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  • How exactly does True Punishment work? Does it add to the percent like a normal mod stack? Or does it add the chance to the modified crit bonus from True Steel. For a 20% base crit chance the first possibility comes out to be a 60%, which seems high for melee. For the second possibility it comes out to a 44.8% chance. So which chance is it; 60% or 44.8%?

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    • It is additive with other crit mods (it provides the same type of bonus), not multiplicative.

      In short it is completely terrible and never worth using.

      Like all channeling mods.

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    • incorrect if you have a crit cat  channeling mods can make an un polarized melee weapon start red critting for 60k dmg per second.  if you use blood rush. as your channeling dmg modifier affects actws like on demand crit dmg.but applies after said dmg has already been boosted by your dedicated crit dmg.   so...  dmg x crit modifer= crit x channeling modifierget your weapon polarized and you can fit on channeling dmg mod to increase it even further.


      in this case the reason im red critting on a weapon with 10% crit rating unmodified by weapon mods... its because crit cat companion gives you an additive 60% crit chance not a multiplicative... meaning when im using my weapon and the cat activates cat'seye i have 70% native crit and every combo modifier increases that number by 150% through blood rush.  i require only a 1.5x combo to start wrecking face.. and when cats'eye is off i am building a longer combo easier because enemies last long enough to maintain my dmg output.


      at that point your looking for crit dmg modifiers wherever you can.. melee rivens and channeling are the answer i believe

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    • wrong. % (percent) is logically multiplication, otherwise it would be a fix value, then additive.... and for those who still learn: it always multiplicates the base stat, no matter how many different CC mods u stacked up. e.g.--> base crit chance 10%: 1st mod +60% cc + 2nd mod +40% cc +3rd mod +165% cc = 10% x (0.6+0.4+1.65) = 36.5% total crit chance.

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    • LeNacho wrote:
      wrong.

      % (percent) is logically multiplication, otherwise it would be a fix value, then additive.... and for those who still learn: it always multiplicates the base stat, no matter how many different CC mods u stacked up. e.g.--> base crit chance 10%: 1st mod +60% cc + 2nd mod +40% cc +3rd mod +165% cc = 10% x (0.6+0.4+1.65) = 36.5% total crit chance.

      This is factually incorrect. certain mods/abilities actually are additive to the base crit chance of weapons. Harrows 4 gives up to 200% additive crit to headshots, Crit cat gives 60% additive crit chance. That means with a weapon with a crit chance of 1% (nukor) with harrow 4 and crit cat you'd have a base crit chance of 261%, which is then multiplied by all the mods. Like prime target cracker giving 180% crit chance. So you'd have 2.61*(1+1.8) and have a final crit chance of 730.8%.

      For melee mods, the riven which gives crit on sliding attack does the same thing as well as the acolyte mod. +90% additive crit, that means a melee weapon with a 10% crit chance goes up to a 100% crit chance while slide attacking, combine with blood rush, or any other crit mod and you get obscene levels of crit chance.

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    • A Lone Tenno
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