PLAYSTYLE
- Cast 4 to enter [Assimilate] mode
- Cast BLOOD ALTAR on enemy
- Spam 3 to 5 heavy attacks on the blood altared enemy
- Cast MIND CONTROL on the same enemy t
- Remove BLOOD ALTAR by recasting it on the same enemy
- Wait for your mind control ally to deal sufficient damage and decast 4 to nuke the map
STATS/SHARDS
Duration is the main required stat since it makes mind control last as long as possible and also minimises the drain of [Assimilate].
Range is not required at all as nuke range scales with damage (see below).
Strength is not really needed but does affect Mind Freak.
Arcanes are flexible - Molt Efficiency gives more duration, Arcane Strike speeds up heavy attack recovery animation, can use Arcane Agility to boost parkour
Aura is flexible - Swift Momentum speeds up heavy attack windup, can swap for Ready Steel or
Shards
- 3 Duration
- 2 Parkour Velocity optional to make moving in [Assimilate] feel better
HOW DOES ABSORB NUKE?
While absorb is active all damage dealt to you, all damage dealt by your mind control ally and all damage dealt by enemies affected by Chaos to each other is stored as a number (shown in the UI). Upon ending, all damage is dealt to enemies in a maximum range of 50m, which itself scales with both the modded range AND the damage absorbed.
The range of Absorb Nuke is given by the formula : 15 x range% + ( SQRT (5 x damage absorbed) / 50 ) and is capped at 50m. This means even at 34% range, after absorbing or having your mind control deal about 1 million damage you will hit the 50m cap.
If you can therefore buff Mind Control to ridiculous levels where each shot can deal millions to even billions of damage, you can nuke up to damage cap in a 50m range without line of sight every couple of seconds.
This is made possible by the combination of Blood Altar and Melee Afflictions.
BLOOD ALTAR AND MELEE AFFLICTIONS
Casting Blood Altar on an enemy causes it to become invulnerable but still susceptible to status effects, melee afflictions and melee stealth multipliers.
Melee afflictions is an arcane that upon knockdown/lifted/ragdoll status, it will add 6 stacks of each existing status but calculated through an average of all existing procs. This also seems to double dip the melee stealth multiplier (8x additive to crit multiplier).
Applying a heat or gas proc from either a [Furis] or the melee itself, then spamming heavy attacks to proc melee afflictions means after approximately 3 heavy attacks you will add around 50 heat procs. Casting Mind Control on the enemy should now build approximately 20,000,000% to 30,000,000% damage multiplier which is more than sufficient to nuke up to levelcap from any level.
IMPORTANT
Make sure not to allow a primer or companion to apply any heat procs or cold procs prior to your first application of heat. Heat procs reduce the final damage while cold procs prevent the stealth multiplier from working.
MELEE
The melee you want to use is a melee with a heavy attack that applies lifted, knockdown or ragdolls for Melee Afflictions, ideally twice in a single attack.
Melee classes that can do a double application of afflictions in a single heavy include Dual Daggers, Dual Swords, Tonfas, Warfans.
Out of these options, [Okina Prime] Incarnon is the probably the BEST choice due to the incarnon bonuses such as increased status chance, status damage and 30% bonus movement speed. If you use [Okina], just make sure NOT to activate Incarnon mode because the spectral daggers force proc cold which interferes with blood altar/afflictions.
[Praedos] also provides a parkour boost while Ruvox provides a movement speed boost AND double jump.
All afflictions melees can use the same build:
https://overframe.gg/build/834671/