Considering Gram is dealing overwhelmingly slash damage as base I thought Buzz Kill’s +120% slash damage would be a slam dunk on it, yet none of the popular builds use that mod.

Does this have something to do with how damage is calculated that I’m missing or are physical damage increase mods just always a bad idea?

  • Dystopia@dormi.zone
    link
    fedilink
    arrow-up
    4
    ·
    1 year ago

    If this is for a Heavy Attack build, you might find that weapons with forced slash procs on heavy attack feel a lot more consistent like Scythes/2-handed Nikanas. The other benefit of relying on forced slash procs is that you don’t need to worry about status chance/slash weighting. (not all heavy attacks have forced slash)

    If this is for a Quick Attack build, then you probably care about status chance and slash weighting because you will be hitting enemies multiple times, and not all stances/combos have a forced slash proc.

    Heavy blades only seem to have a forced slash on a ground finisher, but its slash weighting is high enough that you probably don’t need Jagged Edge anyways. (Carnis Mandible might be better for + status chance, or Weeping Wounds for 12x combo builds)

    The last reason is that +Slash mods only increase the upfront damage on the initial hit but do not effect the value of the slash ticks. I think the only mods that effect the tick damage are base damage mods like Pressure Point/Condition Overload, Crit Chance + Damage Mods, and Banes.