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Revision Log:
v 1.X.X >> Build identity changes and complete build overhaul
v X.1.X >> Central idea stays; only mod order changes or major guide rework
v X.X.1 >> No change in setup; minor guide edits only
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[Falcor] is currently bugged to have infinite body punch through on fully charged throws that is not disabled by Volatile mods, leading to considerably LESS bounces / explosions than expected. On a fully charged throw, the [Glaive] will pass through enemies without bouncing or exploding, resulting in a huge dps loss.
This issue seemingly fixes itself if a charged throw is allowed to bounce off the floor or walls before it contacts an enemy, and it will then continue to bounce / explode as normal
Until this major issue gets fixed we have 2 options, either bounce charged [Falcor] off of floors or walls, allowing it to continue as normal (inconsistent cuz [Falcor] wants to magnet towards enemies)
Our other option for [Volatile Rebound] is to use the [Falcor] for its uncharged throw, which functions normal with volatile mods cuz it doesnt have bugged punch through. (This option with uncharged throws is more consistent, but we lose forced electric via uncharged.)
Pick your poison
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Why do we use?
Volatile Rebound -- Bouncing explosions for spreading electric / influence and activating Kai.
G Steel -- Necessary to reach close to 100% chance at 12x uncharged, also gives significant crit damage
G Elementalist -- Like G Steel, because we are using [Falcor] for uncharged throws, we do not care about wind up speed, in fact, we actually want LESS wind up speed cuz we dont want to accidentally full charge. This is the same reason for why we dont use Tennokai
PPP -- Necessary base damage
Default x12 combo mods for scaling
Smite -- For double dipping electric and triple dipping influence, must slot if able.
- Optional, tradable for preference crit or Power Throw
Shocking Touch -- [Falcor] both forces electric and applies status electric, so electric mods are super strong here.
Optional Primed Fever Strike? -- Charged Throw Direct Hits force electric / apply status electric; Modded PFS creates corrosive with a single mod spread by direct / AoE for partial stripping for armor bypassing forced electric dots, both spread by influence.
Influence -- For AoE nuking with electric which is multiplied by modded electric and triple dipped from Smite
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What the Hell is 'Double Dipping'?
People often use 'dipping' out of context and wrong, so i will explain. Dipping refers to when a specific value or multiplier appears in multiple damage formulas during the final damage calculation.
When it IS double dipping -- One value is applied to multiple formulas, say (1x) Our Smite multiplier appears once in base damage formula, (2x) a second time in status DoT formula, and in our case, (x3) Smite appears a third time in the formula for Melee Influence. Our Smite mod has been therefore 'triple dipped'.
When it is NOT dipping – One value is applied to a single formula multiple times, this is when a value is squared, not double dipped. For example, and to stay with the topic, some people like to say that electric is able to double dip from enemy part multipliers and triple dip from faction bonuses, but this is not how that works. When electric counts part multipliers a second time, it is doing so in the same damage formula, so electric is squaring the bonus, not double dipping it. So in such case we would say that electric is squaring (applying twice) a headshot bonus and double dipping a faction mod.
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A guide to different glaives and their explosion ranges, all compared in a top down 2d perspective
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