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Plague Kripath

High Critical/Rng Kripath

by last updated 2 years ago

20

An Infested rapier-like or polearm strike that also deals Viral Damage. Its light weight provides an increase in Speed at the cost of Damage.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ATTACK SPEED
0.95
CRITICAL CHANCE
22%
CRITICAL MULTIPLIER
2.2x
RANGE
1.00m
RIVEN DISPOSITION
0.50
STATUS CHANCE
18%
DAMAGE
 IMPACT
30.0
 PUNCTURE
70.0
 SLASH
49.0
 VIRAL (❄ + 🕱)
64.0
TOTAL Damage
213.0
AVERAGE HIT
269.2
SUSTAINED DPS
255.8

GRIP

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Plague Kripath builds
Builds by Senpai41269

High Critical/Rng Kripath

Hey there 👋
First time doing a long guide- especially on a build i haven't even used myself, but i hope this build+guide can help you guys with your journey down the long road of warframe.

TL:DR- Viral and Range good, keep [Volcanic Edge] at Unranked, 100%+ SC = multiple procs in one hit, higher CC = more CD.
Cowbarf (Condition Overload, Organ Shatter, Blood Rush, Attack Speed, Range, Faction mod/Flex)

Alright, for starters, I guess I should explain why I chose the mods I did.
My initial idea was a simple Cowbarf build, but once I came down to the open flex slot, I realized I could upgrade the status chance and critical even more if I made a few adjustments. First action towards this was adding some gladiator mods ( [Gladiator Might] for CD (Critical Damage) and [Gladiator Vice] for some Attack Speed). Though, I was out of slots, so I replaced [Berserker Fury] for [Gladiator Vice]. Gladiator's set bonus increases CC (Critical Chance; Can also refer to crowd control depending on context) per combo multiplyer. Both [Weeping Wounds] and Blood Rush are also affected by combo multiplyer, so keep this in mind when you're fighting oppenets. Afterwards, I tossed in a 60/60 mod irrelevant from the Viral. This increases damage done by [Condition Overload] ( +80% dmg per status effect inflicting enemy).

Now you're probably confused as to why I would keep Volcanic Edge unranked.
Unfortunately, multiple status effects cannot affect a single target during one hit. Which status effect/proc is inflicted is determined by their total damage. For instance, if I had a weapon dealing innate 140/50/60 IPS (Impact, Puncture, and Slash) along with a modded 190.6 Viral, chances are, I am more likely to hit Viral since that proc has a higher damage number. Damage is calculated as Weapon Damage + Status damage, not combined. Meaning if SC (Status Chance) is 100% and I hit with 900 weapon damage and 190.6 Viral damage, it will be done as 900+190.6, not 1090.6.
Back to the original topic- This weapon has innate IPS and Viral, with Puncture taking the lead (followed by viral). As you probably already know, Viral increases damage done to enemies by 25%, which stacks up to 325% (which is kinda insane). If heat and the other stats are too high, its less likely that the viral proc will do it's duty. So, therefore I left the heat mod unranked so the proc doesn't overpower the Viral.

So far we have Impact (Shields), Puncture (Armor), Slash (Flesh), Viral (+Dmg), and Heat (Flesh) all taking turns hacking away at the enemy while simultaneously giving the weapon 400% increased damage- which is higher than any [Pressure Point] variant out there.

Also, I just wanna respond to anyone who wants to question why I have a [Primed Reach] when theres already a 3m range... Imagine you're being ganged bang by 50 Grineer and Infested at the same time and you got a tiny sword barely able to hit 4 enemies and your health is dropping (and for some reason you're not using an ability). With a 6m range, you're probably gonna be hitting everything near you. Now imagine how fun that would be. You and your weapon are a walking Orange-Red CC crowd controller capable of diminishing anyone who dares cross your path. But- if it isn't your playstyle, or you have another mod you wanna replace it for, then by all means go ahead.

Also, note for those who dont understand what Yellow, Orange, Red CC and higher than 100% SS is:

Yellow, Orange and Red CC basically amplifies the critical damage a crit does. Not sure on exact numbers, but if you have a 4.3x CD and you hit a red crit, it can go up to 6.4x CD (Again, this number is probably unlikely, but not impossible). These crit chances are calculated in sections as the following:
0% :- No crit
1%-99% :- Yellow Chance
100% :- Yellow Garunteed
101%-199% :- Yellow Garuntee/Orange Chance (Does not Stack)
200% :- Orange Garunteed
201%-299% :- Orange Garunteed/Red Chance (Does not Stack)
300% :- Red Garuntee
After that, the CC caps at 500%, but at that point it's kinda just ridiculous red bonuses (From my experience, it's also impossible to get there since the highest I ever got was ~369%)

Now as for status, having a higher than 100% status basically ignores my statement where I said "Unfortunately, multiple status effects cannot affect a single target during one hit." because with 100%+, you have a chance (depending on the bracket that I used for CC) of using multiple procs in one hit. For example, you have 200% SC on a weapon that has Toxin, Magnetic, Viral, IPS. You will have a garunteed chance at getting whichever two you roll on.

Now we talk about arcanes... Well, im not too experienced in them myself, but I can say that they are incredibly useful depending on what you are aiming for. For this weapon, I chose Exodia Triumph simply because for 1) there aren't a lot of useful arcanes for this build/weapon and for 2) because combo counts are gonna be a big part of your build between [Blood Rush] , [Weeping Wounds] and the Gladiator Set. So all the more help with them matters a lot.

Alright, thats all for this "short" guide. I hope you guys enjoyed, and if so, please upvote this build so that more people may see this (imo) overpowered build. That's all from me, peace ✌️

                                               - Senpai4126