User:Xerics/High Damage End Game Burston

Hello this is my first Shot at Posting a weapon Build and I wanted it to be my favorite weapon so far in the game.

The burston is a very accurate weapon and the three round burst that it uses in such a tight spread always going vertical makes one of the best rifle mods easily usable by this gun.

On top of the accuracy the damage (30) is actually split evenly among the damage types making this weapon effective against all enemies. and on top of that even enemies with resistances will still end up taking more then normal damage (before applying the armor value of the target) thanks to the increases in the damage types being better then the decreases across the board. Worst case scenario you will break even.

The most expensive part of this weapon is the 5 forma and the orokin catalyst you will have to use to max it out as suggested. I have a lesser version of this that I currently use but believe me I am working towards this myself.

So we are going to start with a staple: Serration makes this humble weapon do some great damage. a Maxed serration makes this weapon go from 10 of each damage type to 26.5 of each type. Best part is that the Burston comes with a Polarity mark that matches Serration.

In the second slot you should deffinately use Heavy Caliber. It has an accuracy reduction which doesnt effect this weapon very much at all and further increases the damage to 43 of each type at max rank! thats 129 physical damage with just 2 mods. You are going to have to polorize for this mod.

The third slot is Split Chamber. +90% to multi fire (which hit the same spot as the first bullet) almost doubles the effectiveness of this weapon. You still have that 10% chance to not multifire but most of the time you will be firing double shots. You are going to have to polorize this slot as well.

The 4th mod (which doesn't get polorized) is Rifle Ammo Mutation. Most people don't suggest this weapon but I always use it because this is my weapon and there are times you will waste ammo. This saves you from that and doesnt cost that many mod points to equip. you have 595 bullets to start with so if you feel like you can go on just this ammo then you can replace this mod withwhatever you choose (10 points or less unless you use more forma on this weapon).

So the first half of the gun is done! Now comes the high damage portion of the gun. Elemental mods. I have seen alot of people use th emods that increase slash/puncture, and impact damages by 30%. 30% is a miniscule amount compared to the elemental mods.

The first 3 will all need to be polorized (they cost 11 each without polorization) and you can put them in any order as they all have the same symbol. Hellfire, Infected Clip, and Stormbringer. The last slot will be Cryo Rounds (which has a different polarity symbol) and does not need to be polorized. The best part about the first 3 mods is that you can arrange them in any order to make any combination of elemental effects to suit any type of enemy you are fighting. Each elemental mod adds 90% of your base damage as elemental damage. Here is the math.

Puncture + Impact + Slash = Base Damage (43+43+43=129)

90% of 129 is 116.1 damage.

So each of the 4 elemental damage mods adds 116.1 damage. The other physical damage mods that add 30% to a specific damage type on increase the damage by 12.9 at max rank.

After all mods are added the total damage is 593.4 damage per bullet (1780.2 per burst) with good accuracy, decent fire rate (after you find your pace which you will do having to forma this weapon 5 times), and a long range.

TL:DR

1. Serration 14 (7)

2. Heavy Caliber 16 (8)

3. Split Chamber 15 (8)

4. Rifle Ammo Mutation 7

5, 6, 7. Hellfire, Infected Clip, Stormbringer (any order) 11 (6) each

8 Cryo Rounds 9

Total Mod Cost 57

(#) denotes polorized mod