibly buff, you would be able to snapshot the immobilized. Gotta give it to these devs, they made a very multi layered system in where reading the modules and testing really discovers some interesting things.
From what I understand, elements don't count towards weak point hits, which innately are +50% before weapon multiplier, which is why no-element builds with weak point do so much more damage to colossi.
@@NeightrixPrimeyes, but you want element for colossal (specifically fire and electric. Toxic if you REALLY need the damage reduction, fire for colossal that are weak or very weak to fire only)
The devs genuinely made a fantastic set of mods, with a lot of neat interactions, only to then make it impossible to freely test builds due to extreme mod costs.
@@NeightrixPrime yeah I saw a lot of people building high weak point damage guns (like the afterglow sword) with elemental damage as one of the first mods, despite it being one of the least impactful for total damage.
I see mods like Dangerous Ambush as a conditional buff rather than straight buff. I'm sure the colossi receive incapacitated debuff behind its coding that the mod will read accordingly and add the damage buff to the skill thats hitting them. Skill hit -> mod coding detect Colossi's state whether targeting or incapacitated -> buff damage to that hit
My FAVORITE TFD content creator... and then i also learned you play and cover other games i play .. best find for a content creator !!! .. love how you break everything down , thank you so much for the great info and content!!! Looking forward to more build guides and mod info .. much appreciated !!
I want to thank you Ryechews for providing this amount of effort and dedication that you show in each video. I'm glad you aren't like some youtubers who act as a telephone line and just repeat what somebody else says. We all appreciate the work you demonstrate back to the community and those who realize the true value that you bring to this community know your worth, time and time again ,with the videos you represent and the proof and testing you do. Thank you for all the hard work you put in and you should be proud to be one of those youtubers who actually use their brain. we all appreciate you
Not sure if anyone corrected this already, but im like 99% sure dangerous ambush adds directly to "Base Skill Power boost ratio" and that's the only thing it does - no effect on base skill power or any other boost ratios/modifiers. If you have 0 regular skill power (meaning not elemental and not attribute), it directly multiplies your damage by the stated percent. Most builds ideally want to use an elemental skill power mod, so generally you will either have 0% or 8.1% from spear and shield, meaning you get exactly, or very close to the stated numbers. In your test, you used spear and shield's 8.1% to show how its not directly multiplicative, which is correct, but the conclusion wasn't. Going off your base damage of 47860, if you add together 24.9% from dangerous ambush and 8.1% from spear and shield, you get +33% skill power. Multiplying your 47860 by 1.33 = 63653.8 which is exactly the damage you did rounded. If you re-run the tests with this in mind and add varying levels of regular skill power % you'll find the numbers line up exactly with dangerous ambush adding to base skill power %. In summary, the more regular skill power % you have from whatever source, the less final damage % dangerous ambush adds. But if you have 0% or 8.1% skill power, it will multiply your damage by what it says (for 0%), or very close to it (for 8.1%). So if you want to use dangerous ambush, use an elemental skill power mod, which you probably want to be using anyways if going for max damage.
one of the few creators that actually try to make content, while other spread misinformation and click bait. even when you're wrong you own up to it and try to do what's right by the community. stay awesome Ryechews
Think you should do a video on Multitalented. I'm curious what exactly the Singular portion effects. Another question I have is if Unique Ability procs can proc elemental damage or "damage against" rolls on the weapon. For example if I put element and Additional Damage to Legion on Restored Relic, will the Ancient Fire proc the bonus damage or is it just a percentage of your firearm attack with nothing else?
Hey, to answer your question about Multitalented's singular effect, the "All Attribute Damage +%" actually just gives you +% skill power *modifier* to all attributes for your skills: non-attribute, fire, chill, electric, and toxic. You can see this on your character stats if you open your inventory and press W immediately after gaining the buff. The effect is snapshotted for things like Bunny's Lightning Emission, even after the buff runs out it will still benefit from the increase to power modifier for it's entire duration. It's a pretty interesting module. You also can't normally get skill power modifier for the specific attributes, since on modules they're usually just skill power (see Electric specialist for example), and it's the skill type (fusion, dimension, tech, or singular) modules that gain skill power modifier.
@@Nitryl44@Darklordiban7 i am very well versed with multitalented along with many gold mods so i can help you. First for the legion damage being calculated. As far as i am aware, if it works how skill damage vs a faction works, when fighting the certain faction it is calculated into your base stats, meaning against that faction it will get the benefit Now for multitalented. Been doing lots of testing and first let me make something clear, non attribute damage is random and majority if not all abilities have snapshot. Now Attribute damage is very very good, as it increases attribute damage by 30% but where it gets tricky is first, sorry to pop your bubble but multitalented does not work at all on viessa with absolute zero. I tried it and your damage numbers do not move. Viessa is an odd character, as though she does chill elemental damage, technically chill is the only element that doesn’t do attribute damage in a way. She applies shackles, but she doesn’t actually apply frost bite to enemies on any ability that does damage, which is why it is not technically attribute damage, rather it’s elemental damage, i know very weird. Now for the 30% attribute damage increase the math is very weird but i tried viessa, lepic, and jayber so i will go over each. Viessa gets the buff but doesnt recieve any damage increase in any ability at all, all the numbers stay the same. With lepic i used his 1 and 2 to test this out, along with using power unit charge to negate the skill power bonus from interrupting calculations. The damage without buff was 250,372 damage on 1 with 34507 fire damage per tic. With buff i get 256,627 on 1 with 39720 fire damage per tic. This is weird as this means the grenade damage increased by 2.5%, while the burn damage increased by 15%, very odd. Jayber turret is non attribute damage which is an attribute, don’t forget that His turret did 8852 before buff and 11507 with buff, which is 1.29993 in the calculator, basically a 30% increase, very odd. NOW PAY ATTENTION TO ENZO CAUSE THIS IS WHERE THINGS GET WEIRD. To test i used enzo 4 to activate the buff, tested the turret damage and the explosion damage, then for without the buff i used enzo’s 2, then activated the turret and did the exact same. The turret values are 11337 and 7820 respectively, which is a 1.43 increase, very odd again. Now for the blast damage of the 4, the damage is 25676 and 22159 respectively which is a 1.15 increase. the difference between them is .28, so i was looking where can i found .28, so i looked at skill power. The turret does 66.7 with technician while the blast does 189.0, which 189.0/ 66.7 is 2.83 increase. JAYBER TURRET IS EXACTLY 100% skill power which is why he got basically 30% attribute damage value from it. IT GETS WEIRDER jayber turret with technician still recieved the 30% increase in damage?? jayber with technician goes to damage of 11507 with huff and 8852 without buff, which is again a 30% difference, despite base skill power now being 150.8% In summary for some odd reason there is a direct trend between lower skill power and getting more value out of attribute damage. in all scenarios the higher the base skill power, the lower the value it got from multitalented oddly enough, so if you have a base skill power of 100, you would get a 30% damage increase regardless of putting skill power modifiers on. If you have a skill power base lower than 100%, you would get a value even higher than 30%, which is why enzo turret gets 43% increase and his blast damage only gets 15%
after more diving into the rabbit hole. I forgot to account for jayber bug, which is why my numbers didn’t translate to lepic or enzo. The truth still stands of the lower base skill power, the more value multitalented gives, however it is affected by skill power modifier increases, meaning the higher you raise the values of your base skill power, the less value you get out of attribute damage. Is this a bug? Most likely. How could you abuse the bug? I don’t know if it’s possible to get much value out of it. The most value possible would be if you had a skill power modifier on an ability of 0.01% in which the max you could get from this multitalented would be 59.9% increase to damage, which is insignificant to skill power modifiers. In summary, don’t run multitalented
@@Vaisukin Thanks a lot for your explanations ! The game lack of information and description, and the community have to work hard to counter that. Thanks again !
Because of how void bosses targeting works, you might want to retest with allies as the board randomly choose a target vs requiring vision like other mobs.
Yeah, Dangerous Ambush is simply a bit of a boost to my Sharen's knife barrage from stealth during security outpost infiltration missions to help clear the skillions of mobs that instantly appear. If the Boss catches a boosted blue bolt of deathie, all the better.
i believe the 2nd part also works with bunny's lightning emission and other lightning damage as it applies a dot that applies a daze which the game counts as an immobilize.
Would love to see a break down of how incoming DMG modifier works. You can get 10% which would = doubling your defense correct? Or it may do more since defense only protects from firearm ATK
My OBS recording doesn't struggle THAT badly, but it DOES have a stutter happen every second that ONLY happens in TFD, and I've tried everything under the sun to fix it, but it's just not happening. Using a 4070TS with 2xNVENC, so it should breeze through the encoding process and not be overloaded. I'm also being driven up a wall trying to fix that stutter, because it's awful to watch. I don't see it in-game, but I think it does still show up as a little spike on the frametime graph. No matter how much I cap FPS of TFD or try to lower encoding, that stutter remains. Also, if you use RTSS to cap frames for TFD or other programs, but also use Frame Generation, make sure to enter RTSS settings, scroll down on the main page, and set the dropdown for "Enable framerate limiter" to "NVIDIA reflex" for compatibility with Frame Gen. You don't appear to have this stutter, based on that OoB gameplay. I've been configuring recording/streaming stuff since 2009 and am still stumped here. Seems like a problem with how the game utilizes hardware, but you're not getting this stutter. Wait, the latest OBS update probably changed your default recording format with the new stuff they've been experimenting with. Try using MKV, then simply remuxing it to MP4 via the File menu after recording. MKV is usually more robust and trustworthy.
the only stutters i have ever experienced with obs recordings was because of the preview window. closed it and never had any stutters in any obs recording ever again.
Actually when you're solo or the last person alive. Going invis doesn't actually stop the boss from spotting you. They still know where you are and will shoot you regardless of invis. I've gotten killed while being the last alive while in invis cause the boss would barrage me with spells disregarding my invis. (It could also be possible that bosses can see you invis at all times.) But i know they will target you specifically if you're the last person alive or doing solo. Even while invisible.
Intercept bosses or all bosses? Intercept bosses always ignore invis. I haven't noticed any mission bosses seeing me in invis, but I've only had a couple instances where everyone else went down.
@@rickyjanzen6684 Just intercept bosses. They always see you when invisible. So i assumed that was always the case. But i've only ever seen them shoot me while solo or being the last alive.
@@MerdrenSarielintercept bosses shoot you whenever they feel like it hate them mfs 😂 but they don’t care if you’re the most invisible mfs on earth they blast you if they feel like it
While this is true(literally had to deal with some rando talking junk to me the other day). You should still pop it to keep the adds off when trying for the res. It works in them still.
Frostbite may not immobilize void intercept bosses but it does on normal enemies. My Viessas damage goes through the roof whenever ever I do have it on.
I don't speak English very well so I didn't understand everything in detail, basically it's a good module for characters with a small skill modifier like Freyna but not as good as the builds say on a Lepic with her 4? Thank you in advance for these little clarifications to make sure i understand.
The reason you don't get the bonus damage when sharen turns invisible is because the boss always knows where you are regardless if sharen is invisible or not
There’s a very easy way to get out of Fortress with Valby, that puts you in the same area shown in the video. If you go to the Defense Line Transporter 2 then out to the right, take another right into the orange/red room, hop on the rails to the left towards the back/end of the rail from the room entrance, then use her 2 and aim it as far down as you can. If you do it right it puts you below the return barrier. A little bit of walking around will drop you through that floor and then you can go almost anywhere. I could make a video if that’s easier 🙏🏼
I‘m quite curious how the aggro system works exactly, who gets targeted by the colossus seems to be based on who is damaging it the most, but how? In what time intervals does it measure the damage taken in order to determine who to switch targeting to? Line of sight seems to play a pretty big role as well, but it‘s hardly reliable. Sometimes the boss will switch onto someone else immediately when you take cover, even if you still have a huge DoT active on it. Other times it will chase you down no matter how much you run and hide, but so far i haven‘t seen any pattern as to what causes either behavior. Is there any reliable way to consistently break aggro without wasting too much time?
I'd very much like to see a video going over crit, not because I'm confused by how modules affect the stats, but because I'm thinking the stats don't translate the way we are used to
U will benefit constantly from ambush when u down the boss , so 2 shoulders = 2 big dps windows , if u have lepic or any other ambush user , break the boss shoulders so ur team has time to ramp up their dmg with their ambush during boss down state.
OBS hints: Rightclick your game capture and go into settings: Select recording method Win 10 (1903 or Higher). When left on automatic it just doesnt work. Also use GPU encoder if availible.
Not sure if you're willing to do a video about whether the shotguns are truly as terrible as people say, specifically the smithereens shotgun with a 100% crit rate perk when you land a hit with every pellet. Would be a crying shame if shotguns were actually good (DPS wise) and no one was using it cause most videos were busy shitting on it. Thank you for this video about dangerous ambush btw! Liked!
Hey my tip for OBS is run it as a administrator, then it will have priority for recording, and instead of loosing frames on OBS in combat you'll just dip a few frames in gameplay and OBS should stay fine. Don't know if that's the issue but has helped me with recording demanding games
I’d love to have some exact data on Technique Manual & Multitalented. I’m curious to see where exactly the additional damage factors into the calculations for Technique Manual, it should be self explanatory but if there’s a translation error it wouldn’t be the first. I’d also like to know how much HP it take to make it more effective than other mods, of if it’s even viable at all. I’d also like to know the specifics on Multitalented. How exactly do the cooldown and duration increases work and does it replace a buff once you cast a skill of a different type? If you cast a singular skill after casting a dimension skill, does the singular skill get reduced cooldown? If you cast a singular skill and get the damage buff, does casting another singular skill reset the timer or do you have to wait for the effect to end to refresh it?
With multitalented, the effect lasts the duration of the buff (I believe it's 5 seconds?) and then whatever skill is active immediately when the timer ends it will activate the respective buff. In the case of a continually active ability, it will refresh the same buff and reset the timer. Was messing around with Enzo on his 4 seeing if there was any decent damage out of it (lol) and it instantly refreshed after it ran out since I had an ability active.
its a lot of text but its not complicated, every ability is a type, multitalented gives a single buff based on type, they cant stack or overwrite, you have to wait for one to expire before you can apply a new buff
Do a video on 'Weapon Elemental Modules' vs 'Firearm Atk% Modules'. In my experience firearm atk% are base addifiers while elemental are total multipliers(inclusive of outside buffs like gley frenzy firearm atk up). But both are so misunderstood that they deserve a video.
Sounds about right. I see people trying to mix elements from their Mods and what stats are rolled on their guns if any. I don't use element DMG increase on guns due to the fact your buffing a percentage of a small percentage. Gun does 10,000 DMG per shot. You add a mod that ADDS 30% firearm damage as fire. If I add the 60% fire DMG mod,I'm only increasing that 30% by 60% or 17-18% I believe. Still good to get a 17% increase in DMG but it's only worth it to min max that much when your weapon lowers the resistance of the enemy your shooting as Intercept bosses can have hundreds of thousands of resistance against that element.
@@nipsoffortune4780you are right on the money but there is one situation where this value is worth a lot; snipers and rocket launchers. First these weapons have higher attribute effect rates, usually 25 %or 33%. Now let’s do some math Running a r4 guardian launcher it has 180k base power, meaning if you use any enhancement mod, you get 30% in that element, we will use toxic. your weapon now becomes 180k damage firearm damage plus a 54k toxic damage. Add a maxed out toxic gunbarrel, this gives 90% toxic damage. This becomes 180k damage, 102,600 toxic damage. This is with only 2 modules in this build, and you are getting that much value, not to mention building more explosive attack, adding toxic attack to your weapon which will scale with the 90% too, along with increasing your crit since elemental can crit, making the proc harder. I have a gaurdian r4 that’s not fully invested into yet, but i have toxic procs of 192k, and they proc 10 times. The problem is we are in a weapon with low base power, but have high dps, such as python for example with a base power of only around 9800.
@@nipsoffortune4780 That's what I'm getting at though! It is SUPER non-intuitive. Example scenario: Weapon(heavy sniper) with 100k base firearm attack with: Action Reaction(+61% firearm atk), Rifling Reinforcement(+32% firearm atk), Toxic Enhancement(30% of firearm atk as toxic), Toxic Gunbarrel(90% additional toxic) or Poison Priority(50% additional toxic). In this situation: Action Reaction=61k, Rifling Reinforcement=32k, Toxic Enhancment=57.9k, Toxic Gunbarrel=52.11k, Poison Priority=28.95k. Because the element mods scale off TOTAL firearm attack, they end up having almost as much value as the firearm attack mods(which scale off BASE firearm attack). Of course they have to compete against crit mods, weakpoint mods, and resistances, but the point is the elemental mods are EXTREMELY deceptive in how much damage they can add and I would LOVE to have a video that explains in depth just why the mods are bad/good.
Also idea for new video - to talk about critical resistances. Looks like some bosses have it and even afterglow sword with crit. chance near 100% can have streaks on noncrit shots. Right now I'm looking to what build for gley and on paper many guns can be on par with python on paper (massacre weak point DPS), and I want gun with more general DPS (because not everytime you can shoot weak spot in public). But if my guns will crit less - then I better stick with python. Also found some strange bug with glen yesterday white testing in laboratory. I have an afterglow sword sniper with gold weak point mod, and when I use massacre - sometimes +140% weak point damage buff applied to every shot for 5kk damage each.
AMD user here: I have noticed TFD will sometimes frame hitch exactly twice after a certain amount of time in game. I'm not sure what that timeframe is, something over an hour so quite a while, but gameplay will freeze for exactly 1 second, twice, then be perfectly fine again for a long period of time. Maybe this is related to OBS. I know people who do screen captures tend to have a separate computer with a capture card on it capturing output gameplay with OBS unimpeded by games. Something to upgrade to in the future.
Sooo do people still use Dangerous Ambush for the Colossi bossfights because of the downed state damage is very nicely increased or... is... that not as effective as many people are saying either? Just wondering as I was just watching another number cruncher hold Dangerous Ambush in very high importance to a boss killing build... and now I'm confused. Or is it only if playing with other players, since then the colossi can focus on others and not target you?
May I suggest you give the "Incoming DMG Modifier" modules a test. I'm not sure how great they are, but in other games, this type of reduction is usually very sought after.
I think it effects your final incoming damage. Example: I take 1000 dmg with no def I add def now i take 60% less (400 dmg taken) I now add my incoming damage mod for 10% less and now i take 360 dmg I think thats how it works but i could be wrong.
@John-on8ld In other games, it's usually applied before any damage reductions. So 1000 dmg - 10% incoming = 900. I'm hoping it works this way. The new boss supposedly hits hard, and almost nobody uses the -incoming dmg modules.
Correct me if I'm wrong but it should work in a party for intercept boss while the boss is targeting your team mate and not you. You can't see it in solo cause your the only target the boss can "lock on" too
Id like to see a min maxing mod video. Like whats a perfect combination of miltiplicative skill/firearm damage on a build. Similar to the hp or not to hp vid.
I think the word your looking for is "additive" rather than "addifier" lol. In the WF community, these are typically referred to as "flat" values (in contrast to multiplicative values). Great video!
I've been really enjoying your videos recently because of how in-depth you go to provide us with the correct data without going around in circles. I also watched your latest "How to Build a Character" video. Will you be doing this to all the other game characters in the future?
It would be nice to know what Analysis Master Module (Special Rounds) actually does. I run some testing and didnt find out any effect, except debuff icon on enemy head.
The OBS lag might be because of resource management. The clip you showed had a lot of effects going on which might have dropped your fps below the capped threshold. Due to priorities in windows, your pc would then pool all your resources to the game rather than OBS. What you can try is to set your "process priority" of OBS in windows to "real-time". Probably easier to find another resource on that than me explaining it.
skill power boost IS actually multiplicative, with specific skill power stuff. eg. if you use +x% fire/toxic/whatever "specific" skill power boost, and not "generic"/regular skill power boost what ambush gives you. try it out. the math is they are multiplied together. so generic skill power x specific skill power x skill power modifier.
@@ryechew I understand. although there's not that many as there are only 4 elements + non-element. I only tried it with fire but I would be surprised if the multiplicative nature of it wouldn't be consistent among different element types.
Many of the gold weapon mods are a bit confusing. Battlesuit Crusher, Real-Life Fighter, and Sharp Precision Shot sound simple but the damage you do to various bosses varies. Depending on how their defense works or how fast and precise you can hit weak points. How to build weak-point damage for the last two intercept bosses might also be interesting.
I’m curious about Bunny’s Bionic Fuel mod and whether it’s actually worth running on her for permanent Speed Of Light sprinting. I don’t have that mod yet, but I wanna know if it’s worth trying to grind for.
the only choppyness i had with obs was fixed by closing the preview window seems like its very demanding if the game is very demanding. hope this helps. if not make sure your videocodec is nvidia nvenc hevc. i could also give u all my obs settings if u want.
Id like to see a build that utilizes sub attack modules and a build that utilizes one of the overwhelming modules. Or both one for shield and one for HP
Thanks, I can prove my friend wrong finally (he kept insisting that it's a 20% damage multiplier, not additive to the other skill power mods). it's such a hard mod to use because enemies will target you asap plus it doesn't scale your damage much if at all
Thank you very much for this video, and explaining the calculations behind it. I came across this module recently and also made the (misguided) assumption it would work perfectly with Sharen's Shock Nuts ability. I do have one question though: when you say "additive," how is that calculated? Is it simply added on to the total result after the skill ratio multiplier damage is calculated?
Those frame drops kinda looks like what happens when you run out of VRAM (it's specially bad if you're using a PCIe4 GPU on a PCIe3 Motherboard). Since OBS does compositing on the GPU, it does requires some extra VRAM. Check your VRAM usage while playing and don't let it max out by reducing the in-game resolution and texture quality settings.
That obs thing is probably hammering the drive to much. One way around it is to save your recordings to a separate drive or use a second PC. More on the why: Not only is the game streaming textures, and Anticheat is going to be pulling stuff that's running and doing stuff, and ontop of that you are writing tuns of video data. In combat that data is going to be intensified due to how Unreal culls objects out of frame and re-streams them as you turn your camera. This combined with the fact that writing motion heavy video kills the benefits of compression. Asside from that OBS is CPU heavy and lots of computations can be heavy depending how things are dun but I'm betting it's a bandwith cap on the drive. Should be able to see it with task manager and look at your disk usage. If it's a CPU thing you really need a second comp OBS isn't overly GPU heavy so you can do it with a fairly potato second PC and a USB capture card.
So maybe dumb question....wouldn't collosi ALWAYS target you if you're solo? Wouldn't that throw off the mod's ability since there wouldn't be a reason the boss can't target you? Like try it in a group where at times you are actively not being targeted? does that make sense?
So is the 49,8% also aditive? if that so could you test Multitalented mod compared to Dangerous ambush on a Bunny for example? Other stuff is Walk a thigtrope mod and if the skill power from Slayer set is also aditive, ty for all the hard work.
I always saw them as damage buckets Base Skill Power (damage bucket 1) Skill power (damage bucket 2) Skill power modifier (damage bucket 3) This is all without crit multipliers as those would be damage buckets 4/5 etc. I assume a downed enemy that wasn't targeting you would give both 24.9% and 49.8% because they are both skill power. Certain skills are considered snapshot when it comes to the damage which means you need to use them only when a certain situation arises. In this case Dangerous Ambush on bunny is awkward to use because you HAVE to use it when the enemy is down for it to work. Same for WaTR. Need to be used ONLY when at 50% hp. The slayer set adds 26% skill power (dmg bucket 2) i assume unless the wording is wrong in game.
Well this is unfortunate as I just switched her default Xantic slot to Bunny... Still it's not that bad (trying to justify the investment for myself now...) Testing High Voltage Bunny damage vs Devourer (hard): normal crit attack at maximum Electricity would do 575271 damage and vs downed crit attack got bumped to 682972 - about 18.7% damage increase. Considering that I'm already using all mods I can to boost my damage and only thing left is to roll perfect external components (and finally farm Supernova set) - that is a respectable boost already and in party setup you should get the ~9.35% pretty often as boss changes directions and targets (that part I still need to test...) BTW, testing Multitalanted - Singular proc of 30% elemental turned into 9.4% damage increase in practice. I still killed Devourer in less than a minute with JUST Lightning Emission, but the constant scratching in the back of my head to try and proc Multitalanted as often as possible was really annoying.
Whoa, you found the Open World I was looking for in this game 😆 Yet it looks as empty and uninviting as the rest 😕. Thanks for doing the maths and testing, your channel really provides valuable information!
so, if I get this right, Dangerous Ambush is additive to base skill power multiplier, so the more you already have, the less value you'll get. for example of the video. in the 2nd test, Ryechew hit for less than he calculated. because it is not 11060.96 x 1.081 x 1.249 but is 11060.96 x (1+0.081+0.249) = 63,654.82
Idk if you've heard the people saying Dangerous Ambush actually works the whole time if you're Bunny because her V inflicts Daze on the enemies and the game counts that as an immobilize, could you confirm or deny that?
Can you just write the formula ? what is added or multiply where ? is it : Reactor_base_skill_power x base_skill_damage_multiplier x (1+sum of skill_power) x product of (1+skill_power_boost_ration) ?
Hey Ryechews I found a weird interaction with Ajax's Body Enhancement and the Overwhelming HP module. I'm not sure if it's a bug or if it's just a weird formula, but I noticed that whenever I load into a map with Ajax or swap the build my values aren't correct between my Def and HP. With my current build I have 52k Def and 50k HP but when I load in I have 43k Def and 52k HP. Now if I swap out my Processor which has HP as a main stat and Max Shield as a sub stat my Def will stay the same, but once I swap back to my original Processor it changes the value to 52k Def and 50k HP. It seems like it's ignoring the shield stat on my Processor until I remove it and then re equip it. It also seems like the bug is only affected by the processor and no other piece of component.
So people seem confused about sharen specifically. Her invisible isn't giving her double damage the skill itself is. The double damage still procs even if the void thing can see you. There is a hand icon that's the symbol of the buff
Working on my mic settings. Sorry got a new mic a week ago and i need to figure it out
Mic sounds crisp no clicks 🤙🏾
What do you use for your settings to get exact damage values, for lvl 100 enemies I hit for different values then what I calculate even when it's a very basic formula so I know my math isn't correct
@@ExodusYTO In the lab try it against level 1 enemies, higher level enemies have resistances that's harder to account for :)
@kaptainkittens583 ye I have and I wound up doing more damage lmao, which I assumed was a level difference multiplier but I didn't want to hastily jump to that conclusion, but I will mess around with the levels more often thanks for the response
Sounds great!
I gotta say, I'm glad to see someone not just reading from reddit topics for views & actually doing research to give us good information.
i blocked all reddit readers , these lazy guys dont get 1 cent from me
Feels so refreshing when other channels are just doing that and nothing else. Not even crediting reddit user who made a post. I hope these people either get no views or their channel plummets
In a sea of clickbaiters and rumour mill view gobblers your channel remains the most reliable and trustworthy source of quality tested info. Appreciate all the effort that must go into the testing mate.
Yes for real! Sick of seeing build videos with ONLY devourer kills.
@@GurthySappling then 80% of the damage is from thunder cage lol
I went down a testing rabbit hole and discovered these things about sharen, rocket launchers, elemental damage, and modules that buff your gun, but don’t give a visual buff, along with how the game coding works while figuring out why they added explosive attack along with other mechanics.
The only character with an actual explosive attack increase is lepic with transcendent power unit change, which is 52% explosive attack and 52% firearm attack. When using it your elemental damage does increase, along with the dot. strengthen first shot only increases the base damage number, not elemental at all.
Strengthen first shot along with other modules that do not give you a buff, or apply a debuff to an enemy do not effect elemental damage. This would also include any of the conductor modules like toxic conductor, the damage increase only applies to the base damage of the shot, example 200k with 60k toxic would become 600k with 60k toxic with a maxed out strengthen first shot.
Real life fighter does increase your elemental and base damage though, as it gives you a visible buff. Anything that gives you a visible buff applies to your weapon rather than your firearm attack, meaning your weapon stats change, along with your elemental damage.
The reason they did this is because some modules give really good value like strengthen first shot giving 200% firearm attack which is ridiculously a lot. So to make it so they are still good, but not too busted they made it not a buff on your character, but a buff to the bullet itself, specifically the bullets firearm attack, which is why elemental isn’t calculated. To give character examples of this, Sharen overcharged edge increases the firearm attack of rocket launchers too, but not the elemental damage. If she was to increase the elemental damage too, well then you would see builds of people hitting 2m fire dmg per proc easily, which would just be too overpowered.
To further explain this claim, now we have dangerous ambush. Dangerous ambush gives us the ability to test out this theory in full. If you shoot a void boss with dangerous ambush while it is down your damage will increase, and the second it’s fully up, your damage will decrease, regardless of when you popped your ability despite abilities having snapshot properties. This is why dangerous ambush, sharen overcharged edge, and strengthen first shot don’t apply to your stat sheet, as they are not buffs to your characters, nor are they debuffs to the enemy, rather they must be in another category.
If it’s not a debuff to the enemy or a buff to your character or gun, what is it? these modules are a buff to the projectile or ability output itself, meaning if you use dangerous ambush for example, your ability gains a invisible buff that would read” Increase skill power when enemy is immobilized” which wording is important, because this is what separates it from an actual buff to your character. If this was applied to your character as a visibly buff, you would be able to snapshot the immobilized.
Gotta give it to these devs, they made a very multi layered system in where reading the modules and testing really discovers some interesting things.
From what I understand, elements don't count towards weak point hits, which innately are +50% before weapon multiplier, which is why no-element builds with weak point do so much more damage to colossi.
@@NeightrixPrimeyes, but you want element for colossal (specifically fire and electric. Toxic if you REALLY need the damage reduction, fire for colossal that are weak or very weak to fire only)
The devs genuinely made a fantastic set of mods, with a lot of neat interactions, only to then make it impossible to freely test builds due to extreme mod costs.
@@NeightrixPrime yeah I saw a lot of people building high weak point damage guns (like the afterglow sword) with elemental damage as one of the first mods, despite it being one of the least impactful for total damage.
I see mods like Dangerous Ambush as a conditional buff rather than straight buff. I'm sure the colossi receive incapacitated debuff behind its coding that the mod will read accordingly and add the damage buff to the skill thats hitting them. Skill hit -> mod coding detect Colossi's state whether targeting or incapacitated -> buff damage to that hit
My FAVORITE TFD content creator... and then i also learned you play and cover other games i play .. best find for a content creator !!! .. love how you break everything down , thank you so much for the great info and content!!! Looking forward to more build guides and mod info .. much appreciated !!
I want to thank you Ryechews for providing this amount of effort and dedication that you show in each video. I'm glad you aren't like some youtubers who act as a telephone line and just repeat what somebody else says. We all appreciate the work you demonstrate back to the community and those who realize the true value that you bring to this community know your worth, time and time again ,with the videos you represent and the proof and testing you do. Thank you for all the hard work you put in and you should be proud to be one of those youtubers who actually use their brain. we all appreciate you
i fking love when the number crunchers make videos, no toxicity just straight info in digestible and easy to understand formats!
Not sure if anyone corrected this already, but im like 99% sure dangerous ambush adds directly to "Base Skill Power boost ratio" and that's the only thing it does - no effect on base skill power or any other boost ratios/modifiers. If you have 0 regular skill power (meaning not elemental and not attribute), it directly multiplies your damage by the stated percent. Most builds ideally want to use an elemental skill power mod, so generally you will either have 0% or 8.1% from spear and shield, meaning you get exactly, or very close to the stated numbers.
In your test, you used spear and shield's 8.1% to show how its not directly multiplicative, which is correct, but the conclusion wasn't. Going off your base damage of 47860, if you add together 24.9% from dangerous ambush and 8.1% from spear and shield, you get +33% skill power. Multiplying your 47860 by 1.33 = 63653.8 which is exactly the damage you did rounded. If you re-run the tests with this in mind and add varying levels of regular skill power % you'll find the numbers line up exactly with dangerous ambush adding to base skill power %.
In summary, the more regular skill power % you have from whatever source, the less final damage % dangerous ambush adds. But if you have 0% or 8.1% skill power, it will multiply your damage by what it says (for 0%), or very close to it (for 8.1%). So if you want to use dangerous ambush, use an elemental skill power mod, which you probably want to be using anyways if going for max damage.
That’s how I thought it was too. Then his video made it confusing for me. Now your comment made it more confusing again haha
Yea if you're not running any other raw "skill power" it's still functionally a multiplier.
This is correct ;)
Dunno if Rye just misspoke at 1:59? It is additive to Base skill power boost ratio!
So we going fire master
one of the few creators that actually try to make content, while other spread misinformation and click bait. even when you're wrong you own up to it and try to do what's right by the community. stay awesome Ryechews
Been waiting on this one. Thanks for putting in the work!
Think you should do a video on Multitalented. I'm curious what exactly the Singular portion effects.
Another question I have is if Unique Ability procs can proc elemental damage or "damage against" rolls on the weapon. For example if I put element and Additional Damage to Legion on Restored Relic, will the Ancient Fire proc the bonus damage or is it just a percentage of your firearm attack with nothing else?
Yes. I tempted to add multitalented on my ulti Viessa + absolute zero since it change all my abilities into singular, but i don't know if it worth it.
Hey, to answer your question about Multitalented's singular effect, the "All Attribute Damage +%" actually just gives you +% skill power *modifier* to all attributes for your skills: non-attribute, fire, chill, electric, and toxic. You can see this on your character stats if you open your inventory and press W immediately after gaining the buff.
The effect is snapshotted for things like Bunny's Lightning Emission, even after the buff runs out it will still benefit from the increase to power modifier for it's entire duration. It's a pretty interesting module. You also can't normally get skill power modifier for the specific attributes, since on modules they're usually just skill power (see Electric specialist for example), and it's the skill type (fusion, dimension, tech, or singular) modules that gain skill power modifier.
@@Nitryl44@Darklordiban7 i am very well versed with multitalented along with many gold mods so i can help you.
First for the legion damage being calculated. As far as i am aware, if it works how skill damage vs a faction works, when fighting the certain faction it is calculated into your base stats, meaning against that faction it will get the benefit
Now for multitalented. Been doing lots of testing and first let me make something clear, non attribute damage is random and majority if not all abilities have snapshot. Now Attribute damage is very very good, as it increases attribute damage by 30% but where it gets tricky is first, sorry to pop your bubble but multitalented does not work at all on viessa with absolute zero. I tried it and your damage numbers do not move. Viessa is an odd character, as though she does chill elemental damage, technically chill is the only element that doesn’t do attribute damage in a way. She applies shackles, but she doesn’t actually apply frost bite to enemies on any ability that does damage, which is why it is not technically attribute damage, rather it’s elemental damage, i know very weird.
Now for the 30% attribute damage increase the math is very weird but i tried viessa, lepic, and jayber so i will go over each.
Viessa gets the buff but doesnt recieve any damage increase in any ability at all, all the numbers stay the same.
With lepic i used his 1 and 2 to test this out, along with using power unit charge to negate the skill power bonus from interrupting calculations.
The damage without buff was 250,372 damage on 1 with 34507 fire damage per tic. With buff i get 256,627 on 1 with 39720 fire damage per tic. This is weird as this means the grenade damage increased by 2.5%, while the burn damage increased by 15%, very odd.
Jayber turret is non attribute damage which is an attribute, don’t forget that
His turret did 8852 before buff and 11507 with buff, which is 1.29993 in the calculator, basically a 30% increase, very odd.
NOW PAY ATTENTION TO ENZO CAUSE THIS IS WHERE THINGS GET WEIRD. To test i used enzo 4 to activate the buff, tested the turret damage and the explosion damage, then for without the buff i used enzo’s 2, then activated the turret and did the exact same. The turret values are 11337 and 7820 respectively, which is a 1.43 increase, very odd again. Now for the blast damage of the 4, the damage is 25676 and 22159 respectively which is a 1.15 increase. the difference between them is .28, so i was looking where can i found .28, so i looked at skill power. The turret does 66.7 with technician while the blast does 189.0, which 189.0/ 66.7 is 2.83 increase. JAYBER TURRET IS EXACTLY 100% skill power which is why he got basically 30% attribute damage value from it. IT GETS WEIRDER jayber turret with technician still recieved the 30% increase in damage?? jayber with technician goes to damage of 11507 with huff and 8852 without buff, which is again a 30% difference, despite base skill power now being 150.8%
In summary for some odd reason there is a direct trend between lower skill power and getting more value out of attribute damage. in all scenarios the higher the base skill power, the lower the value it got from multitalented oddly enough, so if you have a base skill power of 100, you would get a 30% damage increase regardless of putting skill power modifiers on. If you have a skill power base lower than 100%, you would get a value even higher than 30%, which is why enzo turret gets 43% increase and his blast damage only gets 15%
after more diving into the rabbit hole. I forgot to account for jayber bug, which is why my numbers didn’t translate to lepic or enzo. The truth still stands of the lower base skill power, the more value multitalented gives, however it is affected by skill power modifier increases, meaning the higher you raise the values of your base skill power, the less value you get out of attribute damage.
Is this a bug? Most likely. How could you abuse the bug? I don’t know if it’s possible to get much value out of it. The most value possible would be if you had a skill power modifier on an ability of 0.01% in which the max you could get from this multitalented would be 59.9% increase to damage, which is insignificant to skill power modifiers. In summary, don’t run multitalented
@@Vaisukin Thanks a lot for your explanations !
The game lack of information and description, and the community have to work hard to counter that.
Thanks again !
Because of how void bosses targeting works, you might want to retest with allies as the board randomly choose a target vs requiring vision like other mobs.
I have noticed this game will give alot of diminishing returns. Lots of testing glad I found your channel to do all the math 😊
Yeah, Dangerous Ambush is simply a bit of a boost to my Sharen's knife barrage from stealth during security outpost infiltration missions to help clear the skillions of mobs that instantly appear. If the Boss catches a boosted blue bolt of deathie, all the better.
Thanks ryechew. You’re my fav YT. You give all the info we needddddd brother.
Informative as always. Good stuff my man.
i believe the 2nd part also works with bunny's lightning emission and other lightning damage as it applies a dot that applies a daze which the game counts as an immobilize.
Would love to see a break down of how incoming DMG modifier works. You can get 10% which would = doubling your defense correct? Or it may do more since defense only protects from firearm ATK
My OBS recording doesn't struggle THAT badly, but it DOES have a stutter happen every second that ONLY happens in TFD, and I've tried everything under the sun to fix it, but it's just not happening. Using a 4070TS with 2xNVENC, so it should breeze through the encoding process and not be overloaded. I'm also being driven up a wall trying to fix that stutter, because it's awful to watch. I don't see it in-game, but I think it does still show up as a little spike on the frametime graph. No matter how much I cap FPS of TFD or try to lower encoding, that stutter remains.
Also, if you use RTSS to cap frames for TFD or other programs, but also use Frame Generation, make sure to enter RTSS settings, scroll down on the main page, and set the dropdown for "Enable framerate limiter" to "NVIDIA reflex" for compatibility with Frame Gen. You don't appear to have this stutter, based on that OoB gameplay. I've been configuring recording/streaming stuff since 2009 and am still stumped here. Seems like a problem with how the game utilizes hardware, but you're not getting this stutter.
Wait, the latest OBS update probably changed your default recording format with the new stuff they've been experimenting with. Try using MKV, then simply remuxing it to MP4 via the File menu after recording. MKV is usually more robust and trustworthy.
the only stutters i have ever experienced with obs recordings was because of the preview window. closed it and never had any stutters in any obs recording ever again.
Another amazing video! Clearly you’re an actual Descendant!
Actually when you're solo or the last person alive. Going invis doesn't actually stop the boss from spotting you. They still know where you are and will shoot you regardless of invis. I've gotten killed while being the last alive while in invis cause the boss would barrage me with spells disregarding my invis. (It could also be possible that bosses can see you invis at all times.) But i know they will target you specifically if you're the last person alive or doing solo. Even while invisible.
Intercept bosses or all bosses? Intercept bosses always ignore invis. I haven't noticed any mission bosses seeing me in invis, but I've only had a couple instances where everyone else went down.
@@rickyjanzen6684 Just intercept bosses. They always see you when invisible. So i assumed that was always the case. But i've only ever seen them shoot me while solo or being the last alive.
@@MerdrenSarielintercept bosses shoot you whenever they feel like it hate them mfs 😂 but they don’t care if you’re the most invisible mfs on earth they blast you if they feel like it
While this is true(literally had to deal with some rando talking junk to me the other day). You should still pop it to keep the adds off when trying for the res. It works in them still.
Can you cover Gley's 4th ability and how her skill power and skill power modifer relates to her damage with it? Another banger video as always
There needs to be a small icon indicating when dangerous ambush is active. Would make everything easier
Thank you, this was a fantastic breakdown
Frostbite may not immobilize void intercept bosses but it does on normal enemies. My Viessas damage goes through the roof whenever ever I do have it on.
I don't speak English very well so I didn't understand everything in detail, basically it's a good module for characters with a small skill modifier like Freyna but not as good as the builds say on a Lepic with her 4? Thank you in advance for these little clarifications to make sure i understand.
The reason you don't get the bonus damage when sharen turns invisible is because the boss always knows where you are regardless if sharen is invisible or not
There’s a very easy way to get out of Fortress with Valby, that puts you in the same area shown in the video. If you go to the Defense Line Transporter 2 then out to the right, take another right into the orange/red room, hop on the rails to the left towards the back/end of the rail from the room entrance, then use her 2 and aim it as far down as you can. If you do it right it puts you below the return barrier. A little bit of walking around will drop you through that floor and then you can go almost anywhere. I could make a video if that’s easier 🙏🏼
I‘m quite curious how the aggro system works exactly, who gets targeted by the colossus seems to be based on who is damaging it the most, but how? In what time intervals does it measure the damage taken in order to determine who to switch targeting to?
Line of sight seems to play a pretty big role as well, but it‘s hardly reliable. Sometimes the boss will switch onto someone else immediately when you take cover, even if you still have a huge DoT active on it. Other times it will chase you down no matter how much you run and hide, but so far i haven‘t seen any pattern as to what causes either behavior.
Is there any reliable way to consistently break aggro without wasting too much time?
whenever i watch your videos i feel my IQ goinf up, its like im in math class but its fun
My man is using Perforator and Nazeistra's Devotion together, what a gigachad. I'm sure you're gonna be happy with these devotion buffs
Setting OBS's process priority to above normal might help, in OBS's advanced settings.
I'd very much like to see a video going over crit, not because I'm confused by how modules affect the stats, but because I'm thinking the stats don't translate the way we are used to
U will benefit constantly from ambush when u down the boss , so 2 shoulders = 2 big dps windows , if u have lepic or any other ambush user , break the boss shoulders so ur team has time to ramp up their dmg with their ambush during boss down state.
OBS hints: Rightclick your game capture and go into settings: Select recording method Win 10 (1903 or Higher). When left on automatic it just doesnt work.
Also use GPU encoder if availible.
Not sure if you're willing to do a video about whether the shotguns are truly as terrible as people say, specifically the smithereens shotgun with a 100% crit rate perk when you land a hit with every pellet. Would be a crying shame if shotguns were actually good (DPS wise) and no one was using it cause most videos were busy shitting on it. Thank you for this video about dangerous ambush btw! Liked!
This man sciences.
I’d like to know if Ajax mod Void Charge is working and actually scaling with defense
Hey my tip for OBS is run it as a administrator, then it will have priority for recording, and instead of loosing frames on OBS in combat you'll just dip a few frames in gameplay and OBS should stay fine.
Don't know if that's the issue but has helped me with recording demanding games
I’d love to have some exact data on Technique Manual & Multitalented.
I’m curious to see where exactly the additional damage factors into the calculations for Technique Manual, it should be self explanatory but if there’s a translation error it wouldn’t be the first. I’d also like to know how much HP it take to make it more effective than other mods, of if it’s even viable at all.
I’d also like to know the specifics on Multitalented. How exactly do the cooldown and duration increases work and does it replace a buff once you cast a skill of a different type? If you cast a singular skill after casting a dimension skill, does the singular skill get reduced cooldown? If you cast a singular skill and get the damage buff, does casting another singular skill reset the timer or do you have to wait for the effect to end to refresh it?
With multitalented, the effect lasts the duration of the buff (I believe it's 5 seconds?) and then whatever skill is active immediately when the timer ends it will activate the respective buff.
In the case of a continually active ability, it will refresh the same buff and reset the timer. Was messing around with Enzo on his 4 seeing if there was any decent damage out of it (lol) and it instantly refreshed after it ran out since I had an ability active.
@@sirgoreth9176 Thanks, that's very helpful to know.
Maybe you should explain multitalented because that mod is an entire wall of text
its a lot of text but its not complicated, every ability is a type, multitalented gives a single buff based on type, they cant stack or overwrite, you have to wait for one to expire before you can apply a new buff
It's literally explained. Just type the text out and indent to make it easier to understand 😂
Def cleared up how it works great video damn!!
Do a video on 'Weapon Elemental Modules' vs 'Firearm Atk% Modules'. In my experience firearm atk% are base addifiers while elemental are total multipliers(inclusive of outside buffs like gley frenzy firearm atk up). But both are so misunderstood that they deserve a video.
Sounds about right. I see people trying to mix elements from their Mods and what stats are rolled on their guns if any. I don't use element DMG increase on guns due to the fact your buffing a percentage of a small percentage. Gun does 10,000 DMG per shot. You add a mod that ADDS 30% firearm damage as fire. If I add the 60% fire DMG mod,I'm only increasing that 30% by 60% or 17-18% I believe. Still good to get a 17% increase in DMG but it's only worth it to min max that much when your weapon lowers the resistance of the enemy your shooting as Intercept bosses can have hundreds of thousands of resistance against that element.
@@nipsoffortune4780you are right on the money but there is one situation where this value is worth a lot; snipers and rocket launchers. First these weapons have higher attribute effect rates, usually 25 %or 33%. Now let’s do some math
Running a r4 guardian launcher it has 180k base power, meaning if you use any enhancement mod, you get 30% in that element, we will use toxic.
your weapon now becomes 180k damage firearm damage plus a 54k toxic damage. Add a maxed out toxic gunbarrel, this gives 90% toxic damage. This becomes 180k damage, 102,600 toxic damage. This is with only 2 modules in this build, and you are getting that much value, not to mention building more explosive attack, adding toxic attack to your weapon which will scale with the 90% too, along with increasing your crit since elemental can crit, making the proc harder.
I have a gaurdian r4 that’s not fully invested into yet, but i have toxic procs of 192k, and they proc 10 times. The problem is we are in a weapon with low base power, but have high dps, such as python for example with a base power of only around 9800.
@@nipsoffortune4780 That's what I'm getting at though! It is SUPER non-intuitive. Example scenario: Weapon(heavy sniper) with 100k base firearm attack with: Action Reaction(+61% firearm atk), Rifling Reinforcement(+32% firearm atk), Toxic Enhancement(30% of firearm atk as toxic), Toxic Gunbarrel(90% additional toxic) or Poison Priority(50% additional toxic). In this situation: Action Reaction=61k, Rifling Reinforcement=32k, Toxic Enhancment=57.9k, Toxic Gunbarrel=52.11k, Poison Priority=28.95k. Because the element mods scale off TOTAL firearm attack, they end up having almost as much value as the firearm attack mods(which scale off BASE firearm attack). Of course they have to compete against crit mods, weakpoint mods, and resistances, but the point is the elemental mods are EXTREMELY deceptive in how much damage they can add and I would LOVE to have a video that explains in depth just why the mods are bad/good.
@@NovellaeFox I heard elemental damage can't crit or get multiplied by weakpoint modifiers, which if true, makes it less useful.
Also idea for new video - to talk about critical resistances. Looks like some bosses have it and even afterglow sword with crit. chance near 100% can have streaks on noncrit shots. Right now I'm looking to what build for gley and on paper many guns can be on par with python on paper (massacre weak point DPS), and I want gun with more general DPS (because not everytime you can shoot weak spot in public). But if my guns will crit less - then I better stick with python.
Also found some strange bug with glen yesterday white testing in laboratory. I have an afterglow sword sniper with gold weak point mod, and when I use massacre - sometimes +140% weak point damage buff applied to every shot for 5kk damage each.
AMD user here: I have noticed TFD will sometimes frame hitch exactly twice after a certain amount of time in game. I'm not sure what that timeframe is, something over an hour so quite a while, but gameplay will freeze for exactly 1 second, twice, then be perfectly fine again for a long period of time. Maybe this is related to OBS. I know people who do screen captures tend to have a separate computer with a capture card on it capturing output gameplay with OBS unimpeded by games. Something to upgrade to in the future.
I'm on Nvidia and it's happen exactly the same
Sooo do people still use Dangerous Ambush for the Colossi bossfights because of the downed state damage is very nicely increased or... is... that not as effective as many people are saying either?
Just wondering as I was just watching another number cruncher hold Dangerous Ambush in very high importance to a boss killing build... and now I'm confused. Or is it only if playing with other players, since then the colossi can focus on others and not target you?
May I suggest you give the "Incoming DMG Modifier" modules a test. I'm not sure how great they are, but in other games, this type of reduction is usually very sought after.
I think it effects your final incoming damage.
Example:
I take 1000 dmg with no def
I add def now i take 60% less (400 dmg taken)
I now add my incoming damage mod for 10% less and now i take 360 dmg
I think thats how it works but i could be wrong.
@John-on8ld In other games, it's usually applied before any damage reductions. So 1000 dmg - 10% incoming = 900. I'm hoping it works this way. The new boss supposedly hits hard, and almost nobody uses the -incoming dmg modules.
Correct me if I'm wrong but it should work in a party for intercept boss while the boss is targeting your team mate and not you. You can't see it in solo cause your the only target the boss can "lock on" too
He explained even if it's targeting others if you're in its "cone of vision" it will not apply.
go over the "overwhelming" series-shield, def, hp- modules plz!
He already did
They are bad mods in general. If you don't care for shields or need them broken 24/7, i'd say use em.
specifically for gley tbh
Id like to see a min maxing mod video. Like whats a perfect combination of miltiplicative skill/firearm damage on a build. Similar to the hp or not to hp vid.
I think the word your looking for is "additive" rather than "addifier" lol. In the WF community, these are typically referred to as "flat" values (in contrast to multiplicative values). Great video!
I've been really enjoying your videos recently because of how in-depth you go to provide us with the correct data without going around in circles. I also watched your latest "How to Build a Character" video. Will you be doing this to all the other game characters in the future?
Yeah. I did a poll in my discord hopeing for a DOT character
@@ryechew Great! I just joined your discord. I’ll keep an eye up for your future polls and your next video. Cheers!
@@Magic_Ness_ polls still live if you want to vote!!
It would be nice to know what Analysis Master Module (Special Rounds) actually does. I run some testing and didnt find out any effect, except debuff icon on enemy head.
Just say it’s amazing for Kyle. That’s all I need to hear
The OBS lag might be because of resource management. The clip you showed had a lot of effects going on which might have dropped your fps below the capped threshold. Due to priorities in windows, your pc would then pool all your resources to the game rather than OBS. What you can try is to set your "process priority" of OBS in windows to "real-time". Probably easier to find another resource on that than me explaining it.
When in public intercept, this procs a lot more often than you would think
Can u test the special rounds mod that reduces enemys crit defense? It should work on skill and firearm crit by the description.
skill power boost IS actually multiplicative, with specific skill power stuff. eg. if you use +x% fire/toxic/whatever "specific" skill power boost, and not "generic"/regular skill power boost what ambush gives you. try it out.
the math is they are multiplied together. so generic skill power x specific skill power x skill power modifier.
That's why I said it works with some but not others. I would have to test every power boost ratio in the game lol. Which I'm just not going to do
@@ryechew I understand. although there's not that many as there are only 4 elements + non-element. I only tried it with fire but I would be surprised if the multiplicative nature of it wouldn't be consistent among different element types.
Many of the gold weapon mods are a bit confusing. Battlesuit Crusher, Real-Life Fighter, and Sharp Precision Shot sound simple but the damage you do to various bosses varies. Depending on how their defense works or how fast and precise you can hit weak points. How to build weak-point damage for the last two intercept bosses might also be interesting.
For Ultimate Gley, does the Focus on Singular mod do *anything* Increased Sensory skill when frenzied?
Id love a detailed break down of the mod sweeping squad the atk seems to be much higher then what it should be
I’m curious about Bunny’s Bionic Fuel mod and whether it’s actually worth running on her for permanent Speed Of Light sprinting.
I don’t have that mod yet, but I wanna know if it’s worth trying to grind for.
the only choppyness i had with obs was fixed by closing the preview window seems like its very demanding if the game is very demanding.
hope this helps. if not make sure your videocodec is nvidia nvenc hevc.
i could also give u all my obs settings if u want.
Id like to see a build that utilizes sub attack modules and a build that utilizes one of the overwhelming modules. Or both one for shield and one for HP
Perhaps in single matches it might not work but on group battles vs colossus it should work properly
My bunny did that same glitch today, while farming outposts in fortress
Thanks, I can prove my friend wrong finally (he kept insisting that it's a 20% damage multiplier, not additive to the other skill power mods).
it's such a hard mod to use because enemies will target you asap plus it doesn't scale your damage much if at all
It also scales with some power boosts but not all
I don't get the choppy stuff, but about every 30 minutes or so, it freezes exactly two times, seconds apart, then back to normal.
You know the Nazeistra's Devotion handcannon got a buff? It has even more crit now and the builds can get rather crazy.
Will you make a video for the perforator? Kind of curious what is your take on that gun! Thanks for the vids as always.
Thank you very much for this video, and explaining the calculations behind it. I came across this module recently and also made the (misguided) assumption it would work perfectly with Sharen's Shock Nuts ability. I do have one question though: when you say "additive," how is that calculated? Is it simply added on to the total result after the skill ratio multiplier damage is calculated?
Couild you shed some light on technic manual please? It seems really good for a tankier mobbing bunny
Those frame drops kinda looks like what happens when you run out of VRAM (it's specially bad if you're using a PCIe4 GPU on a PCIe3 Motherboard).
Since OBS does compositing on the GPU, it does requires some extra VRAM. Check your VRAM usage while playing and don't let it max out by reducing the in-game resolution and texture quality settings.
I’d like to see breakdowns for weak point expansion and strengthen first shot on afterglow vs piercing light and also weak point on perfurator
That obs thing is probably hammering the drive to much. One way around it is to save your recordings to a separate drive or use a second PC.
More on the why: Not only is the game streaming textures, and Anticheat is going to be pulling stuff that's running and doing stuff, and ontop of that you are writing tuns of video data. In combat that data is going to be intensified due to how Unreal culls objects out of frame and re-streams them as you turn your camera. This combined with the fact that writing motion heavy video kills the benefits of compression. Asside from that OBS is CPU heavy and lots of computations can be heavy depending how things are dun but I'm betting it's a bandwith cap on the drive. Should be able to see it with task manager and look at your disk usage. If it's a CPU thing you really need a second comp OBS isn't overly GPU heavy so you can do it with a fairly potato second PC and a USB capture card.
So Viessa's blizzard does not proc the +50% dmg boost from ambush master?
Wow thanks for this video.. i was wondering if it would have work best for Sharen. Its a bit shocking.. and nuts that it doesnt.
So maybe dumb question....wouldn't collosi ALWAYS target you if you're solo? Wouldn't that throw off the mod's ability since there wouldn't be a reason the boss can't target you? Like try it in a group where at times you are actively not being targeted? does that make sense?
Atleast we know where all that performance goes with that outbound tour XD
Can someone explain how, module "120% def on enemy kills" works in terms of numbers?
So for ultimate bunny you see everyone using dangerous ambush now! What would you use in it's place for maximum damage?
So is the 49,8% also aditive? if that so could you test Multitalented mod compared to Dangerous ambush on a Bunny for example? Other stuff is Walk a thigtrope mod and if the skill power from Slayer set is also aditive, ty for all the hard work.
I always saw them as damage buckets
Base Skill Power (damage bucket 1)
Skill power (damage bucket 2)
Skill power modifier (damage bucket 3)
This is all without crit multipliers as those would be damage buckets 4/5 etc.
I assume a downed enemy that wasn't targeting you would give both 24.9% and 49.8% because they are both skill power. Certain skills are considered snapshot when it comes to the damage which means you need to use them only when a certain situation arises. In this case Dangerous Ambush on bunny is awkward to use because you HAVE to use it when the enemy is down for it to work. Same for WaTR. Need to be used ONLY when at 50% hp. The slayer set adds 26% skill power (dmg bucket 2) i assume unless the wording is wrong in game.
is there a reason u havnt put catalysts in ur sub and and skill module slots?
at the end of the video when you were just running i was reminded of super troppers "YOU BOYS LIKE MEXICO?" lol
Well this is unfortunate as I just switched her default Xantic slot to Bunny... Still it's not that bad (trying to justify the investment for myself now...)
Testing High Voltage Bunny damage vs Devourer (hard): normal crit attack at maximum Electricity would do 575271 damage and vs downed crit attack got bumped to 682972 - about 18.7% damage increase.
Considering that I'm already using all mods I can to boost my damage and only thing left is to roll perfect external components (and finally farm Supernova set) - that is a respectable boost already and in party setup you should get the ~9.35% pretty often as boss changes directions and targets (that part I still need to test...)
BTW, testing Multitalanted - Singular proc of 30% elemental turned into 9.4% damage increase in practice. I still killed Devourer in less than a minute with JUST Lightning Emission, but the constant scratching in the back of my head to try and proc Multitalanted as often as possible was really annoying.
Check out slayer set (4 set)
Whoa, you found the Open World I was looking for in this game 😆 Yet it looks as empty and uninviting as the rest 😕.
Thanks for doing the maths and testing, your channel really provides valuable information!
Does conditional recharge give you shield regeneration with bionic fuel speed of light while it’s running or just on activation?
Multitalented next! More specifically the singular affix! Is it similar to dangerous ambush as it being a +30% attribute damage
You should cover elemental damage in one of your next videos cuz I think way too many people are sleeping on it
I have faith in your info. Just got my 1st ult bunny last night. But I can't find bunny build on ur channel not sure if you've discussed it.
I haven't made a bunny build because there are 5 billion video tutorials of her
@@ryechew ye exactly lol. Thank you sm
@@G4M4GAMA have I played online with you?
so, if I get this right, Dangerous Ambush is additive to base skill power multiplier, so the more you already have, the less value you'll get.
for example of the video. in the 2nd test, Ryechew hit for less than he calculated.
because it is not 11060.96 x 1.081 x 1.249
but is 11060.96 x (1+0.081+0.249) = 63,654.82
Idk if you've heard the people saying Dangerous Ambush actually works the whole time if you're Bunny because her V inflicts Daze on the enemies and the game counts that as an immobilize, could you confirm or deny that?
Is this tied only to sharen or it affects other descendants as well?
What is the song you used in the intro? 😸
Can you just write the formula ?
what is added or multiply where ? is it :
Reactor_base_skill_power x base_skill_damage_multiplier x (1+sum of skill_power) x product of (1+skill_power_boost_ration)
?
My damage goes up by 800k when the colossus is downed... it's not really a 49% but more like 38%
Please test the multitalented module. So much mixed information regarding this module
I had once got to 0 HP with Sharen, but shield is still recoverable and still able to use skills
Choppiness might come from falsly detecting alt tab or weak cpu
Hey Ryechews I found a weird interaction with Ajax's Body Enhancement and the Overwhelming HP module. I'm not sure if it's a bug or if it's just a weird formula, but I noticed that whenever I load into a map with Ajax or swap the build my values aren't correct between my Def and HP.
With my current build I have 52k Def and 50k HP but when I load in I have 43k Def and 52k HP. Now if I swap out my Processor which has HP as a main stat and Max Shield as a sub stat my Def will stay the same, but once I swap back to my original Processor it changes the value to 52k Def and 50k HP.
It seems like it's ignoring the shield stat on my Processor until I remove it and then re equip it. It also seems like the bug is only affected by the processor and no other piece of component.
That's so wierd I don't have any answers here
Sorry
@@ryechew oh no worries, thank you anyways :)