Found this one and its secondary counterpart… haven’t found something I want to use it on yet but it seems like it might be worth it. But being an odd mod I figured I’d post here, I’d like to hear what other Tenno think of it.
Seems super handy for the new Apex tank boss.
My bottom line damage on the baza prime is 121 points.
With this mod and a rank 0 primary crux in cyte-09’s hands, it red crits for over 600,000.
I saw it and was tempted to try it out but it’d probably make me realize how bad I am at finding and shooting weakpoints lol. Raw damage also seems to free up the merciless arcane slot but I’m not sure what else to slot in, maybe it would be a nice combo on a secondary with fortifier?
I’m guessing it is going to be abused a lot with somethine like Citrine however
edit: Actually between this and the arcane that gives bonuses per unique status, Citrine just keeps winning in this update eh?
Quincy’s best friend. I don’t even have a proper build yet, but the Neutralizer is already hitting 5M on weaker enemies, and evaporates groups with blast damage. The number of enemies targeted by ricochet seems to be the same regardless of multishot, so no big loss there.
(also worth noting: Semi-Rifle Cannonade negates the fire rate penalty from Critical Delay, so those two mods might as well be roommates)
It’s my new addiction. “Weak Point Damage” seems to be its own kind of modifier, maybe additive to Deadhead, definitely not additive to Serration, most probably additive to the previously fixed weakpoint multiplier (e.g. +200% on heads on Grineer). “Weak Point Critical Chance” is multiplicative CC on certain bugged projectiles. Funnily enough, including the Kuva Ogris, so now you too can gamble on getting orange crits with the Ogris without having to be Frost.
My Crit Phenmor build gets about 9 mil per bullet, which is pretty impressive for a rapid fire weapon. I shudder with delight at the potential my Crit Laetum now holds. I think this mod should put (blast) Crit Laetum into the premier Laetum build.
Other weapons I’ve tested: Cernos Prime, Sicarus, Cestra, Tombfinger, Spirex, Gaze, Angstrum, Zymos, Lex, Furis. Basically anything I was already running Cascadia Accuracy on, which this is a sidegrade to. Zymos and Tombfinger were mildly disappointing. Lex didn’t feel great either but it might be a krill issue.
That’s
horrifyingamazing. I assumed it would be additive with Serration and the like… this changes everything. I’m going to figure out some builds for this… this might just put a few of my non-SP guns into SP.According to comments on the wiki page it might actually be a Deadhead type modifier, so specifically heads. Simple test would be on a MOA in the Simulacrum, see if the head gets a damage multiplier. Although, idk, it was giving me enhanced crits by shooting the tentacles on Techrot Babaus.
It does give the enhanced crits vs moa’s fanny pack and their head too which is a little weird since that isn’t considered a weak point for them. Testing with the Bramma, it seems to work on air burst explosions, a little disappointed that I can’t use it with shotguns. It does work on the Zarr, if for some reason you want to run around with barrage mode.
Seems like a pretty good option if you’re fighting status immune/resistant enemies, but I’m not too sure how it plays with damage attenuation, normally multi shot tends to be more effective than one large damage instance ignoring the first hit.
Also not sure how it behaves with the multi shot incarnon perks since that isn’t “modded” multi shot.
If only Sonar created true weak points, instead of fake ones.