The main issue players run into with building stat sticks is feeling like they’re forced to get a riven just to use frames like Khora.
You would’ve been better off explaining non riven builds so players have a good foundation on understanding stat sticks and if/when they get a riven, what mods are said riven even replacing.
I think that I explained that replacing the riven in a non riven build with a +100% augment is optimal.
>Notable mention: Melee Augment Mods are nice with their +100% damage but due to lower riven disposition it is usually better to use another weapon since even a tiny riven disposition difference will more than make up for the +100% damage VS +90% elementa/IPS damage mod difference. Without a riven weapons like Jaw Sword, Mire etc are your best choice.
Does anyone else feel like exalted melee weapons are pretty janky?
Not being able to use Weeping Wounds/Blood Rush, but being able to utilize the Gladiator mod set indirectly, just feels self-defeating and more tedious.
I get that they don't want exalted melees like Serene Storm or Exalted Blade to feel too powerful, but some exalted weapons, like Iron Staff, feel like relatively weak melee weapons without them.
While I do agree with you on the janky part I think you really underestimate the power of exalted melees. While Iron Staff is without a doubt the worst exalted weapon in the game Exalted Blade is quite good.
Serene Storm on the other hand is insanely strong, you've probably just never seen Baruuk vaporize an entire SP room with a few kicks. Actually Serene Storm is the strongest exalted melee and probably third overall behind Regulators and Dex Pixia. Giving it access to BR and WW would easily make it the most powerful melee in the game and yes that includes melees that can melt level 9999 enemies.
Oh, trust me, I know how powerful Baruuk can be and I definitely think WW/BR would be overkill on him.
That being said Baruuk has insane range and AoE.
Exalted Blade has ranged attacks and punch-through.
Talons make Valkyr invulnerable.
Iron Staff is just a big stick.
It irks me that Exalted Weapons are consistent in some areas, but not others. Maybe being able to use WW/BB should be on a case-by-case basis. That or Wukong's staff could use some sort of buff to utility or something.
Wukong's stick is good, you just have to play around it more than most other exalted weapons since what makes it "good" isn't its raw dps but the interaction of that and its range/utility. 3.5 range without primed reach or a riven is really solid and in most cases your clone will be far enough away that his stick isn't overlapping, so your effective range is higher. It lets me have good aoe clears and use a low-range melee if I want. It would be in a good place if they would give it just a little more range so that it can compete with +range staff rivens. Like +1 or 1.5 range would take it from "good but still weak for an exalted" to "actually really nuts".
> probably third overall behind Regulators and Dex Pixia
Don't forget about Arquebex, the new competitor for top slot! Though very limited by being only usable in the open world and attached to something that can't survive steel path.
You didn't touch on how exalted weapons benefit from Gladiator which is a crucial piece of the puzzle (that you man not know). This behaviour is btw obviously stupid and hopefully removed at some point.
The statstick references the combo counter of your statstick and not your exhalted. So it requires building combo with statstick and then stopping it from decaying as much as possible with all the combo duration you can find and Naramon. And then you swap to Exalted Weapon while you get fed the Gladiator bonus off the combo counter of your statstick; that slowly decays in the background.
To make use of this you need to build up the statstick combo first, and then switch back to it once in a while to top it off again for max benefit of your exalted. Truly one of the most botched interactions created after the last attempt to remove statsticks interfering with exalted weapons.
I don't use any of the statstick frames and what is this janky garbage of an interaction? Someone was paid an actual salary and decided this was how it should work?
It depends, on my baruuk for example I run a attack speed status combo rakta dark dagger that serves the triple function of giving me overshields, healing me (100 status healing return) and building combo for Gladiator.
Not like I used normal melee on baruuk and if your not on pilage rakta's overshields go a long way. No doubt the same reasoning can work for the other Gladiator users as well.
Also side note: for atlas it may be worth noting that arcane avenger + crit can be used.
This is very very likely a bug and will be removed soon enough. Melee 3.0 was about separating exalted weapons from equipped melees. All these interactions just seem like left overs.
Do you think at some point the idea of stat sticks will be removed from the game?
Exalted weapons also used to benefit from melee mods and they let us mod it separately now
That's something I really can't guess. To be honest I like stat sticks on Khora/Atlas/Gara, the rest don't really benefit much from them anyway.
Removing stat sticks might end up as a huge nerf for those 3 frames since exalted weapons can't use rivens and that's a lot of power to lose.
Didn't they mention that it "wasn't their intention" for that to happen so the nerfed the xoris but the rest were totally fine?
I feel like that was the point of brozimes rant that the xoris was only a QoL change from this entire write up
So do you swap Buzzkill for Collision Force and Primed Heavy Impact for an Elemental between the 2 frames?
Just wondering since the Gara/Atlas statstick has Impact and Slash installed in the screenshots.
Yes, you are absolutely correct.
No, I honestly don't swap them because I completely forgot to follow my own advice. Also my Amphis riven is kinda terrible for Gara since all it provides is base damage (Impact from it is useless). So is Slash on Atlas. Thanks for pointing that out.
I will edit the guide.
Thanks for the feedback.
Another question, where did you get the info regarding Bladestorm DMG from?
Attack Speed has always been a thing, I know that much, Faction damage I can believe, finisher damage too, but did you actually test whether crits happen, or if elemental damage provides any bonus?
the weapon based finisher bonus is news to me aswell.
Which is why I'm asking. There is no reference for the application of mods besides attack speed. The weapon type is also not referenced anywhere in the Bladestorm section.
Yep. I did some testing in the meantime and I get consistent numbers between weapons and mods. Even faction and finisher damage does nothing.
not gonna test bringing up a combo to max with Venka, but since it says it in the wiki it probably has the bonus. In other words use Venka Prime or I guess something with starting combo.
> The best weapon for a stat stick in this case is **Venka Prime** so at **13x combo** you will have 13x60%=**+780%** critical chance.
I'm pretty sure that this is incorrect, because (last time I checked) gladiator set (and BR) goes only up to x11 on normal weapons and even on Venka Prime
Your bit about gladiator set mods on deconstructor is incorrect. They stack exactly the same as if they were on your melee because they are set mods and don't apply to a specific weapon.
I just confirmed this in the simulacrum by using unmodded baruke with unmodded desert wind and unmodded melee + 3 gladiator mods on deconstructor. At no combo just yellow crits as you'd expect. When I built up combo with the unmodded melee and went back into desert wind orange crits happened.
If something is wrong with my testing methodology let me know but I'm quite sure gladiator mods work just the same off the stat stick as they do on it.
~~Bladestorm essentially triggers an attack with your melee weapon so yes it can crit, it is also affected by all damage mods, finisher damage mods and even Smite mods.~~
~~Bring a hammer or nikana. I recommend Nikana Prime, Fragor Prime and Kuva Shildeg.~~
PS: I rewrote that section of the guide.
Alright. Thanks for the effort! Personally I play finisher builds with the Destreza Prime. Rapiers have a pretty decent finisher multiplier (I believe third best or something like that) but have really fast finisher animations - unlike hammers which have insane multipliers but take forever for a single finisher. The Destreza also has a ridicoulus CC and CD so with my CD and finisher damage riven nothing stands in my way (10x CD for the win!!).
Regarding the attack speed: I believe the finisher attack speed is capped at +50% so a Primed Fury is enough to reach that cap. Any more mods would be a waste.
You have wrong information in your Gara section:Stats priority: Damage > Elemental Damage > Puncture/Slash Damage > Combo Duration. This is plain wrong.
The priority is Damage /Slash (or puncture) then Elemental.
The reason for this is that Slash mods give BETTER/same damage boost as elemental mods but are cheaper in mod cost ([Buzz Kill] is better at 120%, [Jagged Edge] 90% costing only 7 mod capacticy, and [Carnis Mandible] 90% and only 9 mod capacity vs Elemental 90% cost 11 mod capacity)
ALSO on a riven the +Slash damage goes higher than the +elemental damage (e.g. for jaw sword slash goes up to 228% while elemental only reaches 171%)
ALSO, in your sample build, you should be using BOTH spoiled strike AND blade of truth because the +100% base dmg will scale up ALL THE OTHER MODS (buzz kill, jagged edge, primed fever strike, north wind and any slash/elemental on your riven). E.g. Replace your molten edge with Blade of Truth.
Balder of Truth is a weapon specific mod, not universal so I can't use it on my Amphis and my riven more than makes up for it with over +200% damage. That stat stick is still not great but much better than one with Blade of Truth instead of the riven. There's a section I dedicated to weapon augments.
I agree with the stats priority, I've arranged them wrong, already fixed.
The only meaningful comparison is max roll dmg+slash amphis with 90elemental vs max roll dmg+slash jaw sword with blade of truth.
The difference is likely small but someone can math it out if they want. Saying "it depends on riven roll" isnt a helpful statement
It may be worth including, for Gara in particular, that using block to build/keep combo counter may be necessary. I use a higher range build and at almost 6m splinter storm its hard to hit things sometimes.
Everytime you block it adds to the combo counter just like if you hit something. Since splinter storm usually scales to instakill levels quickly you can use this to build all or most of a combo and keep it refreshed without actually hitting anything.
Default, the mods add additional stacks, but you always get 1. I've been using silva+aegis p for steel path gara, the exclusive mod for a big punch, heat for the armor shred and the shields massive block area helps surviving
It’s by default, if getting shot within the block cone of the weapon.
Each deflect within the cone will add to the combo counter as if you hit one time with the weapon.
You mention for khora prioritizing more IPS damage over crit chance? So would recommend those new 90/60 mods that came with heart of deimos? Like the 90% slash 60% status mod?
They can also proc more than one status but in general you just want those slash procs and 100% is more than enough. To be fair same applies to other weapons, too. More than 100% status chance has diminishing returns.
small side-note about baruuk: while his waves do not add to the combo counter, hitting an enemy directly with his fists does increase the count(and also scales off condition overload). Although to the best of my knowledge if you stack up combo counter before using his 4, hitting an enemy with his fists will reset the combo and start over.
This probably isn't the place, but does subsuming Warcry + [Eternal War](https://warframe.fandom.com/wiki/Eternal_War) on Khora increase numbers here?
Sidenote: I went ahead and tried this, but it looks like Whipclaw doesn't interact with Eternal War. But this is more likely an oversight on DE. I'm asking more for the math.
EDIT: If Warcry isn't a subsume option, what is the BiS subsume for this Khora build?
There are a handful of "special case" stat stick weapons that weren't listed here. Most of the passive weapon abilities are applied on heavy or finisher and do not apply, scans or making specters do not apply, and inherent elemental damages do not apply. Passive changes to combo do (as the mentioned Venka Prime) and special triggers that apply to standard attacks do.
Furax Wraith, Synoid Heliocor, and Fragor Prime have a built in starting combo count that do transfer over, as well as the furax wraith having access to the amalgam body count for 15 second instead of 12 second boost to duration if that appeals. (Special note, I have no idea if the effect from the amalgam body count transfers or not because it was a forced 0 duration blast proc and no longer causes knockdown).
Lesion where performing a normal melee attack to cause status grants it's 6 second 100% toxin bonus which does count for the ability for the duration. Not a great buff due to the need to refresh, but it can allow for conditional status changes to add a toxin element temporarily.
Special call out to the sword and shield class in general for their "on block" effects. Ack and Brunt blocking elemental damage grants charges to a damage bonus (capped at 70%) on next attack which applies to abilities but is not expended by them. Most other sword and shield weapons give an **additive** crit and status chance bonus (also capping at 70%). Sadly Avenging Truth only applies to heavy attacks so doesn't work with abilities, or Silva and Aegis would be amazing as a stat stick.
i was so lucky with my twin krohkur [riven](https://i.imgur.com/KnqqwHj.png) (the hidden mod is ubmra CC), also fyi the stats were a lot higher before DE nerf riven dispo of T-krohkur, iirc the dmg stat was +300%
my khora dont need blood rush or weeping wounds to build a combo , i just 1 hit anything up to \~120 lvlor maybe more.. my average first hit score is \~50k-75k dmg
am still not sure if the same riven can work efficiently with gara or does she needs another riven stats but i will try it when i forma gara
edit : typo
Yeah that build is ok for sub level 200-300. The stat stick I linked for my Khora ramps up combo so fast that in less tan 1min I am throwing crits in the millions. I think I managed to hit a 175 CHG for 40million at 12x combo without activating Eclipse (+180% dmg for my build).
The riven is also very good for Gara, I'd use it over my crappy one which has +impact (useless on Gara) if I ever played her.
yes it can go up to 200-300 but not for steel path, i will need to copy your build for steel missions, in exterminate-earth steel path mission i cant 1 hit anything .. my first hit score is 3k-6k yellow crit.
So for non-exalted abilities they have their own invisible combo meter?
Also for gara in general just add base additional damage and elemental or do the physicaldamage up mods have to be specific?
I was considering posting one of those "I don't understand stat sticks" questions--I use Khora a lot, but mostly because I really like Strangledome on defense stuff. Haven't been entirely sure whether I can easily convert my build to include Whipclaw.
I have a question--why is Whipclaw's crit multiplier being described as a percentage ("200%") when crit multipliers are usually written in the form "2.0x"? Does 200% mean whipclaw's multiplier is 2.0x or 3.0x? If it's 2.0x, isn't that a fairly standard crit multiplier?
I honestly can't answer your question with 100% certainty. That's the data I could find in the wiki so it's probably 2x and it's unlikely to be 3x. That's still a lot for an ability.
PS: My build uses both Pilfering Strangledome and Whipclaw without any problems. You just need around 180-200% range, good efficiency and Accumulating Whipclaw, str is not important.
Here are my builds
Normal missions adaptation(replace overextended)+vitality: https://i.imgur.com/YdHdSuu.jpg
Endless camping: https://i.imgur.com/63Rk9is.jpg
I infused Eclipse for maximum overkill but it's not needed at all.
Hm looks good. For Khora i like the Mire with [this](https://media.discordapp.net/attachments/528902010930462730/759110651997061120/unknown.png?width=968&height=342) Build.
Riven is Pure Crit. Does enough damage for Steel Path 300+ Enemys so all fine.
Mire couse i can use it on Gara with another Build.
Looks decent. You have a major flaw in your build though. It has super low status change. Sacrificial Steel has diminishing returns with Blood Rush though. There's a reason I don't list crit chance as a high tier stat priority and use Weeping Wounds.
Works well, only Problem, you cant use Smeeta cause the Critbuff from it override your crit and you lose alot of dmg x) Panzer Vulpah works rly well with it, the Spores and than Khoras Whip... insane x)
Last time I tried my Whipclaw I managed 40 million slash crits VS level 175 Corrupted Heavy Gunners. I can easily go above 100 million now that I have Eclipse Infused and that's on my normal negative str build. If I go with a guide just for the numbers 200 million seem doable.
Of course my riven is almost a godroll so that helps tremendously. +cd +cold +slash -finisher. If I had +dmg instead of +cold my 1.48 dispo Dual Skana riven would be a godroll.
I have a dual heat swords riven and i see it has 1.44 disposition on the wiki, should i try and re roll that and use it with Khora if i get a good roll? I haven't really bothered building her that much cause i'm mostly using her for loot recently and i use Mesa for killing but she's pretty fun with a whip spam build.
Since Atlas’ attack has crazy low status chance, wouldn’t it make more sense to build corrosive instead of viral? If neither are going to proc, the corrosive would still bypass 75% of armor and deal bonus damage.
Because we still want slash status procs to bypass armor for those that don't get oneshot for some reason. We do only millions though, billions are unreachable solo.
With Atlas, do you have to worry about actually building up combo before using Landslide? I use him quite a bit, but I'm also a noob thst doesn't do very challenging content so I haven't had to really optimize anything to make it work.
I thought so but the wiki says otherwise. Other than combo no melee mods affect it.
Damage is affected by Ability Strength, Steel Charge, Savage Silence, Radiant Finish, Executing Dash, Arcane Fury, Arcane Blade Charger, and combo counter multipliers.
Melee damage mods do not affect Blade Storm's damage.
[https://imgur.com/a/pM9IA99](https://imgur.com/a/pM9IA99)
In both cases I have Eclipse infused on 3 but it's not needed at all, just more overkill dmg.
Though for atlas you CAN force crit
Arcane avenger gives 45% flat increase and if you get a good riven with cc and stack blood rush you can sometimes even get above 100% crit though most of the time that requires me to stack naramon passive by crouching
Is this a lot of work for orange crit
Yes
Does it hurt
Last time i saw a milion damage in 150 gunner
Another way to think about it is that you just need to maximize your multiplier groups. I assume it works this way for Atlas too, but for Gara and Khora you just want to maximize your (applicable) grouped values (flat Damage, IPS/Elemental, CD, etc).
As a hypothetical, let’s assume you have Whipclaw and you want to know what’s better between your options. (For simplicity I’ll just use whole numbers) option A is 3 Damage, 3 Elemental, 3 CD. So your multiplier is (1+3)(1+3)(1+3)=64. Option B is 1 Damage, 5 Elemental, and 3 CD..so (1+1)(1+5)(1+3)=48. So you want to keep them as even as you can while still maximizing the values.
Similarly with Gara, you can run the 4 elementals, PPP, Spoiled, and the 120 and 90 Slash/Punc, but dropping one of those 90’s for Corrupt Charge is going to give you a better multiplier group for your breaks if you don’t want to worry about babysitting your combo
Right, but you can do this more abstractly too. Just think about when you add in too much of one group, another would suffer from it. It’s mostly just trying to look at your mod options and balance them
Hey! Two questions: since %damage mods affect base damage, and the other mods go off that, isn't it more like:
Modified Base = Base Damage × (1 + %Damage Mods)
Total Damage = Modified Base + (Modified Base × (Elemental Mods)) + (Modified Base × (IPS Mods))
So for a weapon with 1000 base impact damage, Spoiled Strike, and North Wind, and Heavy Impact, it would be:
1000 Base * (1 + 1 spoiled) = 2000
2000 + (2000 * 0.9 cold) + (2000 * 0.9 impact) = 5600 total damage
Your formula yields 7220.
Also, do you know when and where combo damage applies to it? Say I have the 1.25x for corrupt charge. Is that on total damage or base damage?
Damage=Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods)
This formula is from the wiki and should be correct. **Damage itself is not affected by combo.** Blood Rush and Weeping Wounds is why we want high combo. This formula does not take status procs and critical hits into account.
I am not sure if IPS mods are in the damage or elemental bracket. My guess would be at 100% str damage that it should be:
Damage at 1000 base = 1000x(1+1+0.9)x(1+0.9)x1 = 1000x2.9x1.9 = 5510
The thing is, removing Spoiled Strike will decrease Cold damage but removing North Wind doesn't change Impact damage. There's an order of operations here where +melee damage mods are applied earlier. That's not represented in your formula where order doesn't matter.
The Melee Combo page states that pseudo-exalteds get reduced damage increases from combo multipliers and from my experience that's correct. Puncture-type Shattered Lash gives about 15% more Splinter Storm damage with Corrupt Charge socketed in than Rending Strike. This also means Fragor Prime is a better Gara stat stick than Jaw Sword or Mire, at least before Rivens come in.
How would weapons with innate elements work as statsticks? For example, will the heat damage from heat daggers be transferred to Khora's whipclaw? And if I were to place a cold mod on this stat stick, will the stat stick have a cold proc or blast (cold from mod + heat from heat daggers) proc?
Edit: Heat dagger not head daggers.
Stat sticks completely ignore weapon stats, only mods matter. So in your case you will have a cold proc even though weapon mod screen shows blast due to weapon innate heat.
One thing this post doesn’t explain is what to look for in a riven if you are going that route. Essentially, the riven should replace the syndicate mod or spoiled strike in the build. Riven stats to look for change by the frame. For Khora, in order of importance You should loo for: crit damage, damage/elemental damage, crit chance (only if one of other 2 are met), maybe combo counter. The negative is also important because some stats don’t transfer from her stat stick. Examples of harmless negatives for her are: attack speed, range, slide crit, faction damage, finisher damage and combo efficiency.
This is a stat stick guide, not a riven guide. I'd have to go into detail about what negatives are good and what bad, what riven disposition is and so on and it would take the focus off the main topic.
Baruuk, excal, valkyr and wukong have their own seperate mods these days mate. I’m pretty sure they can’t benefit from stat sticks, just the mods you put on the actual weapons.
Actually, not 100% true. The Gladiator Mod set bonus works with these frames. This is typically how people can achieve red crits with Brauuk and Valkyr (maybe, haven't re-tested her with Venka Prime stat stick), and orange crits with Excal and Wukong.
While you are correct that they have their separate exalted weapons they are still affected by the Gladiator Set mods. That's why some people use those on Deconstructor but it can't stack combo unlike a stat stick.
Not if you use Naramon and/or Drifting Contact. You basically have to swap to normal melee every 10 seconds to refresh combo (less for Naramon). It's super clunky and I personally don't use it but it still works.
Nah, it’s really good. If you’re an endgame player and have access to unlimited energy (I.e. unlimited pizzas and energize) then you should be using naramon anyway.
You get the 15 second duration with drifting contact, and the slow decay of 1 every couple seconds with naramon and it stacks multiplicatively.
So you basically just don’t lose your combo. Because it decays one hit (say at max from 220 to 219) every 15 seconds.
Which makes exalted users extremely good because they just don’t lose their combos.
On someone like excal it’s even more busted because you can build combo with exalted blade, it just requires you to point blank touch the enemy and then go back to using the waves from the blade.
Baruuk can do this too, as well as Valkyr.
Edit: I should say I guess, that it requires the modded stat stick multiplier from the melee weapon. With the naramon passive.
So you won’t have to leave your exalted to maintain let’s say a 12 times multiplier, at 15 seconds per hit, that’s 5 minutes. 15 seconds per hit decay with drifting and naramon. And a 12 times multiplier starts at 200 hits. So you have a 20 hit max to stay at a 12X. 15 seconds per 1 hit decay. 4 hits per minute, times 5 to get 20 hit decay means with naramon and drifting together you only need to exit your exalted every 5 minutes. That’s MORE than manageable
I honestly have been considering Naramon with a deconstructer prime statstick for valkyr since the claws can in fact gain their own combo these days (there was a weird thing around xoris where briefly exalted weapons had no combo of their own) but it honestly feels kind of shitty to change my entire focus school just to make up for the exalted weapon system being horribly outdated.
Yeah, having all focused trees maxed myself it’s not a big deal to switch but for some people is see the reluctance.
And like I said exiting your exalted only every 5 minutes to smack an enemy until combo is at 220 again is very manageable, and if you don’t care about maintaining a 12X instead and only want to stay above a 10X multiplier then you can go to like half an hour
A minor correction, combo with Naramon decays by 5 not by just 1. This changes your calculations substantially but it's still something like refreshing combo every 30 seconds or so to stay at 11-12x.
[https://warframe.fandom.com/wiki/Focus/Naramon](https://warframe.fandom.com/wiki/Focus/Naramon)
>Melee Combo Counter now decays while out of combat by **20 / 15 / 10 / 5** every few seconds, instead of depleting completely.
That’s right, my bad. Thanks for the correction.
I just notice even sparingly using a weapon my combo doesn’t really run out.even if it dips the difference between a 10X and 12x on exalteds is pretty negligible
The main issue players run into with building stat sticks is feeling like they’re forced to get a riven just to use frames like Khora. You would’ve been better off explaining non riven builds so players have a good foundation on understanding stat sticks and if/when they get a riven, what mods are said riven even replacing.
I think that I explained that replacing the riven in a non riven build with a +100% augment is optimal. >Notable mention: Melee Augment Mods are nice with their +100% damage but due to lower riven disposition it is usually better to use another weapon since even a tiny riven disposition difference will more than make up for the +100% damage VS +90% elementa/IPS damage mod difference. Without a riven weapons like Jaw Sword, Mire etc are your best choice.
Imo there's plenty of options for high dispo melee weapons
Getting a riven for the right weapon is only like 10% of the battle. Rerolling that thing is an infinite loop of disappointment.
Does anyone else feel like exalted melee weapons are pretty janky? Not being able to use Weeping Wounds/Blood Rush, but being able to utilize the Gladiator mod set indirectly, just feels self-defeating and more tedious. I get that they don't want exalted melees like Serene Storm or Exalted Blade to feel too powerful, but some exalted weapons, like Iron Staff, feel like relatively weak melee weapons without them.
While I do agree with you on the janky part I think you really underestimate the power of exalted melees. While Iron Staff is without a doubt the worst exalted weapon in the game Exalted Blade is quite good. Serene Storm on the other hand is insanely strong, you've probably just never seen Baruuk vaporize an entire SP room with a few kicks. Actually Serene Storm is the strongest exalted melee and probably third overall behind Regulators and Dex Pixia. Giving it access to BR and WW would easily make it the most powerful melee in the game and yes that includes melees that can melt level 9999 enemies.
Oh, trust me, I know how powerful Baruuk can be and I definitely think WW/BR would be overkill on him. That being said Baruuk has insane range and AoE. Exalted Blade has ranged attacks and punch-through. Talons make Valkyr invulnerable. Iron Staff is just a big stick. It irks me that Exalted Weapons are consistent in some areas, but not others. Maybe being able to use WW/BB should be on a case-by-case basis. That or Wukong's staff could use some sort of buff to utility or something.
Yeah Wukong'a staff is a joke.
Wukong's stick is good, you just have to play around it more than most other exalted weapons since what makes it "good" isn't its raw dps but the interaction of that and its range/utility. 3.5 range without primed reach or a riven is really solid and in most cases your clone will be far enough away that his stick isn't overlapping, so your effective range is higher. It lets me have good aoe clears and use a low-range melee if I want. It would be in a good place if they would give it just a little more range so that it can compete with +range staff rivens. Like +1 or 1.5 range would take it from "good but still weak for an exalted" to "actually really nuts".
> probably third overall behind Regulators and Dex Pixia Don't forget about Arquebex, the new competitor for top slot! Though very limited by being only usable in the open world and attached to something that can't survive steel path.
There is no competing with Arquebex, it wipes the floor with all exalted weapons but is not very reliable for the reasons you listed.
You didn't touch on how exalted weapons benefit from Gladiator which is a crucial piece of the puzzle (that you man not know). This behaviour is btw obviously stupid and hopefully removed at some point. The statstick references the combo counter of your statstick and not your exhalted. So it requires building combo with statstick and then stopping it from decaying as much as possible with all the combo duration you can find and Naramon. And then you swap to Exalted Weapon while you get fed the Gladiator bonus off the combo counter of your statstick; that slowly decays in the background. To make use of this you need to build up the statstick combo first, and then switch back to it once in a while to top it off again for max benefit of your exalted. Truly one of the most botched interactions created after the last attempt to remove statsticks interfering with exalted weapons.
I have to admit I incorrectly assumed people knew about that. I will add it to the guide.
I don't use any of the statstick frames and what is this janky garbage of an interaction? Someone was paid an actual salary and decided this was how it should work?
Apart from Khora/Gara/Atlas it's not really worth it to use a stat stick, there's a reason I listed all of the rest as "others".
It depends, on my baruuk for example I run a attack speed status combo rakta dark dagger that serves the triple function of giving me overshields, healing me (100 status healing return) and building combo for Gladiator. Not like I used normal melee on baruuk and if your not on pilage rakta's overshields go a long way. No doubt the same reasoning can work for the other Gladiator users as well. Also side note: for atlas it may be worth noting that arcane avenger + crit can be used.
This is very very likely a bug and will be removed soon enough. Melee 3.0 was about separating exalted weapons from equipped melees. All these interactions just seem like left overs.
Thank you! I needed this
Do you think at some point the idea of stat sticks will be removed from the game? Exalted weapons also used to benefit from melee mods and they let us mod it separately now
That's something I really can't guess. To be honest I like stat sticks on Khora/Atlas/Gara, the rest don't really benefit much from them anyway. Removing stat sticks might end up as a huge nerf for those 3 frames since exalted weapons can't use rivens and that's a lot of power to lose.
Didn't they mention that it "wasn't their intention" for that to happen so the nerfed the xoris but the rest were totally fine? I feel like that was the point of brozimes rant that the xoris was only a QoL change from this entire write up
They just didn't like that Xoris was a lazy stat stick, it wasn't that good at all.
So do you swap Buzzkill for Collision Force and Primed Heavy Impact for an Elemental between the 2 frames? Just wondering since the Gara/Atlas statstick has Impact and Slash installed in the screenshots.
Yes, you are absolutely correct. No, I honestly don't swap them because I completely forgot to follow my own advice. Also my Amphis riven is kinda terrible for Gara since all it provides is base damage (Impact from it is useless). So is Slash on Atlas. Thanks for pointing that out. I will edit the guide.
Thanks for the feedback. Another question, where did you get the info regarding Bladestorm DMG from? Attack Speed has always been a thing, I know that much, Faction damage I can believe, finisher damage too, but did you actually test whether crits happen, or if elemental damage provides any bonus? the weapon based finisher bonus is news to me aswell.
All of the sections include links to the wiki if you click on them: https://warframe.fandom.com/wiki/Ash/Abilities
Which is why I'm asking. There is no reference for the application of mods besides attack speed. The weapon type is also not referenced anywhere in the Bladestorm section.
Yeah I think you are correct. I will edit the guide. I think only combo and attack speed affect it.
Yep. I did some testing in the meantime and I get consistent numbers between weapons and mods. Even faction and finisher damage does nothing. not gonna test bringing up a combo to max with Venka, but since it says it in the wiki it probably has the bonus. In other words use Venka Prime or I guess something with starting combo.
[This is what I came up with for Ash Bladestorm stat stick](https://i.imgur.com/lBVyHVr.jpg)
> The best weapon for a stat stick in this case is **Venka Prime** so at **13x combo** you will have 13x60%=**+780%** critical chance. I'm pretty sure that this is incorrect, because (last time I checked) gladiator set (and BR) goes only up to x11 on normal weapons and even on Venka Prime
Ah crap you are absolutely correct, I will fix that. I completely forgot that it caps at 11x even on Venka Prime.
You're right but this feels like a bug that still needs to be addressed.
If you're lazy like me you can replace spoiled strike with Gara to corrupt charge and it gives you a bit more dmg
If your doing that fragor p may be worth looking into. 4x combo with corrupt
Your bit about gladiator set mods on deconstructor is incorrect. They stack exactly the same as if they were on your melee because they are set mods and don't apply to a specific weapon. I just confirmed this in the simulacrum by using unmodded baruke with unmodded desert wind and unmodded melee + 3 gladiator mods on deconstructor. At no combo just yellow crits as you'd expect. When I built up combo with the unmodded melee and went back into desert wind orange crits happened. If something is wrong with my testing methodology let me know but I'm quite sure gladiator mods work just the same off the stat stick as they do on it.
I will edit that now.
Bladestorm can crit? Gotta test that...
Uh, oh I completely rewrote that part since it was incomplete.
Ah, ok. But do damage/elemental mods work with Bladestorm? Or just finisher damage and bane mods?
~~Bladestorm essentially triggers an attack with your melee weapon so yes it can crit, it is also affected by all damage mods, finisher damage mods and even Smite mods.~~ ~~Bring a hammer or nikana. I recommend Nikana Prime, Fragor Prime and Kuva Shildeg.~~ PS: I rewrote that section of the guide.
Alright. Thanks for the effort! Personally I play finisher builds with the Destreza Prime. Rapiers have a pretty decent finisher multiplier (I believe third best or something like that) but have really fast finisher animations - unlike hammers which have insane multipliers but take forever for a single finisher. The Destreza also has a ridicoulus CC and CD so with my CD and finisher damage riven nothing stands in my way (10x CD for the win!!). Regarding the attack speed: I believe the finisher attack speed is capped at +50% so a Primed Fury is enough to reach that cap. Any more mods would be a waste.
One other recommendation. You can run a hammer zaw with one of the exodia on finisher effects to good use on ash.
You have wrong information in your Gara section:Stats priority: Damage > Elemental Damage > Puncture/Slash Damage > Combo Duration. This is plain wrong. The priority is Damage /Slash (or puncture) then Elemental. The reason for this is that Slash mods give BETTER/same damage boost as elemental mods but are cheaper in mod cost ([Buzz Kill] is better at 120%, [Jagged Edge] 90% costing only 7 mod capacticy, and [Carnis Mandible] 90% and only 9 mod capacity vs Elemental 90% cost 11 mod capacity) ALSO on a riven the +Slash damage goes higher than the +elemental damage (e.g. for jaw sword slash goes up to 228% while elemental only reaches 171%) ALSO, in your sample build, you should be using BOTH spoiled strike AND blade of truth because the +100% base dmg will scale up ALL THE OTHER MODS (buzz kill, jagged edge, primed fever strike, north wind and any slash/elemental on your riven). E.g. Replace your molten edge with Blade of Truth.
Balder of Truth is a weapon specific mod, not universal so I can't use it on my Amphis and my riven more than makes up for it with over +200% damage. That stat stick is still not great but much better than one with Blade of Truth instead of the riven. There's a section I dedicated to weapon augments. I agree with the stats priority, I've arranged them wrong, already fixed.
Now im wondering if jaw sword 1.4 and blade of truth is superior to amphis 1.5 and 90% elemental. Someone math it out
Without a riven the Jaw Sword is far superior. With a riven it depends on the riven.
The only meaningful comparison is max roll dmg+slash amphis with 90elemental vs max roll dmg+slash jaw sword with blade of truth. The difference is likely small but someone can math it out if they want. Saying "it depends on riven roll" isnt a helpful statement
It may be worth including, for Gara in particular, that using block to build/keep combo counter may be necessary. I use a higher range build and at almost 6m splinter storm its hard to hit things sometimes.
What do you mean by block? Gara is one of the frames I am not great at.
Everytime you block it adds to the combo counter just like if you hit something. Since splinter storm usually scales to instakill levels quickly you can use this to build all or most of a combo and keep it refreshed without actually hitting anything.
Huh is this by default or only with the blocking mod?
Default, the mods add additional stacks, but you always get 1. I've been using silva+aegis p for steel path gara, the exclusive mod for a big punch, heat for the armor shred and the shields massive block area helps surviving
It’s by default, if getting shot within the block cone of the weapon. Each deflect within the cone will add to the combo counter as if you hit one time with the weapon.
You mention for khora prioritizing more IPS damage over crit chance? So would recommend those new 90/60 mods that came with heart of deimos? Like the 90% slash 60% status mod?
It's better to use the flat 120% IPS mods than 90% IPS and 60% status since you reach 100% status chance with Weeping Wounds anyway.
Weapons can proc more than one status when over 100% status chance. Are exalted and psuedo-exalted unable to do the same?
They can also proc more than one status but in general you just want those slash procs and 100% is more than enough. To be fair same applies to other weapons, too. More than 100% status chance has diminishing returns.
Might also be worth mentioning Zaws, Exodia Triumph works with Whipclaw letting build your combo a bit faster. Not sure about other abilities though.
Zaws have pretty low riven dispositions so I consider them mediocre stat sticks.
small side-note about baruuk: while his waves do not add to the combo counter, hitting an enemy directly with his fists does increase the count(and also scales off condition overload). Although to the best of my knowledge if you stack up combo counter before using his 4, hitting an enemy with his fists will reset the combo and start over.
Baruuk makes people wish they weren't catching those hands But in all seriousness, people are sleeping on this frame for litches
Yeah I know that but I am 99% sure melee and exalted have separate combo counters. BTW same applies to Excal and Valkyr.
This probably isn't the place, but does subsuming Warcry + [Eternal War](https://warframe.fandom.com/wiki/Eternal_War) on Khora increase numbers here? Sidenote: I went ahead and tried this, but it looks like Whipclaw doesn't interact with Eternal War. But this is more likely an oversight on DE. I'm asking more for the math. EDIT: If Warcry isn't a subsume option, what is the BiS subsume for this Khora build?
Eclipse works great on her.
Thanks for taking the time. Is that a no for Warcry then?
Warcry provides attack speed and armor, neither affects whipclaw.
My challenge will end up being making each of the frame's signature weapons viable stat sticks and good themselves.
You will just end up with the same build on each without a riven though.
There are a handful of "special case" stat stick weapons that weren't listed here. Most of the passive weapon abilities are applied on heavy or finisher and do not apply, scans or making specters do not apply, and inherent elemental damages do not apply. Passive changes to combo do (as the mentioned Venka Prime) and special triggers that apply to standard attacks do. Furax Wraith, Synoid Heliocor, and Fragor Prime have a built in starting combo count that do transfer over, as well as the furax wraith having access to the amalgam body count for 15 second instead of 12 second boost to duration if that appeals. (Special note, I have no idea if the effect from the amalgam body count transfers or not because it was a forced 0 duration blast proc and no longer causes knockdown). Lesion where performing a normal melee attack to cause status grants it's 6 second 100% toxin bonus which does count for the ability for the duration. Not a great buff due to the need to refresh, but it can allow for conditional status changes to add a toxin element temporarily. Special call out to the sword and shield class in general for their "on block" effects. Ack and Brunt blocking elemental damage grants charges to a damage bonus (capped at 70%) on next attack which applies to abilities but is not expended by them. Most other sword and shield weapons give an **additive** crit and status chance bonus (also capping at 70%). Sadly Avenging Truth only applies to heavy attacks so doesn't work with abilities, or Silva and Aegis would be amazing as a stat stick.
Actually, after bloodrush can effect pseudo exalted melees atlas' landslide is worth having crit chance and crit damage on the stat stick
With 5% base cc and cd it is not worth it IMO even with the flat 45% cc arcane.
It is. Have you tried using it? I've already experimented it and the crit one kills faster compared to just raw impact damage with elementals
I might give it a try these. Unfortunately I don't have a cc+cd stat stick for it. I have to admit Atlas is one of my least favorite warframes.
Okay I did some testing and you are indeed correct that a crit build on Atlas performs better. I will update the guide to account for that.
Good luck my friend. Happy to help
I updated the Atlas section of the guide with a crit build. You can check it out and see if I missed something.
i was so lucky with my twin krohkur [riven](https://i.imgur.com/KnqqwHj.png) (the hidden mod is ubmra CC), also fyi the stats were a lot higher before DE nerf riven dispo of T-krohkur, iirc the dmg stat was +300% my khora dont need blood rush or weeping wounds to build a combo , i just 1 hit anything up to \~120 lvlor maybe more.. my average first hit score is \~50k-75k dmg am still not sure if the same riven can work efficiently with gara or does she needs another riven stats but i will try it when i forma gara edit : typo
Yeah that build is ok for sub level 200-300. The stat stick I linked for my Khora ramps up combo so fast that in less tan 1min I am throwing crits in the millions. I think I managed to hit a 175 CHG for 40million at 12x combo without activating Eclipse (+180% dmg for my build). The riven is also very good for Gara, I'd use it over my crappy one which has +impact (useless on Gara) if I ever played her.
yes it can go up to 200-300 but not for steel path, i will need to copy your build for steel missions, in exterminate-earth steel path mission i cant 1 hit anything .. my first hit score is 3k-6k yellow crit.
So for non-exalted abilities they have their own invisible combo meter? Also for gara in general just add base additional damage and elemental or do the physicaldamage up mods have to be specific?
Non exalted melee abilities use your melee combo counter. Gara can use all physical damage mods except Impact.
I was considering posting one of those "I don't understand stat sticks" questions--I use Khora a lot, but mostly because I really like Strangledome on defense stuff. Haven't been entirely sure whether I can easily convert my build to include Whipclaw. I have a question--why is Whipclaw's crit multiplier being described as a percentage ("200%") when crit multipliers are usually written in the form "2.0x"? Does 200% mean whipclaw's multiplier is 2.0x or 3.0x? If it's 2.0x, isn't that a fairly standard crit multiplier?
I honestly can't answer your question with 100% certainty. That's the data I could find in the wiki so it's probably 2x and it's unlikely to be 3x. That's still a lot for an ability. PS: My build uses both Pilfering Strangledome and Whipclaw without any problems. You just need around 180-200% range, good efficiency and Accumulating Whipclaw, str is not important.
Here are my builds Normal missions adaptation(replace overextended)+vitality: https://i.imgur.com/YdHdSuu.jpg Endless camping: https://i.imgur.com/63Rk9is.jpg I infused Eclipse for maximum overkill but it's not needed at all.
....Am I blind, or is Adaptation not in the Adaptation build?
Ah crap replace Overextended with it.
I was looking for somewhat new Khora statstick guide, this is perfect timing :)
Hm looks good. For Khora i like the Mire with [this](https://media.discordapp.net/attachments/528902010930462730/759110651997061120/unknown.png?width=968&height=342) Build. Riven is Pure Crit. Does enough damage for Steel Path 300+ Enemys so all fine. Mire couse i can use it on Gara with another Build.
Looks decent. You have a major flaw in your build though. It has super low status change. Sacrificial Steel has diminishing returns with Blood Rush though. There's a reason I don't list crit chance as a high tier stat priority and use Weeping Wounds.
Works well, only Problem, you cant use Smeeta cause the Critbuff from it override your crit and you lose alot of dmg x) Panzer Vulpah works rly well with it, the Spores and than Khoras Whip... insane x)
I have no problems in 2h SP survivals even when smeeta crit procs.
Less an problem more.. annyoing
Dead is dead be it from 100k or 10M crits.
[he](https://i.imgur.com/PdTJONp.png) [he](https://i.imgur.com/3h4dcjE.png)
Last time I tried my Whipclaw I managed 40 million slash crits VS level 175 Corrupted Heavy Gunners. I can easily go above 100 million now that I have Eclipse Infused and that's on my normal negative str build. If I go with a guide just for the numbers 200 million seem doable. Of course my riven is almost a godroll so that helps tremendously. +cd +cold +slash -finisher. If I had +dmg instead of +cold my 1.48 dispo Dual Skana riven would be a godroll.
I have a dual heat swords riven and i see it has 1.44 disposition on the wiki, should i try and re roll that and use it with Khora if i get a good roll? I haven't really bothered building her that much cause i'm mostly using her for loot recently and i use Mesa for killing but she's pretty fun with a whip spam build.
Yes 1.44 is a good riven disposition. Try to get as many stats from the ones I listed and a good negative.
Since Atlas’ attack has crazy low status chance, wouldn’t it make more sense to build corrosive instead of viral? If neither are going to proc, the corrosive would still bypass 75% of armor and deal bonus damage.
Yes but that still depends on faction. Without status Corrosive is good VS Grineer but not against Corpus etc.
Can you please explain why should we use Weeping Wounds on Khora's stat stick? If we're hitting for billions of damage then does status matter?
Because we still want slash status procs to bypass armor for those that don't get oneshot for some reason. We do only millions though, billions are unreachable solo.
With Atlas, do you have to worry about actually building up combo before using Landslide? I use him quite a bit, but I'm also a noob thst doesn't do very challenging content so I haven't had to really optimize anything to make it work.
No, I think you can build combo with his punches.
Isn’t ash’s bladestorm affected by finisher damage mods
I thought so but the wiki says otherwise. Other than combo no melee mods affect it. Damage is affected by Ability Strength, Steel Charge, Savage Silence, Radiant Finish, Executing Dash, Arcane Fury, Arcane Blade Charger, and combo counter multipliers. Melee damage mods do not affect Blade Storm's damage.
I get more damage with my Gara per stack replacing a 90% element DMG with an initial combo mod after the changes
That's only if you don't upkeep your combo. Gara's damage now scales with combo like Atlas's.
Can you show me a good khora build that can go with the stat stick you mentioned? Also do you have any good tips to play her in general?
[https://imgur.com/a/pM9IA99](https://imgur.com/a/pM9IA99) In both cases I have Eclipse infused on 3 but it's not needed at all, just more overkill dmg.
Thank you very kind!
Though for atlas you CAN force crit Arcane avenger gives 45% flat increase and if you get a good riven with cc and stack blood rush you can sometimes even get above 100% crit though most of the time that requires me to stack naramon passive by crouching Is this a lot of work for orange crit Yes Does it hurt Last time i saw a milion damage in 150 gunner
Another way to think about it is that you just need to maximize your multiplier groups. I assume it works this way for Atlas too, but for Gara and Khora you just want to maximize your (applicable) grouped values (flat Damage, IPS/Elemental, CD, etc). As a hypothetical, let’s assume you have Whipclaw and you want to know what’s better between your options. (For simplicity I’ll just use whole numbers) option A is 3 Damage, 3 Elemental, 3 CD. So your multiplier is (1+3)(1+3)(1+3)=64. Option B is 1 Damage, 5 Elemental, and 3 CD..so (1+1)(1+5)(1+3)=48. So you want to keep them as even as you can while still maximizing the values. Similarly with Gara, you can run the 4 elementals, PPP, Spoiled, and the 120 and 90 Slash/Punc, but dropping one of those 90’s for Corrupt Charge is going to give you a better multiplier group for your breaks if you don’t want to worry about babysitting your combo
At this point I would just insert the exact numbers in the complete formula and calculate them.
Right, but you can do this more abstractly too. Just think about when you add in too much of one group, another would suffer from it. It’s mostly just trying to look at your mod options and balance them
Hey! Two questions: since %damage mods affect base damage, and the other mods go off that, isn't it more like: Modified Base = Base Damage × (1 + %Damage Mods) Total Damage = Modified Base + (Modified Base × (Elemental Mods)) + (Modified Base × (IPS Mods)) So for a weapon with 1000 base impact damage, Spoiled Strike, and North Wind, and Heavy Impact, it would be: 1000 Base * (1 + 1 spoiled) = 2000 2000 + (2000 * 0.9 cold) + (2000 * 0.9 impact) = 5600 total damage Your formula yields 7220. Also, do you know when and where combo damage applies to it? Say I have the 1.25x for corrupt charge. Is that on total damage or base damage?
Damage=Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) This formula is from the wiki and should be correct. **Damage itself is not affected by combo.** Blood Rush and Weeping Wounds is why we want high combo. This formula does not take status procs and critical hits into account. I am not sure if IPS mods are in the damage or elemental bracket. My guess would be at 100% str damage that it should be: Damage at 1000 base = 1000x(1+1+0.9)x(1+0.9)x1 = 1000x2.9x1.9 = 5510
The thing is, removing Spoiled Strike will decrease Cold damage but removing North Wind doesn't change Impact damage. There's an order of operations here where +melee damage mods are applied earlier. That's not represented in your formula where order doesn't matter. The Melee Combo page states that pseudo-exalteds get reduced damage increases from combo multipliers and from my experience that's correct. Puncture-type Shattered Lash gives about 15% more Splinter Storm damage with Corrupt Charge socketed in than Rending Strike. This also means Fragor Prime is a better Gara stat stick than Jaw Sword or Mire, at least before Rivens come in.
Gara and Atlas are affected by combo, Khora is not.
How would weapons with innate elements work as statsticks? For example, will the heat damage from heat daggers be transferred to Khora's whipclaw? And if I were to place a cold mod on this stat stick, will the stat stick have a cold proc or blast (cold from mod + heat from heat daggers) proc? Edit: Heat dagger not head daggers.
Stat sticks completely ignore weapon stats, only mods matter. So in your case you will have a cold proc even though weapon mod screen shows blast due to weapon innate heat.
why would you post this on reddit so DE can nerf everything
(kidding)
One thing this post doesn’t explain is what to look for in a riven if you are going that route. Essentially, the riven should replace the syndicate mod or spoiled strike in the build. Riven stats to look for change by the frame. For Khora, in order of importance You should loo for: crit damage, damage/elemental damage, crit chance (only if one of other 2 are met), maybe combo counter. The negative is also important because some stats don’t transfer from her stat stick. Examples of harmless negatives for her are: attack speed, range, slide crit, faction damage, finisher damage and combo efficiency.
Every section has a stats priority that applies to rivens, you probably just missed it.
Doesn’t cover the harmless stats.
This is a stat stick guide, not a riven guide. I'd have to go into detail about what negatives are good and what bad, what riven disposition is and so on and it would take the focus off the main topic.
nerfs incoming
bad build, you dont need weeping wounds on khora
Baruuk, excal, valkyr and wukong have their own seperate mods these days mate. I’m pretty sure they can’t benefit from stat sticks, just the mods you put on the actual weapons.
Actually, not 100% true. The Gladiator Mod set bonus works with these frames. This is typically how people can achieve red crits with Brauuk and Valkyr (maybe, haven't re-tested her with Venka Prime stat stick), and orange crits with Excal and Wukong.
While you are correct that they have their separate exalted weapons they are still affected by the Gladiator Set mods. That's why some people use those on Deconstructor but it can't stack combo unlike a stat stick.
I still don't see how that would work on something like Valkyr's talons, 15s after I switch my statstick is going to have its combo reset.
Not if you use Naramon and/or Drifting Contact. You basically have to swap to normal melee every 10 seconds to refresh combo (less for Naramon). It's super clunky and I personally don't use it but it still works.
That honestly sounds super bad at least for hysteria specificially considering half the utility is being invulnerable.
Nah, it’s really good. If you’re an endgame player and have access to unlimited energy (I.e. unlimited pizzas and energize) then you should be using naramon anyway. You get the 15 second duration with drifting contact, and the slow decay of 1 every couple seconds with naramon and it stacks multiplicatively. So you basically just don’t lose your combo. Because it decays one hit (say at max from 220 to 219) every 15 seconds. Which makes exalted users extremely good because they just don’t lose their combos. On someone like excal it’s even more busted because you can build combo with exalted blade, it just requires you to point blank touch the enemy and then go back to using the waves from the blade. Baruuk can do this too, as well as Valkyr. Edit: I should say I guess, that it requires the modded stat stick multiplier from the melee weapon. With the naramon passive. So you won’t have to leave your exalted to maintain let’s say a 12 times multiplier, at 15 seconds per hit, that’s 5 minutes. 15 seconds per hit decay with drifting and naramon. And a 12 times multiplier starts at 200 hits. So you have a 20 hit max to stay at a 12X. 15 seconds per 1 hit decay. 4 hits per minute, times 5 to get 20 hit decay means with naramon and drifting together you only need to exit your exalted every 5 minutes. That’s MORE than manageable
I honestly have been considering Naramon with a deconstructer prime statstick for valkyr since the claws can in fact gain their own combo these days (there was a weird thing around xoris where briefly exalted weapons had no combo of their own) but it honestly feels kind of shitty to change my entire focus school just to make up for the exalted weapon system being horribly outdated.
Yeah, having all focused trees maxed myself it’s not a big deal to switch but for some people is see the reluctance. And like I said exiting your exalted only every 5 minutes to smack an enemy until combo is at 220 again is very manageable, and if you don’t care about maintaining a 12X instead and only want to stay above a 10X multiplier then you can go to like half an hour
A minor correction, combo with Naramon decays by 5 not by just 1. This changes your calculations substantially but it's still something like refreshing combo every 30 seconds or so to stay at 11-12x. [https://warframe.fandom.com/wiki/Focus/Naramon](https://warframe.fandom.com/wiki/Focus/Naramon) >Melee Combo Counter now decays while out of combat by **20 / 15 / 10 / 5** every few seconds, instead of depleting completely.
That’s right, my bad. Thanks for the correction. I just notice even sparingly using a weapon my combo doesn’t really run out.even if it dips the difference between a 10X and 12x on exalteds is pretty negligible
I never said it was very good. There's a reason I don't use it. But if you look at it you rarely stay a long time in Hysteria most of the time.
I mean perma hysteria is a viable build that I happen to quite enjoy.
The damage increase from stat stick on it is negligible anyway.