Extra Nerdy Math Stuff for those that really want to know: Fire Skill Power +81.2% adds directly to the 20% already available from the reactor (i.e. this bonus is additive to any bonuses you already have). This is how you end up with the 1.012x that you see in the info screen. This translates to 101.2% skill power boost for Fire Skills This 101.2% is multiplied together with all other boosters. As an example: Base skill power 16,414 is multiplied by 8.1% raw skill power from Spear & Shield, then the 101.2% from Fire Skill Power and then finally the 20% from the Tech Skill Power boost. The end result in excel looks something like this: 16,414*108.1%*201.2%*120% This then results in an estimate of the final skill power number, your goal is to make the final skill power number as big as possible with the multipliers on the info screen. That's how the testing works (if you want to figure the math behind the numbers for in-depth calculations)
Haven't seen a more helpful content creator on this game than you. You're also paying attention to your stream chat very often. You have my respect, cheers bro
Thanks :) I want to do my best for my audience as a professional youtuber who doesn't buy his views ;). Thanks for the support my guy, I really appreciate it!
@@TheLukkystrike I'm glad you do. As an official content creator. I want to properly represent this game and help the players. It's my professional role after all
YES I MADE IT TO TODAYS CLASS!!! I'm ready for some serious education! Love to see Lepic being the one shown off ass he's my favorite and i'm still tinkering with my build!!
I've seen like 3 of your videos and I gotta be real honest... I like them, good format, dont waste much time, explanations and numbers to back... great job. Subbed.
Definitely my new favourite and Go 2 TFD content creator thank you so much for these videos, I’ve been able to make way better builds rather than relying on endgame builds RU-vidrs put out and I barely have the resources to replicate them, the game feels much funner now thanks to you🤝🏾🙌🏾👊🏾
From a calculator I found it appears that if you add 1 to your plain skill power, elemental skill power and skill-type power, you can multiply those 3 together and whichever one comes out on top will be the biggest multiplier for your skill power modifier. For instance, without any added mods except your reactor (I'm using the one you have in the video with an increased 0.074 fire boost ratio, note if you didn't have this in reactor, fire specialist would actually be better than fire master), your fire-tech reactor will have a multiplier of (1.2 fire + 0.074 reactor bonus)*(1.2 tech)*(1 plain skill power) = 1.5288. But if you add fire specialist it will become (1.274+0.812)*(1.2)*(1) = 2.5032. Fire master however will have a multiplier of (1.274+0.19)*(1.2)*(1+0.444) = **2.5368192**
Fire Synctium will definitely push the multipliers slightly higher, but the issue is that it is less useful due to taking up a mod slot and improving the 'base'. Base improvement is great but usually you want your base to be good enough and then move on to using the remaining slots for critting. Love the math though, and you are indeed correct. I was always using Synctiums until the point where I had to focus on the crits to really reach the higher heights.
@@RealAsianRobot Yea you are right, however I delved a bit deeper and it seems like there is one niche use for the Synctium mods which is when using tech master as this will also stack with tech specialist for even more skill type "modifier", tech master will also give you plain skill power however so you get way more benefit from Synctium. Generally you will only want to use this in setups that have incredibly low base skill modifier. As for the elemental master mods, you'll get about as much benifit from sword and shield than Synctium, although I think Synctium will win out given there is a bunch of situational plain skill increases like dangerous ambush.
@w1mark275 rather than the tech master. I realized it works better if I roll skill simplification and then the element master (I.e. for Valby). This theoretically gives the best bang for buck. Plus it covers more skill sub types so I can freely switch, but you are definitely correct about the potential niche use of the synctium. The need for crit as a multiplier to reach the truly high numbers unfortunately locks out many potentially stacked base compositions
@@RealAsianRobot Ah yea, skill simplification is likely quite a useful mod to have as it'll save tons of kuiper/gold in the long run, the mp penality hurts quite a lot though but it can be made up due to the fact that most low-damage skills are DoTs which you can increase their duration.
@@w1mark275 Yeah at first the MP Penalty bothered me, but I went for a Sensor that has Max Mp (Gold Roll) and In Combat Mp Regen (above 0.25). This resolved 90% of my issues so I started using Skill SImplification for all DoT styles, since it is not affected by type (i.e. Dimension, Tech, etc.) and the Max MP penalty is not a big bother. Plus like you said, Duration is a huge factor so that getting a nice boost is helpful as well!
Thanks Robot I haven't seen nobody break it down like this spread sheet and all as a Valby main this help me out alot YOU GAIN A NEW SUBSCRIBER...Keep up the great work....I Appreciate it!
after throwing the grenade u can just, windows + shift + s. it will not only freeze the screen( for exemple when the numbers show up) but u can also take a cropped screenshot of those numbers, speeding this research/testing process much faster :)
Yes, but I like consistent confirmation and I prefer to prove it to the audience as well with a few repeats. Otherwise I'd just slideshow the screenshots haha, but thank you for the suggestion 😁👍
Thank you very much for your unwavering dedication! I am certain that your followers will grow exponentially as a result! Is there any particular setup for ability-spam Ajax? Just starting out and loving the cannonball/in your face tank playstyle 😆
Haha, sorry, I don't have experience with Ajax right now, focusing on other Desendants. I will be able to comment in future, but I'm legit going 1 at a time :P. Right now, it's Ultimate Valby (just finished Ultimate Bunny)
I like this. My only suggesetion is to pick one descendent and do all testing with the one. This would give you a control so there is less chance of variance in testing. Otherwise great stuff.
Iron Defense is for DoT characters. Spear and Shield is for direct damage characters. This is a well known principle, hence it would be a highly ineffective test to do both on a direct damage character. I hope this clarifies things.
Thank you for doing this. Super helpful information. I have a request. Reactors? Can you figure out why sometimes the stats on top are red but my skill powers are all green and vice-versa? How is it calculated? Why is it so inconsistent between builds and classes? Why do weaker reactors give me higher skill damage sometimes?
All of your reactors have a special requirement that you must satisfy to get a bonus 40 or 60% skill power. For instance, for rare reactors you may need to have a scout rifle equipped on your character or you will get 100% skill power instead of 140%. For ultimate reactors however, not only does the weapon equipped, you must be currently HOLDING the weapon, for instance, one reactor might require to have a thunder cage "mounted", this means you must be holding a thunder cage for 160% skill power, otherwise you will only have 100% skill power. Generally this means rare reactors are somewhat weaker but are more versatile as you can use any of your 3 weapons to get a 40% bonus to your skill power whereas an ultimate reactor will only give you a 60% bonus when holding your ultimate weapon. To actually figure out how much damage your skills are being powered up by your reactor, you have to check the element and skill type of your reactor. Generally all of your skills will be the same element, however they can vary in skill type. The 4 differnt skill types are singular, fusion, tech and dimension, usually half of your skills will be of one skill type, but the other half will be of another (make sure to check your passive as they can have an element and skill type too) so you will have to choose which half of skills you want to be boosted by your reactor. (Its often is a choice between boosting your ultimate or your base skills) Make sure to also look at the sub-stats of your reactors too, these are random rolls your reactor can have and they can contribute to your element and skill type damage.
Slightly incorrect. SP is better when your modifier is 160% and above. Before this, SP MODIFIER is better. After 160% there is diminishing returns for SPM, therefore SP is better
The specialist in terms of burst. The master in terms of cooldown = dps over time. Depends on x modifier. If high, go specialist. If lower, or high cooldowns, go masters
Now this testing is pissing me off. Not you, the game. I've been testing esiemo and using fire master and fire specialist. Specialist always comes out higher. This game is just making me mad at this point 😅
hmm what about Singular? I'm in the process of putting together a Viessa DoT Build using the Hypothermia Mod., the mod makes all abilities Swap from Tech to Singular but when looking for mods in info there are 3, Focus on Singular, Singular Specialist that are (Attack) based Mods and Singular Master which is a (Battle) Mod. So the Real Question is Would the Hypo Viessa Build Benefit better from Chill Master or Singular Master? love the videos Bro keep at it., Hope to possibly see one on this topic
You have to use the modifier that matches the skills you are using. And a Hypo Viessa Build would benefit from Skill Power modifier, rather than Skill Power. Make sure you know the diff between the two, I have a vid with exactly that info ;)
The higher # you throw the more you melt though. I personally would say skip the cooldown and melt with him. Depends though. If there's 2 lepics, definitely go melt mode. If your w rando ajax and yujins, yea might want more cooldown 😅
this is really helpful, i was wondering what about the specific skill type mode increases like dimension or tech would these perform better or the attribute ones generally are better? for example for valby run you only care about the dimension skill power
Hmm...dont know my current Sharen setup, but i think i have 3 mods (mix of electric and fusion)+s&s, and a regular 700k non crit and 1.2m crit with her claws.
Excellent vid. Now can we use this to break down the best common scout riffle "sonic co-op" and its dmg using maxed fire rate. I can now max out key components 1st. Thanx. Great 👍 👌 these vids help separate nubes.... from focused dudes.... just joking.
Hey Robot, any thoughts on "skill simplicification" module. Yes it has the severe negative mp cost hit, but just wanted your thoughts. And yes this would go with the battle mod and perhaps that was your focus for this testing. Love your content.
Skill Simplification is realistically only for DoT characters to push their DoT to the limit. If you're running that type of character than I would absolutely recommend using it. I already do on Valby
Okay i will remember that for Valby. I currently use it with Ult bunny and perhaps i got excited with the skill power going way up on her lightning emission skill. I certainly watched your Ult build video and i was just testing something different. Keep up the great work.@@RealAsianRobot
Feel like they need to increase the skill power/modifier for the non "focus on" mods since the dmg difference doesn't seem worth it compared to the cooldown? Maybe I'm wrong and a meta slave.
The cooldown reduction is very character dependant to be perfectly honest. If your character does not rely on it, then there is no point in having it. For characters that 100% rely on it, then the sacrificed power is worth it for another 'burst' For example: I have upcoming builds where you will actually see me make my cooldowns longer so I can squeeze in extra power because the time between my bursts is long enough 😏.
valby was my first descendant and her skills are kind of weird her waterway has a high multi on her dots but her plop plop/bubble bullet has a low multi so this Id vs s & s needs more testing for her. imo S&s is better on her by .02 precents. during my testing all of my dot skills added up to 53570 with spear and shield while all of my dots added up to 52030 with ID. not to mention waterway is just a better skill when it comes to spreading water imo.
It depends on skill power modifier my guy. I have a vid showing the diff between the two. Valby if you raise her SPM is much better. That's why everyone uses ID. Until you get her SPM to 160%, you don't want to use Spear and Shield. Returns are less unfortunately
@@RealAsianRobot I don't have max rank anything currently so I will continue testing. I did see your other video talking about the different between multi and base.
@@ryguy5254 I can agree to that analogy. what I have noticed as you slot your mods in the list will appear on the left side. so I noticed if I have it in an unorganized math equation. I was getting diminishing returns. but if I sloted them in organization math equation the numbers would change. maybe I am wrong. that is just what I do now. keep it up!! the content is good!!
My fav character is Jeyber. Can you do a video for him. I Know he isn't the meta for dps. I was at 2700 dmg to now my turrets can do 23k, to 50k now. Crit do 90k
So skill power vs skill power modifier on valby her dot from her 1st ability scales better off the modifier while her 3rd ability scales better on pure power
Maximize skill is a bit different ad it is generally used in niche builds and comes with a severe negative consequence (much longer cooldowns). It is used only in very specific builds, hence why it was omitted from the results
Awesome info! Though I did have a question, I'll put the reasoning for the question below. Is there a reason why for the DOTs test you didn't use the subtype master mods? Such as Dimension/Singular/Fusion/Tech Master? They are still battle mods, increase skill power, and increase skill power modifier for their specific category. For DOT skills, most of them suffer from being sub 100% multipliers, so wouldn't they be clear winners for DOT builds? I'm only asking because your second set up with Iron Defense was for the DOT skills, and it seems odd not to look at the master skills that are basically built for DOT's when looking at the best set up for DOT builds. ID shifted the numbers a lot with a lower bonus than any of the subtype master mods would do because of the modifier boost built in.
The sub type do not increase skill power. Focus on Tech, Dimension, etc. Boosts the skill power MODIFIER which has a huge impact on DoTs and their effects are relatively straightforward (I.e. biggest number is best) 😁👍. It was already discussed in my vid about skill power vs skill power modifier. However if you want a more in-depth test I can do a separate vid on that in future. Where we hold skill power static and focus on what is the best way to increase the modifier
@@RealAsianRobot Oh, I see in the first line of the reply the communication issue, I should have been more clear. It seems you looked at the 'focus' category/series of mods, not the 'master' category/series of mods. Focus DOES only increase modifier, but Master boosts 'skill power' AND something else. The Elemental ones boost skill power and element power where as the subtype masters give skill power and subtype power modifier. The information on the subtype master mods say it increases Skill power by 49.60% (raw skill power) and increases skill modifier by 25.50% (skill modifier). So unless the game has wrong information on all 4 subtype master mods, which I wouldn't say is impossible due to translation error, I think they do increase skill power AND skill power modifier. I was looking specifically at Dimension master for my Blair build at the time, so I'm not 100% the others work this way, but from a quick skim on each of them they all appear to do so. Again, not trying to start something, just understand the why here, as if your using Iron Defense for a minor skill modifier boost for the DOT character portion of the info in the video, I think looking at Fusion master for Bubble Bullet and Laundry Bomb, or Dimension Master for Plop Plop and Clean Up would make more sense for DOT based characters. Valby suffers from subtype splitting more than Blair and Freyna, who have most if not all of their damage coming out of skills with the same subtype. Only bringing it up as this video is solid on showing the basics and helping someone become more informed on how to build their character so I just wanted to make sure it was thought of, and added to the testing here if possible to prevent players from thinking they don't have the option of the Subtype Master mods when they do straddle both worlds on raising skill power and modifier so that you get more bang for your buck on the DOT character crowd. Thanks for your reply!
@@arunasoul1075 Ah I see, yeah, the problem with the Master series for the sub-type (Tech, Dimension etc.) is that it only boosts that sub type and locks out the other skill power type skills (Tech Master, if I'm not wrong, will lock out Non-Attribute Master). So for this reason, they are not used. You can stack Tech Master and Tech Specialist together, which some have considered ideal. But for Valby and other DoTs, I tend to use Skill Simplification & the elemental master instead for best bang :) This should be closer to what you're looking for
@@RealAsianRobot Thanks man. I was curious on what your set up was for the other DOT characters as well. Skill Simplification was definitely on my list, but I'll look into it a bit deeper. Thanks for the feedback!
did you overlooked Technician module ? if you hover the grenade the stock burst damage is "skill power x 585.4%", having this module will bump this output to "skill power x 636.2%'.
Yeah, my apologies, but that kind of stuff is only if you want to go really in-depth and all things considered, that's more than what most people need. I'll see if I can post a summary
If the % after the x i.e skill power x 59%, is lower than 100% then you need both. If the % is over 200 then power is more useful than modifier. Modifier tends to be more necessary for DOT effects than the burst damage part
at the part where he said let me find a character that uses iron defense, how do you determine which characters should use spear and shield vs iron defense?
I highly recommend checking out this vid to learn more: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-o9Gfyj9EUmU.htmlsi=O4okIxbS4NvOvRN6 But as a rule of thumb. If a character uses DoT, they will most likely choose Iron Defense (Skill Power Modifier). If they use more direct damage, then they will most likely choose Spear & Shield
Quick rule of thumb: fire/chill/electric/toxic specalist: +81.2% elemental skill power (benefits significantly from spear and shield's 8.1% plain skill modifier) fire/chill/electric/toxic specalist: +19% elemental skill power + 44.4% plain skill power (benifits slightly more from syncytium's 10.2% elemental skill power than sword and shield) singular/tech/fusion/dimension master: +25.5% skill-type Power MODIFIER +49.6% plain skill power (benefits way more from syncytium mods than sword and shield) (These can stack with singular/tech/fusion/dimension specialist!!!) singular/tech/fusion/dimension specialist can stack with any of the 3 previous mods but only offer skill-type Power modifier, these mods can be dramatically more useful than the previous 3 mods in skills that have very low base skill damage modifier. (shown in the description of the character's skills). Iron defense will likely only be useful after you have considered equipping the first 2 category of mods I just listed. (whereas you may want to consider spear and shield or syncytium if your skill already has a high skill power modifier)
there aren't really that many mods in the game it just looks like it that there are a lot of them there is a duplicate for each ammo type which makes it seem like there are a lot of them
what i would do different is do it with out a reactor , those are to much variable cause you can get a really good reactor or a really boo boo one and depending on those stats will change it all
Not really lol, the stats of the reactor will affect the modules the same whether you have a good reactor or a bad one. Therefore which module comes out ahead is still the same
@@RealAsianRobot i mean id think it would like i got one reactor i use for lepic with a ultimate fire boost ratio 0.085x and a 0.096x tech boost ratio id assume that would affect the mods much more than one that has like more damage to X enemy and skill effect range
@xxpapercutzxx6653 It will to an extent but because those bonus are additive with your mods. You just end up with a bit more overall power and specialist still wins out more or less haha. As it's making the increase of Spear and Shield bigger. So it definitely affects your damage but not the choice of module
He doesn't need skill power modifier. I have a vid explaining Skill Power vs Skill Power Modifier 😁👍. I highly recommend checking it out so you know which characters use which ones
Once you get to hard mode, you will want to maximize. Blue mods may be cheaper but I always go for whatever maximizes my damage. Anything less just won't cut it usually haha.
really wish u would have used fire syncytium to see if anything changes since it’s the only other mod that adds some type of skill power that doesn’t take up a battle or attack slot
@@RealAsianRobot I know that and video is good now I know what I want to add in bunny build, I just added S&S WITH ELECTRIC SPECIALIST, SINGULAR SPECIALIST AND ELECTRIC SYNCYTIUM. is this good? Pls tell me about this, it will help me lot
Skins are fully shared between ultimates and normals. Normals cannot wear ultimate skins, but my ultimate bunny has every skin I bought for my normal bunny.
@@Larzpr No. It has the 8.1% increase from the base level. I would still recommend upgrading it for the extra defense. It might not give you a whole lot, but if it can reduce the amount of hits you take to go down by even 1 hit. You will do FAR better than unranked. But if you're needing the extra bump, until you can catalyst/forma the Descendant to have the mod capacity to rank it up.
He can, but it's useless for him and won't boost his damage as much as Spear and Shield. To learn more, I suggest checking this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-o9Gfyj9EUmU.htmlsi=O4okIxbS4NvOvRN6 Skill power vs Skill Power Modifier, is extremely important.
am i totally missing something? i have all my mods off … i dont see those numbers… i take all my mods off and only put the, for instance, non attribute master on and it hits for 4567. If i go to my fully modded for skill crit hit skill crit damage skill power etc it of course stays the same.
Guys I have a question. I just got Ultimate Lepic and after watching this video I switched from Iron Defense to Spear and Shield. And I am going to run Fire Specialist. My question is does Technician play a role in boosting skill power? Or is this a mod that I can do without? I don't know if it contributes or is related to what was discussed. It wasn't mentioned in this video. Can anyone shed some light?
You should check out my vid on Skill Power vs Skill Power Modifier. Lepic does not need Technician, but the vid you're seeking is a different one. Check that out to understand and learn more :)
@RealAsianRobot OH wow. I'll definitely check out the vid. About to search for it now. I wish there was a vid specifically on what benefits Lepic and other characters and what isn't needed. In Lepic's case can you tell me why he doesn't need Technician and what I could use instead that's more beneficial? I already have Spear and Shield equipped along with Fire Specialist.
@RealAsianRobot OH don't rush sir. I want you to make this your best video yet...lol. I'm waiting for the update so that we can do different build settings. Right now I'm working on a mob build that's not focused around Overkill for running missions. After I'm done with this build I'll do a skill build for Collosi. I saw that we are supposed to be able to do different loadouts, being able to assign mod slots without effecting other loadout settings soon.
Synctium is added separately, but it depends whether your build has space. It can be added together with all other increases, but again, it's a niche pick. Maximize skill is a niche pick that is only chosen when cooldowns don't matter at all. So this one is a slightly different situation. It's mostly used to tricking out a very specific build.