This is yet another video about additive vs multiplicative damage modifiers. We will be going over critical hit rate mods for both weapons and Descendants. As a quick summary, critical hit rate and critical hit damage mods are multiplicative against your firearm or descendant's base crit hit and crit damage. For most weapons, these mods work well enough, especially for scout rifles and sniper rifles. However, crit for descendants is hit or miss. In the case of Esiemo (my main), he has a base crit chance of 5%. Multiplying crit hit chance of 60% by Esiemo's base 5% ends up only giving me an additional 3% chance to crit for a total of 8% crit chance. For the level of investment, that's not worth the mod capacity. However, Sharen has a base of 20% crit and multiplying that by 60% ends up giving us 12% additional crit making it a much better investment for that descendant. One thing I'd like to see changed a little bit for Descendants is to see crit rate on reactors maybe change to an additive multiplier, but I suspect that would result in every reactor becoming Skill Damage up against Colossus and Crit Hit chance as the meta reactor combination. To balance that, I'd lower the values of the crit hit provided by the reactor. The idea here is to give additional methods to scale and build. Thoughts?
You can see your actual changed weapon stats, if you hit TAB while in your weapon's module window. You see all the changes from the modules in real time. So you don't have to calculate it from the top of your head.
Stats on module page still do not count stats from weapon readjustment. To see actual stats with everything considered press W in inventory page, to see all character's stats
Investing in crit hit rate mods on anything that has less than 30% chance already is totally pointless in my opinion. And even then you only do it if you have spare limits for them. You get way to little in return for how much it takes up on your weapon and even on descendants. Crit damage mods on the other hand can be a better investment and in most cases a better choice than crit hit mods. But even crit damage mods should be rather low on your priority list of mods. There are few exceptions, but that is the general rule. It is also in general smart to mod for both on the weapons that already have a high crit chance. Of the weapons I use at the moment, am I only putting crit hit mods on sniper rifles, but they can also work well on some hand cannons, launchers and tactical rifles. I do have crit damage mods on my Tamer, but that is because it fires so many shots (150+ rounds per magazine) that it will crit rather many times per magazine and it has a rather high crit damage multiplier already, that I think it is worth it. But that is only because I have extra space to do it.
It works well enough for weapons, but man its a feels bad for a lot of Descendants. I was really hoping to make the most nuclear Esiemo build with fat crits lol
@@sinofdreamz1154 yeah Valby is the only one that provide a "+25% crit rate boost" to anything. Dunno, if it's intentional or bugged. Since the rest is % of the base.
This is yet another video about additive vs multiplicative damage modifiers. We will be going over critical hit rate mods for both weapons and Descendants. As a quick summary, critical hit rate and critical hit damage mods are multiplicative against your firearm or descendant's base crit hit and crit damage. For most weapons, these mods work well enough, especially for scout rifles and sniper rifles.
However, crit for descendants is hit or miss. In the case of Esiemo (my main), he has a base crit chance of 5%. Multiplying crit hit chance of 60% by Esiemo's base 5% ends up only giving me an additional 3% chance to crit for a total of 8% crit chance. For the level of investment, that's not worth the mod capacity. However, Sharen has a base of 20% crit and multiplying that by 60% ends up giving us 12% additional crit making it a much better investment for that descendant.
One thing I'd like to see changed a little bit for Descendants is to see crit rate on reactors maybe change to an additive multiplier, but I suspect that would result in every reactor becoming Skill Damage up against Colossus and Crit Hit chance as the meta reactor combination. To balance that, I'd lower the values of the crit hit provided by the reactor. The idea here is to give additional methods to scale and build. Thoughts?
You can see your actual changed weapon stats, if you hit TAB while in your weapon's module window. You see all the changes from the modules in real time. So you don't have to calculate it from the top of your head.
Absolutely massive game changer. I was totally oblivious to this page
@@GooberTroy Fair. You definitely should go through the game's base menus and options before dropping content videos though. Nice job anyway
Stats on module page still do not count stats from weapon readjustment. To see actual stats with everything considered press W in inventory page, to see all character's stats
@@Kougar14 obviously he doesnt know what he's complaining about
Investing in crit hit rate mods on anything that has less than 30% chance already is totally pointless in my opinion.
And even then you only do it if you have spare limits for them.
You get way to little in return for how much it takes up on your weapon and even on descendants.
Crit damage mods on the other hand can be a better investment and in most cases a better choice than crit hit mods.
But even crit damage mods should be rather low on your priority list of mods.
There are few exceptions, but that is the general rule.
It is also in general smart to mod for both on the weapons that already have a high crit chance.
Of the weapons I use at the moment, am I only putting crit hit mods on sniper rifles, but they can also work well on some hand cannons, launchers and tactical rifles.
I do have crit damage mods on my Tamer, but that is because it fires so many shots (150+ rounds per magazine) that it will crit rather many times per magazine and it has a rather high crit damage multiplier already, that I think it is worth it.
But that is only because I have extra space to do it.
You probably already know. But press the weapon info button when you are viewing in the mod screen.
thank you!
I too invested in crit rate lol it does hit the feelers
It works well enough for weapons, but man its a feels bad for a lot of Descendants. I was really hoping to make the most nuclear Esiemo build with fat crits lol
Thank you for this. Is anything Additive at all?
Weapon damage, weakspot damage, and attack speed are additive, I believe.
Weapon Damage is that "Firearm ATK" ?
Valby red mod supply moisture. If you want to focus on anything crit related.
Does that only apply to firearms though?
@@sinofdreamz1154 yeah Valby is the only one that provide a "+25% crit rate boost" to anything. Dunno, if it's intentional or bugged. Since the rest is % of the base.
viessa crit damage is so low dunno if that is even worth
@@danlievonen I crit for over 2m a tic with ult 1.5 with skill 1 and 1.7 for skill 3 it’s worth