If anyone finds errors in the math please let me know.!! The 1.061 damage modifier from sharen was due to the reactors bonus skill mod. I thought it would be calculated in the stats but I guess it isn't. Math's right though
great vid, how does defense work? ie how much do i need to get the greatest res to an enemy at a certain level? also is it just me or does the game not update certain numbers when you equip mods for power/duration/ ect?
well on your vidio about wepon dps i saw you gave us a google doc with a formula so naturaly im not gona use the formula rather im gona implement the formula into a program to do the math for me instead thank you sir much appreciated, but i saw you did not include the crit formula with it so im going to try to simulate it offof the black board
Thabks for breaking this all down. We need a crunchier math based analysis to raise the overall community's knowlage instead if the million S tier builds with "this feels so strong"
110%. "I say it so it's so" is how 99% of gaming channels are, and 99% of players take those words as if they are true. Data based gaming, if one cares about having a good character, which is indicative if you are rating something, is second to none.
same, everyone is saying to just max blue modules since they give straight up bonuses compared to purples that have 1-4% less but either has another positive or a negative.
@@Antonin1738It’s true in a lot of cases. Two purples that were perfectly aligned and gave bonuses to the same two stats are probably less than two blues for those individual stats? And I’m not sure if that exists, honestly.. Anyways, point is, purples are additional to blues to further your build, if the blue exists. I don’t believe there is a blue skill power, only modifier. Once you get to that point, you’re refining your stats and build to a finalized form, while blues are just good for most things.
@@Bustaperizmbro should make his videos 10 he deserves the watch time though I respect the no nonsense straight to the point attitude. He is the hero we need but do not deserve.
For the reactors you only need to have the weapon equipped for the gold ones. The purple ones just need a weapon type in your loadout. Which makes both types worth considering. You lose 20%, but that is better than losing 40% more when you switch weapon.
@@eula8139as the person you replied to just said, that's only for gold reactors. Purple reactors just need it to be one of the three in your load out.
I like the vespers special operation neutralize void experiment in timberfall. It functions as a Kuiper and Gold farm, the spawns are close, easy to control if you have an aoe character like bunny. I went 14 rounds and walked away with 300k gold and plenty of Kuiper.
I think this is a definite upgrade over the first video. Comparitively more data presented here, and neatly organised in an understandable method. I mean, math still sucks, but it makes general modding easier.
Thanks for breaking down the math for us. Always appreciate getting the equations instead of a build. If you like the math of games than Path of exile 2 might be a good one to look into. The first game was insane for building and there is a ton of math to wade through
Great video! Thank you for this! Your explanation was super helpful. I think A good way to help make it easier to understand would be adding before and after images side by side while speaking about a certain module or additional affixes changing a certain modifier, and possibly related tests to show the changed numbers in real time. Easy to say I know haha! Just a thought. Again great vid and thanks!
The way that Skill Power Modifier works is something that I think a lot of folks are misunderstanding (including the fact that it's a different bonus than +Skill Power). I'm glad you gave it its own section in the video haha.
This is so helpful. It would be amazing to have one spreadsheet that you could input the modules and it calculates the skill damage. (I guess same as firearm dps and defense too!)
All this math videos reminds me of the one time i found the keching mains calculations from genshin impact, it was like a 60 page long eassay with very complex math and i couldn't understand a thing. Thanks for managing to explain this game's math in such an understanding way
I think everyone would love if you would do that on excel instead, and afterwards publish it on google docs, so people can download and add their own numbers and play around with it. Also for understanding and reading, I think excel is better than any handwriting. Hope your channel grows! Love this kind of content
I thought the information was delivered well the first time, but this is also quite clear, so still great as far as I'm concerned. I'm really waiting for the defense video. So nice of the game to tell me that my defense can mitigate up to 80% damage but not tell me what % of mitigation my current amount of defense gives anywhere that I can find. Very clear Nexon, thanks (or maybe I'm just blind we'll see).
The tooltip actually states that your defense can only be REDUCED by a maximum of 80% by effects, unless it's poorly translated it doesn't talk about a DEF cap at all :)
Unlike Legendary reactors, Rare reactors only require to have correct weapon type equipped to get their 40% boost. IMO that shoud be changed ASAP - just having equipped the correct legendary weapon is a requirement enough, while not only having equipped but also holding the correct weapon is an overkill...
Thanks for this. You got a sub and this changes how I plan to build my Viessa. I was stacking skill power modifier while ignoring the multiplicative skills..
Love the math breakdowns to mechanics. I like the phonk sound and it gives your channel a different vibe then other guide channels I've seen that seem to all use some Lo-Fi sound.
What I would have loved to have seen is more example mods and what would be a recommended setup for this, as it helps with breakdowns of the numbers. But honestly, you have been the best channel for optimizing builds. I subbed after the first video I watched and am looking forward to seeing more.
i noticed in the lab that skills get snapshotted. so for example on bunny, i got a thunder cage weapon ultimate reactor and when i use my lightning aoe skill (lightning emission) with that weapon equipped and then switch to lets say a tamer, the damage stays the same, and vice versa. so for like bosses, i could use bunnys aoe skill with thunder cage equipped then switch to tamer while jumping around the bosses for even more damage. so im sure you can use the same logic for any descendant and skills etc, if all skills snapshot like that.
Nice man! You're the only one that actually explains how these work instead of just "S+ Tier build" with a Solo Boss clip whic is easy to do once you get the gear.
Thanks for this! Another way to just make this easy is just look at the before and after percentage numbers. For example, if you put a skill power modifier and it changes from 500% (grey/bnfore) to 1000% (green/after), then you know that you got a 100% boost, which is A LOT!. If it changes from like 500% to 550%, then you know the difference is small and not worth it. Swap out mod and try another, then relook at stats
Keep doing the math! These are great breakdowns that give actual information. I've had Warframe's excellent wiki to look at for so long it's strange playing another game and having none of this figured out yet lol
Top notch explanations. I would love if you added to these videos what the game is doing to generate numbers (more for firearm DPS) vs what is reality. Also production note, totally worth cleaning up the in frame area of your space, including the desk and floor reflections.
So basically, use "Skill Modifier" on lower percentage abilities (70% or 200%), which are often damage over time abilities like poisoning an enemy, and use "Skill Power" on abilities with high percentage values (800% or 5000%)
Thanks for the vid and reexplaining ma man, as for tips. making "on screen texts" representing what you are talking about helps with the confusion it might cause because it's hard to keep multiple details in mind at once. For example you can show the damage formula on screen and then highlight each part and have a small note to go with it which summarizes the point you are trying to get across so in case of confusion there is something to fall back to.
Yo!!! This made so much sense!!! Thanks. I come from warframe and this make sense to know what is all multiplicative with each other. I think this videos was much clearer than your last one. So we can put the right mods without diminishing returns.
Love the more methodical content. The numbers are definitely confusing overall and could use a dedicated video to explain how percentages and whatnot are applied. Seems they've also fixed/updated some things today.
I would love to see an spreadsheet doc that is made with each Mod Chip (maxed stats at minimum, or best having stats of each level as depending on your capacity, you might not want to max the chip....). Ideally, each chip would then be sorted into columns of their respective damage modifier pool type. Maybe add in color to chips if they belong to a specific type (thus can only equip one). This way you can further visually see if you wanted to use two chips but cannot as you would not be able to place two of the same color on a build.... This would really help in planning out the build and knowing which would be ideal for each character/skill. Please make something to this effect. It would be amazing.
you're doing God's work. One suggestion that could improve the quality of these videos: download one of the many screen drawing softwares so you can draw arrows or circle the line items you mention or so you can write out the formulas as you say them.
Would the equation work differently for something like gleys ultimate which uses her gun? Ive always been confused on that but i remember 1 of her mods looked like it could make a good build for her ult
Great video, small note tough. At some point you mention that stacking skill power from multiple sources is better than using one source, for example base skill power and primary element skill power (toxic, chill, etc). For certain module choices though, this does not hold. When choosing a 'Battle'-type module, your choices are typically between the common 'Specialist' modules (max 81.2% Element Skill Power), 'Focus on' modules (max 77% Element Skill Power) and 'Master' modules (max 44.4% Base Skill Power and 19% Element Skill Power). As the Master modules provide boosts to both sources, some people may believe this would be a better option. Doing the math reveals that both 'Focus on' and 'Specialist' modules outperform the Master modules.
Nice breakdown of info, thanks! As far as the music, keep it chill and don't play anything too abrasive/intense (an example of that is the last song played on this vid). IMO Lofi is great just keep it to instrumentals minus crazy synth sounds.
I love your content, cant wait until you do a review on Blair, i'm messing around with his "Truly Deadly Cuisine" mod which modifies his 4th to do nearly 7,000% skill power damage and have been able to hit 2.4m-4m crits with it depending on the faction of vulgus you face. was wondering if it would be worth adding more skill power modifier considering the modifier is already so high.
Bro. You're doing amazing with your videos. I have recommendations, feel free to use or ignore them: 1. good quality audio (read mic) is essential, yours is okish, get a GOXLR or Elgate Wave or Beacn, for more control over the sound and some more quality. 2. Camera. Get a better camera, doesn't need to be expensive, if you have an iPhone/Android phone with a good cam -> EPOC CAM + Elgato Cam Hub will give you very high quality camera to record with for your OBS. 3. That Blackboard, bro it's hard to read and it reflects your lights and room back at us, we can see your mess, find a better alternative or make a photo of the whiteboard and add it as a picture or something. There's some great apps for this stuff. Anyway, not meant as criticism, loving your content, just heard you ask for pointers at the end and wanted to tell you you're doing amazing and give some things to improve on!
I really appreciate your videos and all the math you put into them, but I do feel like it's hard to determine what your final conclusions are for some of them because of the way you present your info. I don't think the whiteboard really works well in video format and it feels like there's a lot of emphasis on the process and not as much on what the final result is. Would maybe be better to show actual typed text on the screen on spreadsheet or something. Also maybe a "Final thoughts & Conclusions" timestamp at the end of your videos could be beneficial. Just some constructive feedback because I really do appreciate your more analytical driven take on the game!
I might have missed it, but can you list out where the modifiers and multipliers are coming from? I see from the reactor: 0.2 electric boost 0.2 fusion boost and then you show the .081 Base Skill boost from spear and shield, but I'm missing where 0.772 more electric boost is coming from. Thanks for shedding some light on these numbers though!
That “hidden number” is in fact being a level 40 descendant! I noticed while putting all my catalysts in my ultimate bunny that my power would suddenly increase from 489,000 dps to 508,000 dps the moment I turned level 40 in the mission.
hi! could you make a bunny video where you try out all the skill power and modifiers and what not. Her AOE has multiple stages to it, theres the impact damage and there is also some kind of electrocution dmg happening in the inner circle. I been trying to theory craft how to build and what to build to get the highest damage possible but im lost. I think it would be very interesting if you could showcase if a raw skillpower build or whatever else is best in slot for her dmg out. She also has a ton of mods with skill power and modifiers and electric boost ratio, singular boost ratio and what not, its very overwhelming. Thank you so much!
First off: Thanks for breaking this down, kinda went over my head that they were all multiplicative with one another. One thing I noticed: I made a spreadsheet to caluclate Viessa damage and for some reason, all skills only deal approximately 92% of what I calculated (crit and non-crit alike), even though she's level 40. ETA: Okay, I guess Level 1s have resistances, the damage varies from 296k to 299k on her Q depending on which Vulgur I select. Calculation for non-crit says 322k.
Yes, from my math. Using his formula, i have to take into account the enemy def. The Slayer at lvl1 (legion of immortality) has 0.07 defence on my viessa(chill/fusion Q attack). Which is about the same number you get, about 92-93% of damage calculated
I think I read this elsewhere, but in the UI for the skills, The "Skill power" ratio that is shown does not include "Skill power Modifier" increases that are applied only to specific attributes like "tech" or "toxic", just the base skill power modifier. But apparently these are actually properly applied as expected in the damage calculations.
Mods that do a specific type of skill power modifier seem to be better than mods that do skill power modifier by itself, even though the former doesn't show up on the description of an ability. For example, on Jayber his turrets do more damage with dimension modifier than they do with technician of the same level, but technician shows up in the description and dimension power modifier does not.
Do sub attack mods have actual effects on your sub attack or are they just animations? I have shock punch on because i already invested into it but wondering if i should swap to a grapple mod.
Please, if you can, explain the difference between them all Skill power + - goes into base skill power [Element] Skill power + - goes into the element skill power ratio? [Element/Arche-type] Skill power ratio modifier - (from reactors, same as previously, goes into the element/arche-type skill power ratio?) Skill power Modifier - (adds onto individual skills [Skill power x (this number)] Arche-Type Skill power multiplier - added into the skill power ratio???? Or on individual skills of the arche type [skill power x (this number)]
hey boss, in your other video didnt you talk about base crits on some characters skills? Im having a hard time where you talked about bunnys lightning emission. I wanted to see if crit to skills might be worth using essentially.
At level 1 every descendants skills are also level 1 as you level up there are 4 times your skills increase in level from 1-40 in sharens case for her camo one of the increases is duration as the skill levels up which is probably where the 1.06 comes from as you said