the downside here is that the Heat-multiplying effect of Accelerant is lost your weapon's damage (and at high levels her abilities aren't doing much damage themselves), but you still get the stun. Armor, this turns Ember into a surprisingly effective anti-Armor weapon buffer. Putting on both abilities essentially adds 300% damage to your Rubico, combining with the Electric to turn it all into Radiation damage. ![]() Įmber, 200ish% Strength, Flash Accelerant, Fireball Frenzy. Bring along a sniper and see what happens. It's much easier to see a difference by using weapons with a high damage per hit. ( For example, adding FF to a weapon modded with Magnetic won't remove Magnetic to combine with other elements, but straight Toxin will mix with FF to create Gas.) This doesn't appear to mix with elements native to the weapon. The added damage from the augment won't interact with combined element modded to a weapon, but it will combine with "solo" elements. Pumping Strength into a build might make these mods more useful.įireball's normal hold-to-cast "Big Fireball" functionality is replaced when you use the Augment. The extra damage on the newly-changed Augments seems to be affected by Power Strength. Whether that benefit is worth a Mod slot for raw damage purposes is up to you. These numbers are just from a single test and things like Crit and random proc chance can make these numbers inconsisent, but there does seem to be a trend in benefit. On an Ancienct Healer of the same level, the numbers were respectively (same order): 36, 27, 17, 12. With a Corpus Tech, they were: 90, 55, 29, 21. The effects are more pronounced on non-Armored targets, of course. Using both made a significant difference. Using both Fireball Frenzy and Flash Accelerant: 37 htk. The extra Heat damage (50%) and multiplying all the Heat damage worked a bit better. I believe OP is right here, in that the added Heat shifts the Status likelihood away from Corrosive and is a bad idea against high-Armored targets. Similar to OP's results, popping on the extra Heat damage made results worse in this case. This isn't perfect since the combo multiplier makes things easier to kill as hits increase, so keep in mind that the numbers aren't really expressing a linear effectiveness here. ![]() Rather than time-to-kill, I used hits-to-kill, since the combo counter makes the latter a lot easier to track. My Ember has 130% Strength, uses both Flash Accelerant and Fireball Frenzy, and the Basolks are a standard Heat/Corrosive build with 100% Status. For this experiment I went against a Level 150 Corr.Bombard. Some initial testing with my go-to melee build for Ember resulted in some interesting stuff. Maybe try it with a higher damage-per-hit weapon? I'll do some experimenting and come back to this thread. Ignis Wraith is a pretty low-damage weapon, so it might be hard to see much of a difference with damage-buffing features applied to it.
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