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Velox Prime

F̶u̶c̶k Prime that one guy in particular

by last updated 3 months ago

1330

This sidearm’s circular design evokes Protea Prime’s perception of time.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ACCURACY
25.0
CRITICAL CHANCE
14%
CRITICAL DAMAGE
2.0x
FIRE RATE
17.00
MAGAZINE
70 / 520
NOISE
ALARMING
RELOAD
2.6
RIVEN DISPOSITION
0.80
STATUS CHANCE
32%
TRIGGER
AUTO
DAMAGE
 IMPACT
6.5
 PUNCTURE
7.6
 SLASH
13.0
TOTAL Damage
27.0
AVERAGE HIT
30.8
BURST DPS
523.3
SUSTAINED DPS
320.7
Guide
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Velox Prime builds
Builds by eazybreezy

F̶u̶c̶k Prime that one guy in particular

fuck prime this one guy in particular
use in tandem with contagion zaw, useful against thrax for example.

Viral Heat - Good to partial strip and provide the most consistent damage buff in viral. If you have viral already (companion and such), swap for corrosive heat.
Corro Cold? Good for demolishers, as you slow down their movement with cold, buff crit damage, and armor strip. This however locks you out of using viral or heat on this weapon (which can cause melees, primaries and companions to give overguard through secondary fortifier with heat inherit.)
wacky you can use merciless for reload speed cuz holy crap this gun needs it. (unless you alr have a synth mod on companion or smt where it reloads while holstered.)

Calculations for best weighting and priming

Using geometric distribution, we will find the guaranteed number of procs needed to proc impact. We're measuring impact because it is our least weighted status, meaning that if we proc impact, we're likely to have procced the other statuses.

LOWER RANKED MODS FOR WEIGHTING

Weapon has a modded damage per shot of 71. This makes our impact weighting 5.5/71 or 0.0775. The expected count is 12.9 shots (pre status chance), with impact being guaranteed (>95% chance) at 37 shots. When accounting for status chance, that 37 goes to 52.86 shots. When accounting for multishot (both pre and post conj voltage), gameplay wise, we require 19.58 or 13.55 shots based on conj voltage stacks. This corresponds to 0.411 and 0.285 firing times.

MAX RANKED MODS FOR STATUS CHANCE AND FIRERATE

Impact weighting is 0.06. Expected count is 16.67 shots. Guaranteed is 48 shots. When accounting status chance, need 53.57 shots for guaranteed impact. When accounting for mult shot (w/out and w conj [Volt]), you need 19.8 or 13.7 physical shots. with a higher firerate, we need to hold firing for 0.40s or 0.2786s. Thus there is really no difference between lowering mod rank for IPS weighting or not.

[Sure Shot] > [Accelerated Isotope]

Impact weighting is 0.07. Expected count is 14 shots. Guaranteed is 42 shots. Status chance, need 35.5 shots. When accounting for mult shot, need 13.2 shots w/out CV, 9.1 w/ CV. Slower firerate, 0.31s w/out CV, 0.21s w/ CV.