Raw Skill Power is a better stat for Descendants who have high skill scaling already. Esiemo for example has a skill power scaling of 7414% on his 4th skill. If you increase you skill modifier for that 4th skill by something like 20% (skill power modification is additive), then that's going to be less than a 1% damage increase for that skill and therefore you'd get a lot more benefit from increasing raw skill power. For someone like Freyna who only has a 60% scaling on her poison, adding 20% skill power modification is a 33% damage increase because of how low scaling her poison is. For low damage characters like a dot-based character, you're better off increasing spell power modification. This video was primarily intended to demonstrate which stats to chase and increase first to save you some resources.
@@GooberTroy it seems the break point on what’s better is at 100% modifier. Anything below that it’s a net benefit to go with modifier but once you cross the 100% threshold to 101% or higher you gain more from skill power. Take for example at 99% modifier with 10k skill power if you add 33% to the skill power you get roughly 1,316,700 damage if you add the 33% to the modifier you get 1,320,000 but once you go to 101 with the same numbers you get 1,343,300 for skill power or you get 1,340,000 if you add it to the modifier.
@@GhostElite805 maybe I’m missing the updates, but the only mod change I see is for Shot Focus where it’s updating from an additive to a multiplication modifier. Is there another change you’re referring to?
@@GooberTroy now I haven’t watched this through to the end but isn’t day damabe vs colossus also very powerful for dealing the most damage with a character like freyna (at least over something like tech or toxic power (8%)? Additionally isn’t crit damage multi increase also better than those on a reactor?
THIS is exactly what I needed, whenever I start to ask about what mods to use regarding skill power etc, people ALWAYS freaking default to the "oh you need hp/def and yada yada" like bro I know lmao
This is what alot of content creators need to keep in mind when showcasing builds. I feel like they just put together things and throw it out there because it does the highest damage they’ve seen and call it the best builds. There’s is a bit of more depth to this game that many don’t know and with large amount of misinformation going around. It makes the game harder to play for new players especially when they look things up
Thank you very much this video has actually changed and helped my gameplay experience greatly. Thanks so kindly also for showing the difference as opposed to just telling what you use without showing why one is preferred over the other. As a player who prefers damage over time chatacters over one shot big number type characters i sincerely appreciate the attention payed to detail here. It is trial and error based as opposed to just what everyone else is saying to use. You show your reasons actively as opposed to the format of just showing enemies drop and cut to the build.
This was actually perfect. I've been watching vid after vid and I just wasn't get it but u pointing out the actually problem of trying cover everything alittle instead maxing afew and playing your build strengths
Summary: Skill power modifier’s (i.e. tech, singular, etc) work very well for dot dmg, however they also boost the raw dmg of the skills initial hit slightly (the initial poison dart). Attribute skill power mods (I.e. focus toxic, focus electric, etc) focus on boosting your raw on the initial hit of the skill, more so than the dot. In the case of Freyna, combining focus toxic and focus tech will boost both the initial hit of the poison dart and the dot damage. However, you can get away with just using focus tech since freyna’s gimmick is poison damage over time. But it depends how you want to build her because her 4 is also very good. Since it is a toxic skill and a good boss DPS skill, it benefits from focus toxic, so there is no reason not to run both. This not true in the case of bunny for example, since your not killing with electrocution dot damage, you NEED to have both focus electric and focus singular to boost the raw and modifier of her 3rd skill to one shot groups of mobs and when using the mod high-voltage for bossing. As the video creator mentioned it definitely depends on the descendent you’re using. However, in every case, having both focus mods of the skill attribute and modifier type will significantly increase the damage of your skills in the end.
It's better to say you want the appropriate Attack and Battle modules, not those ones specifically. The Specialist modules do more damage but don't give you cooldown boosts, and the Maximize modules are used for solo bossing to abuse the cooldown reset on respawn. It depends heavily on what you're doing
This is not correct. Freynas POISON dot will get much more damage from skill power than modifier. It's down to the specific skill. The dot that was displayed was room zero trauma which is the lowest dose part of freynas kit
@@iamzer0938 On what part of the skill's damage? The actual dart? Yes modi is better. The dot on the target you hit with the dart? Yes modi is better. The aoe dot that gets procced on targets next to the one you hit with the dart, and the highest DPS potential part of the skill? No skill power is better. That's why her 1 is so good for clear, I didn't say your math or testing was wrong. I said you don't understand the characters kit.
@@iamzer0938 those are the MASTER mods. The Focus mods increase skill DMG modifiers related to the element and aspect of the mod and they decrease cooldown
You earned yourself another subsciber. The music interfers with my ability to 'hear' you. I am adhd and it felt like a lot of work to understand you through the awful music. It shouldn't compete with what your teaching us. Thank you 🎉
Thanks for supporting me! Sorry about the audio though. Sometimes the audio mixing can be a little odd when editing depending on if I'm using headphones vs speakers. I'll try to tune it down further in the future!
From what I understand: Skill Power = Overall or General skill boost Tech/DImension/Fusion = Specific skill modifier Fire/Electric/Chill/Non = Elemental added skill
Those are all multiplicative as they are different types of modifiers. The types (Tech, Fusion, etc.) are always modifiers with modules though, so those are additive to the base modifier
The real explanation is that they both go hand in hand,eg: you cannot equip electric skill power and skill power but you can equip any of the two mentioned with skill power modifier
So in a nutshell , Skil power = Base reactor skill damage X skill power mod (+ optimization) = Raw base damage , the modifier is a multiplicative of that base. A good exemple could be Viessa 4th skill that has a 1400 modifier by default , Socketing a 35% modifier will be less impactful (making it a 1435%) it would be instead more beneficial to socket un raw skill power % increase. I'm good ?
@@kaporal890 you got it! It really just comes down to each descendant and what their individual scaling looks like on their core skills. But your example with Viessa is correct
@@pyken3605 It would be reverse. Sharen has a pretty high scaling on her 1st skill so you'd want raw power for that. I don't play Bunny, but I was pretty sure her 3rd skill has a low scaling, so modifier on her would be best. For Valby, you'd want modifier and I'm unsure about Gley. I think a safe assumption is if your main attack's scaling is 150% or less, Modifier is best. If scaling is more than that, power is best. Don't take this as always true though. I'd encourage everyone to give it a quick test
yea i'm still confused which is which, so sharen does raw damage with her q so +skill power? but she also has electricity DoT so she also needs +skill power modifier? how do i know when to stop adding modifier stats as well
@@elvanilla You shouldn't spec for the Electric Dot with Sharen imo, she is a one hit crit type character, the DOT is just bonus, go full power (not modifier). Modifiers does wonder for dot oriented character like Freyna tho. (due to the very low 60% modifier apply to her dot). Go make some test in the Xion lab if you are not sure, numbers are consistent
@@michaelcaley1359 all reactors have what I’ll call primary and secondary scaling options. The primary scaling attributes are Fire, Chill, Electric, toxic, and Non-elemental. These determine the “color” of the reactor. Toxic will be green, fire is red, etc. every reactor is required to have one of these stats. The secondary scaling stats are fusion, singular, dimensional, and tech. Every reactor has to have one of these secondary attributes. In short, you can have toxic and tech scaling. This is also true for the bonus effects that rare and ultimate reactors have which is like Toxic damage scaling up. Probably a little longer of an answer, but the short answer is yes you can have +tech and +toxic on the same reactor
@@GooberTroy i understand the reactors I'm just wondering if maybe your DOTs are hitting different because your reactor was pumping tech and not toxic so it made tech look more of a powerful scale. Wasn't sure, just asking if you were getting some stats you weren't aware of when running your numbers.
@@michaelcaley1359 oh I see what you’re saying. Sorry, I clearly misunderstood. The reactor I have for Freyna has both the bonus toxic and tech scaling although tech scales slightly higher than the toxic bonus.
This is a good example of things in the game that make no sense. Why have a skill power increase if the modifier is actually the beneficial boost? Also, why do we get the option to sprint vs run when nobody actually runs? Just make everyone sprint and remove the toggle.
It makes perfect sense... Skill power and skill power modifier change the numbers in two different places in the damage equation. The more beneficial one depends on the skill you're using. It's all explained here. Also, roll spamming is faster than sprinting. Lol
Thanks you. Ajax main here...I have a question. You often read the advice to hover over your Descendant skills to see the skill damage and multipliers. I get it. But in my case the numbers are only changing if I put a "skill modifier + x" module on Ajax. If I use a "TECH skill modifier + x" module like "Tech Focus" on his tech abilities, nothing changes. Is this a bug? Or intended, and if so, why?
Ty very much! I was very cautious but I had a little but invest on freyna and Blair according to their elements...thankfully your video was pretty good of explaining! Skill power and skill modifier thank god I upgraded more than the other mods....for what I understand the toxic mod and fire mod is just addionational dmg or am I wrong?
His turret damage scaling is ~100% of his skill power, correct? If that’s the case, I think he’d get solid benefit from skill power modifiers. However he is in a bit of a gray zone where you probably don’t want to overcommit into skill power modifier so equipping hybrid modules is probably the way to go for him. Mods that provide a mix of skill power and skill power modifier. But I’d always recommend testing it out in the laboratory!
For Freyna at least you should be running both Tech Specialist ant Toxic Specialist though as one is an attack mod and the other is a battle mod so you can run both. However, if you are on a tight point budget then ya just run Tech Specialist.
With this being said (for Freyna specifically) what do you think would be the best combo to have equipped at the same time for max skill damage? I invested fully into toxic specialist but now you have me wanting to take that off and equip tech specialist. But in doing so, to maximize the skill damage should I be doing increased skill power / increased skill power modifier / tech specialist? Or can I only equip one of those at once
I will just say I haven't fully tested this out on Freyna because I'm focusing on Esiemo at the moment, but Freyna mainly wants 3 damage stats in this priority: Skill Power Modifier > Skill Duration > Skill Power. With that being said, Skill Power and Skill Power modification come from the "Battle" and "Attack" mods of which you can only equip 1 for each category. For the Battle mod, I believe Tech Master is going to be your main option. For the Attack mod category it's pretty tricky. On paper, I think Maximize Power will be the best option, but Skill Simplification, Tech Specialist, and Focus on Tech mods all would be very close. I unfortunately can't test this as I'm missing some of the mods, but Maximize Power would provide the highest in terms of raw skill power modification. The final stat Freyna skills scales well with is skill duration. There are 4 options here, but I think the safest investment would be the Skill Extension mod. MP Accelerant and An Outstanding Investment mods would be a good supplementary tool as well since they provide some MP and HP sustain. Maximize Duration might be a little rough because it reduces the skill power modification which hurts Freyna more than some other Descendants who utilize that mod. Hope this helps provide some insight!
You want both Poison and Tech, her damage skills scale with both. Be mindful however that they do not show up on the tooltip, so it will look like they’re not adjusting your damage. You can use the blue versions of the mods, but later on switch to the purple ones called Focus on Tech and Focus on Poison because they give you an added 12% cooldown👍
@@squeekz2030 yeah, they’re the upgrade to the regular mods. Even have the same patterns, so you can safely use a crystal for the blue ones until you get the purple ones.
So if I understand correct , it's better to go tech master and focus on tech then combining the mods ? I'm currently running toxic master and the blue tech mode , since I heard it's the best combo but I never tested it tbh
should have both tech and toxic specialist on freyna starting out I prefer focus on tech for the cooldown over tech specialist but you want both a tech and a toxic module to scale dmg
@@nefastaru right, when nearing full investment, you’ll want both. They do feed into each other, after all. But early on, you’re going to get much more value from skill power modification than any skill power
So does it work best the closer the skill value and the skill modifier are to each other? Like in multiplication. Like if you have 10 things to split up into 2 groups to multiply together, your final outcome is largest if the 2 numbers are closer together. Like 5*5 is larger than 6*4 which is larger than 7*3 and so on. Is that how skill power and skill modifier work?
The way it works is Skill Power Modifier is a multiplayer for your skill’s damage. Every skill will have a % of your skill power which is how it determines how much damage you deal with skill. But this multiplayer is additive. So here’s an example. Let’s say you have 10,000 base skill power. You then have a skill with a skill power modifier of 100%. In this case, that skill would deal 100% of 10,000 for a total of 10,000. Now lets say you add 20% skill power modifier because again, the damage increase from skill power modifier is additive. This would increase the scaling of your skill from 100% to 120%. This would increase your damage overall by 20%. Now lets change the numbers a bit. You still have 10,000 base skill power, but let’s say you have a skill with 1,000% skill power modifier instead of 100%. 1,000% of 10,000 means your skill now does 100,000 damage. Now if you increase your skill power modifier by 20% it becomes 1,020% because of skill power modifier being additive. This means your skill only increases in damage to 102,000 which is only a 2% damage increase, not 20% like it was when our modifier was only 100%. In summary, skill power modifier is a multiplier for your base skill power you get from your reactor. The higher a skills modifier, the less impactful increasing your skill power modifier becomes. This is because skill power modifier increases from mods is additive. Hope that helps!
That is how it works mathematically, but modules don't all have the same % numbers on them, so it requires a bit more thought when building. Regardless, it's usually best to focus on doing 1, maybe 2 things really well, so that should simplify your decisions a bit. The same relationship applies for crit damage and rate since everything just multiplies there anyway
Hmmm... I'll need to test it for my Bunny, since general notion I've used so far was to increase every modifier at least a bit, which should affect greatly end results. Currently can't say that my Bunny 3rd ability damage is particularly outstanding, but against level 100, damage range from ~100K on strong electricity res enemies to 300K+ on immunity spheres and weak electricity res enemies (resistances on enemies of 100lvl+ seem to spike quite bit), using electricity specialist and the general power increase. Feels like I can push it further.
So is skill power modifier goox for descendants that have elemental skills/status effect damage like electric,toxic,fire and chill? And skill power for non attribute descendants?
Not exactly. Think of it like this: skill power modifier works best for characters who do a lot of small hits vs one big hit. Freyna does poison damage, Blair burns enemies for damage over time, and Enzo’s drone does small hits of danage. All 3 of those are different character types, but all 3 of them scale well with skill power modifier. Skill power works well for characters like Kyle or Esiemo who does a big hit with their ultimate. Ultimately, every character can benefit from both skill power and skill power modifier. It’s just in the early stages of building a descendant, you want to make sure you’re using the correct mod. But towards the end of your build, you’re likely going to equip both skill power and skill power modifier anyhow
@@GooberTroy oh ok i got it so any skill that scales its better with skill power modifier and any skill with one single big hit like ajax for example is better with skill power i got what you mean thank you for explaining this video helped me a lot..i'll definitely subscribe 👍🏻
Anything with less than 100% on the skill description benefits more from modifier. Anything above benefits from skill power more. That's assuming the % boost on each module would be the same though, which is not the case
I've done some test and found that Toxic Master also does less damage than the Toxic Specialist counterpart. The "Master" versions give raw skill power boost as well as a bit of the element of the mod. However I found that Toxic specialist did more damage than the Toxic Master. So how would we use the Master mods?
@@iAtxwn I’ll have to test it more when I get home, but I’ve seen a good balance using a skill focus with a master, like focus on singular + a master mod because you’re boosting your main skill in question but still scaling the element and skill modifier at the same time kinda balancing it all out and they can both be used still since they’re not the same mod group
@@iAtxwn if you’re talking Freyna specifically, then for the battle mod (which is the “Master” versions), you’ll want to use the Tech Master mod. This gives tech skill power which is the 3 main damage skills for Freyna. But Tech Master also gives tech skill power modification.
@@iAtxwn I’m not in front of my computer at the moment, but I believe you can use both Tech Master and Tech Specialist together. Isn’t Tech Master a Battle Mod and Tech Specialist is an Attack mod?
@@GooberTroy I just checked and your right they're both different categories. So would it be best to use both of these instead of using a toxic increase mod? I've noticed though that the Tech mods give a bigger damage bonus than the Toxic. So is that how we should build her?
@@Dombaka you could check at the mod enhancement guy, just preview the enhancement at max for each mod. Compare percentage difference. I’m not able to check for you right now or I’d just tell you.
@@MCJackys yeah that was me being on auto pilot and forgetting to select the base level mod and only catching it in editing lol. Even then, the base scaling for technician is I think 13% when the base scaling for Tech Specialist is 19% I think? So tech specialist would be the clear choice with its higher base
Can someone help me please so fo fryena mostly her 4 it start with 270% i guess going modifier is better than row skill power ? Or only if the % less than 100 i go for modifier first ? Since in his example he jumped from tiny numbers to huge numbers Same for lepic his abilities 1 500% and 4 2700% are both row better or modifier? Assuming which one to prioritize
@@mephisto8644 I’m not sure on exact breakpoints, but it seems like a safe assumption is anything less than 100% skill power benefits more from skill power modifier. This then becomes close to even around 100-150%. After that it becomes best to go for raw skill power. So I think a rule to follow would be 1. Skill power < 100% = skill power modifier 2. Skill power 100% - 200% = balance raw skill power and modifier 3. Skill power >200% = raw skill power For Lepic, he’d want skill power. Freyna’s 4th skill specifically benefits more from skill power, but I think at a core level, she gets more benefit from skill power modification for all her poison effects. Hope this helps!
You made the first step in seeing a difference, but i dont think you actually understand what increased skill power does. Increased skill power is a percent increase to the skill damage from your reactor. Also you don't seem to understand Freyna's kit. Yes, room zero trauma is low damage, and it will benefit from modifier more. However thats not the best way to get dps on freyna. Because enemies around the one iflicted woth room zero trauma take poison damage at over a 400% increased modifier at level 4. This will get significantly more damage from skill power than modifier. So its better to stack skill power on Freyna.
They just made it overly convoluted for people with so many different mods and it is not explained well in the game so unless you test each individual mod you could very well be making some big mistakes without even realizing it. And its also different for each character, some scale better with raw skill power increase, some scale better with skill power modifier, some scale better with element modifier. It is all very confusing and you could potentially be wasting a lot of kuiper trying to figure out what works best for your character
Raw Skill Power is a better stat for Descendants who have high skill scaling already. Esiemo for example has a skill power scaling of 7414% on his 4th skill. If you increase you skill modifier for that 4th skill by something like 20% (skill power modification is additive), then that's going to be less than a 1% damage increase for that skill and therefore you'd get a lot more benefit from increasing raw skill power. For someone like Freyna who only has a 60% scaling on her poison, adding 20% skill power modification is a 33% damage increase because of how low scaling her poison is. For low damage characters like a dot-based character, you're better off increasing spell power modification.
This video was primarily intended to demonstrate which stats to chase and increase first to save you some resources.
@@GooberTroy it seems the break point on what’s better is at 100% modifier. Anything below that it’s a net benefit to go with modifier but once you cross the 100% threshold to 101% or higher you gain more from skill power.
Take for example at 99% modifier with 10k skill power if you add 33% to the skill power you get roughly 1,316,700 damage if you add the 33% to the modifier you get 1,320,000 but once you go to 101 with the same numbers you get 1,343,300 for skill power or you get 1,340,000 if you add it to the modifier.
How does this relate to HF 1.0.3. update to Skill Modifications (multiplicative vs Additive)?
@@acejoker9423 How does this relate to HF 1.0.3. update to Skill Modifications (multiplicative vs Additive)?
@@GhostElite805 maybe I’m missing the updates, but the only mod change I see is for Shot Focus where it’s updating from an additive to a multiplication modifier. Is there another change you’re referring to?
@@GooberTroy now I haven’t watched this through to the end but isn’t day damabe vs colossus also very powerful for dealing the most damage with a character like freyna (at least over something like tech or toxic power (8%)?
Additionally isn’t crit damage multi increase also better than those on a reactor?
THIS is exactly what I needed, whenever I start to ask about what mods to use regarding skill power etc, people ALWAYS freaking default to the "oh you need hp/def and yada yada" like bro I know lmao
This is what alot of content creators need to keep in mind when showcasing builds. I feel like they just put together things and throw it out there because it does the highest damage they’ve seen and call it the best builds. There’s is a bit of more depth to this game that many don’t know and with large amount of misinformation going around. It makes the game harder to play for new players especially when they look things up
Thank you very much this video has actually changed and helped my gameplay experience greatly. Thanks so kindly also for showing the difference as opposed to just telling what you use without showing why one is preferred over the other. As a player who prefers damage over time chatacters over one shot big number type characters i sincerely appreciate the attention payed to detail here. It is trial and error based as opposed to just what everyone else is saying to use. You show your reasons actively as opposed to the format of just showing enemies drop and cut to the build.
I'm glad the video provided some value! Happy to help!
This was actually perfect.
I've been watching vid after vid and I just wasn't get it but u pointing out the actually problem of trying cover everything alittle instead maxing afew and playing your build strengths
Summary:
Skill power modifier’s (i.e. tech, singular, etc) work very well for dot dmg, however they also boost the raw dmg of the skills initial hit slightly (the initial poison dart).
Attribute skill power mods (I.e. focus toxic, focus electric, etc) focus on boosting your raw on the initial hit of the skill, more so than the dot.
In the case of Freyna, combining focus toxic and focus tech will boost both the initial hit of the poison dart and the dot damage. However, you can get away with just using focus tech since freyna’s gimmick is poison damage over time. But it depends how you want to build her because her 4 is also very good. Since it is a toxic skill and a good boss DPS skill, it benefits from focus toxic, so there is no reason not to run both.
This not true in the case of bunny for example, since your not killing with electrocution dot damage, you NEED to have both focus electric and focus singular to boost the raw and modifier of her 3rd skill to one shot groups of mobs and when using the mod high-voltage for bossing.
As the video creator mentioned it definitely depends on the descendent you’re using. However, in every case, having both focus mods of the skill attribute and modifier type will significantly increase the damage of your skills in the end.
It's better to say you want the appropriate Attack and Battle modules, not those ones specifically. The Specialist modules do more damage but don't give you cooldown boosts, and the Maximize modules are used for solo bossing to abuse the cooldown reset on respawn. It depends heavily on what you're doing
This is not correct. Freynas POISON dot will get much more damage from skill power than modifier. It's down to the specific skill. The dot that was displayed was room zero trauma which is the lowest dose part of freynas kit
@@TerminalMonk that’s not what showed when I tested tech specialist. I was doing more poison dmg than I would be using toxic specialist alone.
@@iamzer0938 On what part of the skill's damage? The actual dart? Yes modi is better. The dot on the target you hit with the dart? Yes modi is better. The aoe dot that gets procced on targets next to the one you hit with the dart, and the highest DPS potential part of the skill? No skill power is better. That's why her 1 is so good for clear, I didn't say your math or testing was wrong. I said you don't understand the characters kit.
@@iamzer0938 those are the MASTER mods.
The Focus mods increase skill DMG modifiers related to the element and aspect of the mod and they decrease cooldown
This is something that has been very murky for me - appreciate you clearing it up.
Finally! I was wondering why no one had a video about this. Good stuff. 👍🏾
Thank you!! This helps a lot. Please make more videos like this. Some of the mods are tricky, especially the Ultimate mods.
Wow, finally an actually informative video that makes sense by testing and showing! Thank you and great job!
That transition into the Laboratory ..
Adam West would be proud 👏
Bro you explained these mods so much better than the game does! You sir just got a Sub👍
Use a toxic modifier and tech modifier in unison with Freyna for maximum power and a skill cooldown rate
Thanks I’ve always wondered about the difference between them !
Thanks for the explanation. Stuff like this confuses me at first.
Fire… I’m gonna invest more into the tech, dimension, etc. modifiers.
Good video, nice to see someone talking about this.
well explained Spidey ... changed my mods immediately
You earned yourself another subsciber. The music interfers with my ability to 'hear' you. I am adhd and it felt like a lot of work to understand you through the awful music. It shouldn't compete with what your teaching us. Thank you 🎉
Thanks for supporting me! Sorry about the audio though. Sometimes the audio mixing can be a little odd when editing depending on if I'm using headphones vs speakers. I'll try to tune it down further in the future!
really helpful, looking forward to more content. subbed!
Great video thanks for the helpful info
This was really helpful 😁. Thx
From what I understand:
Skill Power = Overall or General skill boost
Tech/DImension/Fusion = Specific skill modifier
Fire/Electric/Chill/Non = Elemental added skill
Those are all multiplicative as they are different types of modifiers. The types (Tech, Fusion, etc.) are always modifiers with modules though, so those are additive to the base modifier
The real explanation is that they both go hand in hand,eg: you cannot equip electric skill power and skill power but you can equip any of the two mentioned with skill power modifier
It seems like you have seen the difference, but don't understand the WHY. You're looking at Additive versus Multiplicative modifiers.
Yep, skill power modifier is additive while skill power is a multiplicative bonus
So what i do is use skill power for most then throw in a modifier or two to amplify them
So in a nutshell , Skil power = Base reactor skill damage X skill power mod (+ optimization) = Raw base damage , the modifier is a multiplicative of that base. A good exemple could be Viessa 4th skill that has a 1400 modifier by default ,
Socketing a 35% modifier will be less impactful (making it a 1435%) it would be instead more beneficial to socket un raw skill power % increase. I'm good ?
@@kaporal890 you got it! It really just comes down to each descendant and what their individual scaling looks like on their core skills. But your example with Viessa is correct
So Modifier on sheran and Power on Bunny or Reverse? And Modifier on valby and for gley aswell If im understood it right ?@@GooberTroy
@@pyken3605 It would be reverse. Sharen has a pretty high scaling on her 1st skill so you'd want raw power for that. I don't play Bunny, but I was pretty sure her 3rd skill has a low scaling, so modifier on her would be best. For Valby, you'd want modifier and I'm unsure about Gley.
I think a safe assumption is if your main attack's scaling is 150% or less, Modifier is best. If scaling is more than that, power is best. Don't take this as always true though. I'd encourage everyone to give it a quick test
yea i'm still confused which is which, so sharen does raw damage with her q so +skill power? but she also has electricity DoT so she also needs +skill power modifier? how do i know when to stop adding modifier stats as well
@@elvanilla You shouldn't spec for the Electric Dot with Sharen imo, she is a one hit crit type character, the DOT is just bonus, go full power (not modifier). Modifiers does wonder for dot oriented character like Freyna tho. (due to the very low 60% modifier apply to her dot). Go make some test in the Xion lab if you are not sure, numbers are consistent
Dropped a like and sub to show support 👍 Very informative video; well done and thank you.
Is it possible that your reactor has +tech and not +toxic? The reactors will modify your skill power traits.
@@michaelcaley1359 all reactors have what I’ll call primary and secondary scaling options. The primary scaling attributes are Fire, Chill, Electric, toxic, and Non-elemental. These determine the “color” of the reactor. Toxic will be green, fire is red, etc. every reactor is required to have one of these stats.
The secondary scaling stats are fusion, singular, dimensional, and tech. Every reactor has to have one of these secondary attributes. In short, you can have toxic and tech scaling. This is also true for the bonus effects that rare and ultimate reactors have which is like Toxic damage scaling up.
Probably a little longer of an answer, but the short answer is yes you can have +tech and +toxic on the same reactor
@@GooberTroy i understand the reactors I'm just wondering if maybe your DOTs are hitting different because your reactor was pumping tech and not toxic so it made tech look more of a powerful scale. Wasn't sure, just asking if you were getting some stats you weren't aware of when running your numbers.
@@michaelcaley1359 oh I see what you’re saying. Sorry, I clearly misunderstood. The reactor I have for Freyna has both the bonus toxic and tech scaling although tech scales slightly higher than the toxic bonus.
@@GooberTroy there are added attributes at bottom of reactors as well that can effect it
@@johnsherry6021 tech is always better all in all, no matter what. freyna thrives on it and scales infinitely better with it.
This is a good example of things in the game that make no sense. Why have a skill power increase if the modifier is actually the beneficial boost? Also, why do we get the option to sprint vs run when nobody actually runs? Just make everyone sprint and remove the toggle.
It makes perfect sense... Skill power and skill power modifier change the numbers in two different places in the damage equation. The more beneficial one depends on the skill you're using. It's all explained here.
Also, roll spamming is faster than sprinting. Lol
Thanks you. Ajax main here...I have a question. You often read the advice to hover over your Descendant skills to see the skill damage and multipliers. I get it. But in my case the numbers are only changing if I put a "skill modifier + x" module on Ajax. If I use a "TECH skill modifier + x" module like "Tech Focus" on his tech abilities, nothing changes. Is this a bug? Or intended, and if so, why?
Ty very much! I was very cautious but I had a little but invest on freyna and Blair according to their elements...thankfully your video was pretty good of explaining! Skill power and skill modifier thank god I upgraded more than the other mods....for what I understand the toxic mod and fire mod is just addionational dmg or am I wrong?
@@SolidusMark you’re correct for the elemental mods. Both fire and toxic mods are just more damage to those elements.
Getting into Jayber over here ,off this video it makes me feel i should be investing in skill power modifiers ?
His turret damage scaling is ~100% of his skill power, correct? If that’s the case, I think he’d get solid benefit from skill power modifiers. However he is in a bit of a gray zone where you probably don’t want to overcommit into skill power modifier so equipping hybrid modules is probably the way to go for him. Mods that provide a mix of skill power and skill power modifier. But I’d always recommend testing it out in the laboratory!
For Freyna at least you should be running both Tech Specialist ant Toxic Specialist though as one is an attack mod and the other is a battle mod so you can run both. However, if you are on a tight point budget then ya just run Tech Specialist.
Thank you!
With this being said (for Freyna specifically) what do you think would be the best combo to have equipped at the same time for max skill damage? I invested fully into toxic specialist but now you have me wanting to take that off and equip tech specialist. But in doing so, to maximize the skill damage should I be doing increased skill power / increased skill power modifier / tech specialist? Or can I only equip one of those at once
I will just say I haven't fully tested this out on Freyna because I'm focusing on Esiemo at the moment, but Freyna mainly wants 3 damage stats in this priority: Skill Power Modifier > Skill Duration > Skill Power.
With that being said, Skill Power and Skill Power modification come from the "Battle" and "Attack" mods of which you can only equip 1 for each category. For the Battle mod, I believe Tech Master is going to be your main option. For the Attack mod category it's pretty tricky. On paper, I think Maximize Power will be the best option, but Skill Simplification, Tech Specialist, and Focus on Tech mods all would be very close. I unfortunately can't test this as I'm missing some of the mods, but Maximize Power would provide the highest in terms of raw skill power modification.
The final stat Freyna skills scales well with is skill duration. There are 4 options here, but I think the safest investment would be the Skill Extension mod. MP Accelerant and An Outstanding Investment mods would be a good supplementary tool as well since they provide some MP and HP sustain. Maximize Duration might be a little rough because it reduces the skill power modification which hurts Freyna more than some other Descendants who utilize that mod.
Hope this helps provide some insight!
You want both Poison and Tech, her damage skills scale with both. Be mindful however that they do not show up on the tooltip, so it will look like they’re not adjusting your damage. You can use the blue versions of the mods, but later on switch to the purple ones called Focus on Tech and Focus on Poison because they give you an added 12% cooldown👍
@eddyram4932 you cant have both focus mods on at the same time
Edit: i take that back, my bad lmao
@@squeekz2030 yeah, they’re the upgrade to the regular mods. Even have the same patterns, so you can safely use a crystal for the blue ones until you get the purple ones.
So if I understand correct , it's better to go tech master and focus on tech then combining the mods ? I'm currently running toxic master and the blue tech mode , since I heard it's the best combo but I never tested it tbh
should have both tech and toxic specialist on freyna starting out I prefer focus on tech for the cooldown over tech specialist but you want both a tech and a toxic module to scale dmg
@@nefastaru right, when nearing full investment, you’ll want both. They do feed into each other, after all. But early on, you’re going to get much more value from skill power modification than any skill power
So basically, both are good, but the goal is modifier x150 and power after? Thanks.
So does it work best the closer the skill value and the skill modifier are to each other? Like in multiplication.
Like if you have 10 things to split up into 2 groups to multiply together, your final outcome is largest if the 2 numbers are closer together. Like 5*5 is larger than 6*4 which is larger than 7*3 and so on.
Is that how skill power and skill modifier work?
The way it works is Skill Power Modifier is a multiplayer for your skill’s damage. Every skill will have a % of your skill power which is how it determines how much damage you deal with skill. But this multiplayer is additive. So here’s an example.
Let’s say you have 10,000 base skill power. You then have a skill with a skill power modifier of 100%. In this case, that skill would deal 100% of 10,000 for a total of 10,000. Now lets say you add 20% skill power modifier because again, the damage increase from skill power modifier is additive. This would increase the scaling of your skill from 100% to 120%. This would increase your damage overall by 20%.
Now lets change the numbers a bit. You still have 10,000 base skill power, but let’s say you have a skill with 1,000% skill power modifier instead of 100%. 1,000% of 10,000 means your skill now does 100,000 damage. Now if you increase your skill power modifier by 20% it becomes 1,020% because of skill power modifier being additive. This means your skill only increases in damage to 102,000 which is only a 2% damage increase, not 20% like it was when our modifier was only 100%.
In summary, skill power modifier is a multiplier for your base skill power you get from your reactor. The higher a skills modifier, the less impactful increasing your skill power modifier becomes. This is because skill power modifier increases from mods is additive.
Hope that helps!
That is how it works mathematically, but modules don't all have the same % numbers on them, so it requires a bit more thought when building. Regardless, it's usually best to focus on doing 1, maybe 2 things really well, so that should simplify your decisions a bit.
The same relationship applies for crit damage and rate since everything just multiplies there anyway
Hmmm... I'll need to test it for my Bunny, since general notion I've used so far was to increase every modifier at least a bit, which should affect greatly end results.
Currently can't say that my Bunny 3rd ability damage is particularly outstanding, but against level 100, damage range from ~100K on strong electricity res enemies to 300K+ on immunity spheres and weak electricity res enemies (resistances on enemies of 100lvl+ seem to spike quite bit), using electricity specialist and the general power increase. Feels like I can push it further.
So is skill power modifier goox for descendants that have elemental skills/status effect damage like electric,toxic,fire and chill? And skill power for non attribute descendants?
Not exactly. Think of it like this: skill power modifier works best for characters who do a lot of small hits vs one big hit. Freyna does poison damage, Blair burns enemies for damage over time, and Enzo’s drone does small hits of danage. All 3 of those are different character types, but all 3 of them scale well with skill power modifier.
Skill power works well for characters like Kyle or Esiemo who does a big hit with their ultimate.
Ultimately, every character can benefit from both skill power and skill power modifier. It’s just in the early stages of building a descendant, you want to make sure you’re using the correct mod. But towards the end of your build, you’re likely going to equip both skill power and skill power modifier anyhow
@@GooberTroy oh ok i got it so any skill that scales its better with skill power modifier and any skill with one single big hit like ajax for example is better with skill power i got what you mean thank you for explaining this video helped me a lot..i'll definitely subscribe 👍🏻
So, modifier is for skills with tick effects and skill power is for burst damage without tick effects? Like bunny, focus em Power without modifier?
Anything with less than 100% on the skill description benefits more from modifier. Anything above benefits from skill power more. That's assuming the % boost on each module would be the same though, which is not the case
Hello thanka for the info it helped me alot. But i do have a queation. Does esiemo use the FIre 🔥 power in hes kit? If so is it useful ?
@@SlySmuggler are you referring to Fire Master mod for Esiemo? He does use that mod as his primary skill damage boost
Thoughts on Skill power vs Skill power modifier on someone like Yujin and his Healing
I've done some test and found that Toxic Master also does less damage than the Toxic Specialist counterpart. The "Master" versions give raw skill power boost as well as a bit of the element of the mod. However I found that Toxic specialist did more damage than the Toxic Master. So how would we use the Master mods?
@@iAtxwn I’ll have to test it more when I get home, but I’ve seen a good balance using a skill focus with a master, like focus on singular + a master mod because you’re boosting your main skill in question but still scaling the element and skill modifier at the same time kinda balancing it all out and they can both be used still since they’re not the same mod group
@@iAtxwn if you’re talking Freyna specifically, then for the battle mod (which is the “Master” versions), you’ll want to use the Tech Master mod. This gives tech skill power which is the 3 main damage skills for Freyna. But Tech Master also gives tech skill power modification.
@@GooberTroy So would it be better to use Tech Master more than Tech Specialists for Freyna?
@@iAtxwn I’m not in front of my computer at the moment, but I believe you can use both Tech Master and Tech Specialist together. Isn’t Tech Master a Battle Mod and Tech Specialist is an Attack mod?
@@GooberTroy I just checked and your right they're both different categories. So would it be best to use both of these instead of using a toxic increase mod? I've noticed though that the Tech mods give a bigger damage bonus than the Toxic. So is that how we should build her?
Doesn’t really matter because Tech Specialist only drops in one of the last areas of the game. You can’t get this early anyway ^^
So should i use iron defense or spear and shield mod for my kyle nuke ability? So if my skill-x (is high) i upgrade skill power?
Correct. For Kyle’s ultimate, spear and shield will give you a lot more damage compared to iron defense
@@GooberTroy I knew I messed up 😭
@@zaviertorres1209 time to farm those Kuiper Shards and gold!
@GooberTroy honestly after the enzo vault strat the only problem is gold 😭
Tech specialist is blue or purple better?
@@Dombaka you could check at the mod enhancement guy, just preview the enhancement at max for each mod. Compare percentage difference. I’m not able to check for you right now or I’d just tell you.
Why not compare the mods with the same lvl? It is logical that the lvl 0 mod makes less than the lvl 4 😂
@@MCJackys yeah that was me being on auto pilot and forgetting to select the base level mod and only catching it in editing lol. Even then, the base scaling for technician is I think 13% when the base scaling for Tech Specialist is 19% I think? So tech specialist would be the clear choice with its higher base
@@MCJackys the point was the last mod was such a huge increase didn’t matter if that mod was the same level.
So how is viessas scaling?
Can someone help me please so fo fryena mostly her 4 it start with 270% i guess going modifier is better than row skill power ?
Or only if the % less than 100 i go for modifier first ?
Since in his example he jumped from tiny numbers to huge numbers
Same for lepic his abilities 1 500% and 4 2700% are both row better or modifier?
Assuming which one to prioritize
@@mephisto8644 I’m not sure on exact breakpoints, but it seems like a safe assumption is anything less than 100% skill power benefits more from skill power modifier. This then becomes close to even around 100-150%. After that it becomes best to go for raw skill power.
So I think a rule to follow would be
1. Skill power < 100% = skill power modifier
2. Skill power 100% - 200% = balance raw skill power and modifier
3. Skill power >200% = raw skill power
For Lepic, he’d want skill power. Freyna’s 4th skill specifically benefits more from skill power, but I think at a core level, she gets more benefit from skill power modification for all her poison effects. Hope this helps!
Ty
You made the first step in seeing a difference, but i dont think you actually understand what increased skill power does. Increased skill power is a percent increase to the skill damage from your reactor.
Also you don't seem to understand Freyna's kit. Yes, room zero trauma is low damage, and it will benefit from modifier more. However thats not the best way to get dps on freyna. Because enemies around the one iflicted woth room zero trauma take poison damage at over a 400% increased modifier at level 4. This will get significantly more damage from skill power than modifier. So its better to stack skill power on Freyna.
Also music was a bit loud for this vid
Thanks for the heads up. If I may ask, are you a headphone or speaker user?
So what is the point in these mods makes no sense power is power this needs a change
It doesn't need a change at all. You need to improve your understanding of how the numbers work
They need to have ult Freyna
thers more detailed explaination in aznvasionplays video on how skill power% and skill power modifier works in this game
Bro thank you for the info but fml rn 😭
I'm guessing you invested in Toxic Master or something?
Had to watch this in 1.5 speed cuz bro….😫😂
Shit, I'm glad you didn't have to go double speed lmao.
under 200 use modifier, over use power. simples
They just made it overly convoluted for people with so many different mods and it is not explained well in the game so unless you test each individual mod you could very well be making some big mistakes without even realizing it. And its also different for each character, some scale better with raw skill power increase, some scale better with skill power modifier, some scale better with element modifier. It is all very confusing and you could potentially be wasting a lot of kuiper trying to figure out what works best for your character
Dont play this crap people,the game is a cash grab,bosses way too hard. And the grind is horrible😂 buggy af game too
womp womp no bugs found
@@johnnycapote9817 Git Gud
Hey buddy is a fusion skill power modifier different from what you're showing me