BRIEF INTRODUCTION
[Strun] just got an incarnon form that shoots explosive rounds.
Here's a brief description of why these mods are the way they are:
(it's basic viral slash zzzz)
Tailored to Grineer enemies.
EDITS:
After consulting with other builders, it seems that relying on the weapon's natural slash is better.
HM swapped out for [Sweeping Serration] for increased slash weighting.
Run Hunter Munitions over Sweeping Serration if youre looking to use incarnoff
Removed Primed Point Blank explanation, artifact of old build.
Added EVOS section
EVOS
2: Blazing Barrel: Damage +2, increase multishot 5% per time fired, max 5x (25% extra multishot, additive to base, multiplicative to mods)
3. Rapid Reinforcement: +60% reload speed
4. Elemental Balance: Increase status chance by 11.3% (per pellet on incarnoff, brings status up to 182% base incarnon)
MODS
Galvanized Hell:
Multishot, obviously. Incarnon projectiles [Reach] 4.125
Base Incarnon Multishot = 1 + 0.25 (evo 2)
Modded Multishot = 2.3 (maxed [Galvanized Hell])
Total Multishot = 1.25 * (1 + 2.3) = 4.125 shots per trigger pull
Shotgun Barrage:
With no external fire rate, Shotgun Barrage increases dps by 90%, compared to Primed Point Blank's relative increase of ~31.4% (additive to Primary Merciless).
Primed Ravage:
Crit damage scales slash procs from Sweeping Serration, so you do more proc damage.
Critical Deceleration:
See above.
Sweeping Serration:
[Strun] Incarnon's slash weight is usable and with a slight push from this mod, procs more often than Hunter Munitions. This mod skews slash weight, which makes it proc more often to offset the viral weight. Slash procs bypasses armor, which allows you to deal more damage than other options should you chose to not armor strip. If you do armor strip, use a different damage solution, such as raw damage viral instead. (But why would you do that for a weapon that hits 400%+ sc :) )
Toxic Barrage and Frigid Blast:
Viral status mods are there so you can proc viral, which buffs slash proc damage.
Primed Bane of Grineer:
Faction mods "double-dip" on DoT effects, which means the slash proc is receiving the 55% damage buff twice in calculations; the result of which is 2.4x slash proc damage.