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Catchmoon

Microwave Scalp Tickler v.2 (use this one)

by last updated a month ago

70

Secondary: Fires a wide-radius plasma energy projectile with a very short half-life. Primary: Automatic trigger, faster fire rate and smaller projectiles.

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2 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ACCURACY
5.9
CRITICAL CHANCE
0%
CRITICAL MULTIPLIER
-
FIRE RATE
1.00
MAGAZINE
1 / 70
NOISE
ALARMING
RELOAD
3.0
RIVEN DISPOSITION
0.60
STATUS CHANCE
0%
TRIGGER
SEMI
DAMAGE
 IMPACT
89.0
🔥 HEAT
167.0
TOTAL Damage
256.0
AVERAGE HIT
256.0
BURST DPS
256.0
SUSTAINED DPS
64.0

GRIP

LOADER

Guide
2 Comments
Catchmoon builds
Builds by stardustbunn

Microwave Scalp Tickler v.2 (use this one)

This is a second version of the Microwave Head Tickler, which can be found here: https://overframe.gg/build/644291/catchmoon/microwave-scalp-tickler-v1/

This is an idea that I'm playing with for a possible build that uses radiation as a damage type, and bot the gun and the frame benefit from the use of radiation damage. The first version of this gun offers less damage, but a higher status chance which I hope would help ensure impact procs for [Hemorrhage], and radiation stacks. This second version has lower status chance, lower damage per hit, but higher, " sustained damage."

We can replace [Primed Convulsion] with [Accelerated Isotope], and [Saxum Spittle] with [Lethal Torrent]. This brings us up to a 2.33 rate of fire, with 2.7 multi shot, and higher radiation damage. The higher rate of fire is still below the 2.5 that [Hemorrhage] asks for, so we'll still get 2 x 35% chance for slash procs. It also gains heat as a possible third or fourth status, which offers some CC, reduces armor, and works well with [Galvanized Shot]'s +40% Direct Damage per Status Type effecting the target. While the status chance is lower, it could be possible that the multishot, and increased rate of fire, make up for that. More hits, at a faster rate = a pseudo increase, as opposed to a statistical increase.

It's worth pointing out that added fire rate, and multi shot do not increase damage in the way that mods like [Hornet Strike] would. Let's say that you're down to your last round in your magazine. You can only get one shot off. In this case, fire rate isn't helpful. Lets then say you panic, and miss, so that only one of your projectiles hits. You have done less damage for this single hit, than you would have done with [Hornet Strike] slotted in. Mods that provide an increase to damage or status chance, increase the amount of damage, or status chance per hit. Where as fire rate, and multishot mods don't do anything to benefit individual hits, but they offer more hits in a shorter period of time. This is worth keeping in mind, because damage numbers can be a bit skewed when looking at the difference between damage on paper, vs. damage during game play. That being said, it's this option out of the two for Microwave Scalp Tickler, that I would choose. The "more hits in a shorter period of time" benefits what I need it for, rather than a stronger individual hit.

It's also cheaper and more accessible for some players to build, rather than having to acquire, then max out three primed mods. If you do not have access to primed or galvanized mods, then replace them with their standard versions. They should work just fine for you until you can replace them with what you see here. Alternately, you can look up videos that suggest ways of earning platinum (that don't involve the cash shop) if you prefer to get the better versions of these mods sooner. The Warframe Wiki Discord, has a room where you could request to trade with others. To join, just go to the Warframe Official Wiki, and on the front page there is a link to the Discord. You can also try looking on https://warframe.market/, and https://nexushub.co/warframe to get an idea of what people are asking for in exchange.

This gun is intended to be used with my Wisp, and my Mirage, of which, my Mirage can be found here: https://overframe.gg/build/642700/mirage-prime/total-malevolence-mirage-adaptation-long-guide/