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Revision Log:
v 1.X.X >> Build identity changes; complete build overhaul
v X.1.X >> Central idea stays; only slight mod order changes and or significant guide rework
v X.X.1 >> No change in setup; minor guide edits only
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As of Update 38.5, MultiCRIT has been PATCHED. [Worthy Comradery] is still optional, but Acuity is a definite pass
This build is a hybrid setup designed to optimize the [Stahlta] for use of both modes in a single build. It assumes you will be using alternate fire for half or greater of your time using [Stahlta].
*I couldn't find any relevant comprehensive analysis of the [Stahlta] or the [Aeolak] anywhere, its just non stop complaining about how the "arent incarnons", or how they're "tooo hard 2 get", so i will do it myself. I will teach you everything you could possibly need to know about these weapons.
Why do we use?
Why Crux? At 60% efficiency, an alt fire pull only costs 8 rounds, meaning we can now spam alt fire 6x before a reload. To that end, both modes are over twice as ammo efficient, and this means we can alternate between using main fire and alt fire much easier without constant reloads getting in the way.
With Crux, we can take further advantage of modding tons of fire rate from Vile Accel and external buffs, as we no longer have to worry about running out of ammo or having a low 40 rnd [Mag].
We also get a huge boost to status chance, with this build we end up with 180% status chance or almost 2 effects every bullet. For alt fire where every shot matters, this is huge to the amount of dots we can deal
Bane -- Default multix faction bonus that applies a second time to dots
- *This mod is technical and tradable for Hammer Shot / Elementalist / Scope, etc.
Aptitude - Multiplicative to bonus base damage on Stahlta, also gives minor chance
Amalgam Serration - Base damage needed for CO to multiply. Amalgam also gives a speed boost
Vile Accel - Default fire rate and alt fire charge speed
Crit Delay + Vital Sense -- Default crit
Heat - For scaling refreshable dots and partial strip.
^^ Be sure to prime Viral and optionally Magnetic to push this build to the fullest. This build + viral priming becomes better than modding viral internally with just 1 stack, which any companion / sentiel can do.
Why dont we use?
MultiCRIT has been patched; Acuity is no longer a viable option
Primary Acuity - Multiplicative weakpoint crit chance to normal crit chance mods on [Stahlta], however, we lose multishot. The cost of multishot is just too great to slot this situationally useful mod, and plus, we have a better option that doesn't cost a weapon slot and allows us to keep multishot.
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We use Worthy Comradery Aura instead --For +75% critical chance to weakpoints. Just like Acuity, this Aura is multiplicative to crit chance mods on [Stahlta], but we keep our multishot. This is the mod that completes our build, and paired with Crux, we can take full advantage of all the new 1999 tech.
With Comrodery, we boost our crit chance to weakpoints up to 260% CC on main fire and 430% CC on alt fire after WC multiplies.
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*Outdated, might update this section later
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Aeolak vs Stahlta (A vs S)
Primary Fire
Overall - Aeolak >> Stahlta
- Accuracy: A (0deg) > S (3deg)
Aeolak has zero margin of error, this means that (-) accuracy will have zero effect here
- Reserves A (400) > S (300)
The ammo economy for both of these weapons are absolutely horrendous since the ammo change. For that reason i do not recommend external fire rate at all. This is what i mean by 'sustainability', as these weapons only receive 1 magazine worth of ammo per pickup.
Because these weapons have a unbearably slow projectile velocity, its also hard to fit ammo mutation when travel time is such a big issue.
Punch Through: A (1.0m) < S (1.2m)
Reload: A (2.0s) < S (1.4s)
CC: A (21) < S (24)
CD: A (2.3x) > S (1.8x)
SC: A (33) > S (22)
Total DMG: A (60) > S (52)
AVG Hit: A (76.4) > S (62)
Burst DPS: A (458.3) > S (371.9)
Sustained DPS: A (1 409.8) > S (1 296)
IPS: A (IPS) < S (IPS)
*Staltha has more favorable ips weighing
Element: A (rad) > S (--)
Alternate Fire
Overall - Aeolak < Stahlta
Accuracy: A (0deg) > S (3deg)
Projectile Velocity: A (60m/s) > S (50m/s)
Imbed Delay: A (--) > S (0.4s)
- Imbed delay cannot be reduced
AOE Radius: A (7m) < S (7.2m)
AOE Falloff: A {50%}(14m/%) > S {70%}(10.3m/%)
- Economy: A > S
- Alt Pulls Per Mag: A (4) > S (2)
- Reserves: A (40) > S (15)
Punch Through: A (0) < S (0)
Reload: A (2.0s) < S (1.8s)
Charge Time: A (0.3s) > S (1.6s)
Fire Rate: A (1.5) > S (0.67)
*For the [Aeolak] only; Fire rate does NOT affect charge time but does effect fire rate. Fire rate on charge weapons determines input delay before a charge can be started. If our fire rate is slower than our charge time, then there will be a noticeable delay until the next charge can be initiated. By default, our rate is 1.5 per second or once every 0.66s, which is over double our theoretical charge time, so despite this fire rate does indirectly allow us to spam alt faster.
*For the Stahlta only; Fire rate DOES affect charge time and fire rate as normal
CC: A (21) < S (40)
CD: A (2.3x) < S (3.0x)
SC: A (33) > S (32)
Total DMG: A (886) < S (1 800)
AVG Hit: A (1 127.9) < S (3 240)
Burst DPS: A (3 759.6) > S (2 025)
Sustained DPS: A (1 409.8) > S (1 296)
IPS: A ({forced-I}PS) > S ({forced-I}PS)
*[Stahlta] may have more ideal ips weight, but because Aeolak is more spammable it can make more effective use out of ips despite this, particularly with forced impact IB.
- Element: A (blast 789.0) > S (rad 1 200)
With the changes to blast, it is now a more ideal element than radiation, despite the damage loss.