Navigation

Account

Social

Volnus Prime

Min/Max Endgame Slash Build

by last updated 3 months ago

1430

The glorious original Orokin casting of Gara’s signature glass hammer. Deceptively light and swift, while remaining lethally effective.

11 VOTES
0 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ATTACK SPEED
1.20
CRITICAL CHANCE
20%
CRITICAL MULTIPLIER
1.8x
RANGE
2.90m
RIVEN DISPOSITION
1.25
STATUS CHANCE
34%
DAMAGE
 IMPACT
55.0
 PUNCTURE
80.0
 SLASH
115.0
TOTAL Damage
250.0
AVERAGE HIT
290.0
SUSTAINED DPS
348.0
Guide
0 Comments
Volnus Prime builds
Builds by renegadeturles

Min/Max Endgame Slash Build

General Notes:

The [Crushing Ruin] stance forces Knockdowns and Impact procs. With the status chance for [Volnus Prime] on top of that you should basically always have uptime on CO. [Carnis Mandible] is important for increasing status and Slash weighting as hammers can't force proc Slash by themselves.

Feel free to replace [Primed Fury] for [Berserker Fury].

Amalgam Organ Shatter gives slightly less DPS but pairs well with Tennokai mechanics.

The Volnus Prime uniquely has a follow-through of 0.6 compared to 0.4 unlike other hammers. However, it appears that equipping a stance mod removes that unique follow-through and brings it back down to 0.4. Normally I'd prefer to skip range because of how bad follow-through is on hammers and also the stance multipliers from [Crushing Ruin] build combo fairly quickly. If you still want range I'd suggest replacing [Gladiator Might] with [Primed Reach].

Melee Duplicate is fantastic as it helps build combo faster. Unfortunately it is a rare drop from Netracells. Since most end-game content is best approached with Shield Gating and Melee Retaliation more accessible that is a perfectly suitable alternative.

Slash Proc Damage Calculations:

  • Please note that for the base damage below I'm counting 3 status instances for [Condition Overload] which gives an additive 2.4 base damage increase. Technically your slash proc damage will be higher in game but for these calculations I'm only considering the main element Slash, secondary Puncture, and the forced Impact procs from [Crushing Ruin]. I feel like doing it this way will provide the most consistent baseline performance for the weapon instead of just the high end.
  • Forced Knockdown procs from stance are not included since Eximus and Thrax units can't be knocked down with Overguard. I will include damage calcs with Knockdown procs at the end of this analysis (TO BE ADDED).

Modded Damage : ((250) × (1 + 2.4) × (1.55)) = 1317.5
Tick Damage : ((0.35) × (1317.5) × (1.55)) = 714.74375

So on we are procing 714.7 slash damage ticks per second before critical multipliers. To keep things simple these calculations don't include stance modifiers but should still give a good idea of the weapon's general performance.

Yellow Crit Tick Damage: (714.74375 x 4.5) = 3216.346875
Orange Crit Tick Damage: (714.74375 x 8) = 5717.95

Average Slash Tick = ((3216.346875 x 0.699) + (5717.95 x 0.301)) = 3969.32941562

[Carnis Mandible] brings our slash weighting from 46% to 61.8% and also gets us to 204% status chance alongside Weeping Wounds. Our attack speed modifier is 1.86 and as previously mentioned, this does not include attack speed modifiers or multi-hit animations from stances. This is all paper DPS.

Slash Procs Per Hit: ((2.04) x (0.618)) = 1.26
Slash Procs Per Second: ((1.26) x (1.86)) = 2.34

Average Slash Damage via Ticks Per Second: ((3969.32941562) x (2.34)) = 9,288.2308325508