PROGENITOR: MAGNETIC
Magnetic is the most flexible element since it allows you to build heat, electric or toxin DoT without it combining, while also giving a bonus to overguard and shields (especially good against Eximus and Thrax).
MOD BREAKDOWN
- Galv Shot: Adds 120% base damage per status (e.g. 600% dmg after 5 statuses), flexible for Hornet Strike if you prefer not needing to build stacks or are running Arcane Precision
- Galvanized Diffusion: mandatory for +230% multishot at max stacks
- Primed Pistol Gambit: mandatory critical chance
- Primed Target Cracker: mandatory critical damage
- [Lethal Torrent]: optional fire rate + multishot. Flexible if running external fire rate e.g. arcane velocity, amalgam furax, reinforced bond
- Supportive element (viral): Raw viral damage has a 1.5x bonus against corrupted enemies. Viral status also boosts all damage to health by up to 4.25x at 10 stacks. Ice Storm is optional but increases magazine size which improves overall sustained DPS.
Damaging element (heat/electric): The Primed elemental mods ([Primed Heated Charge] or [Primed Convulsion]) both add a large amount of raw elemental damage, while the damage over time from heat or electric also contribute a bit to overall DPS.
Steady Hands: helps with recoil, flexible for ammo mutation
Electric vs Heat:
Electric Status:
- Deals status damage instantly
- Double dips external headshot multipliers like deadhead (1.3x1.3=1.69x)
- Has a small AOE of up to 3m, improving crowd clearing ability
- Modded electric applies into the electric status created by magnetic status breaking Overguard/Shield
- Has bonus against Murmur
Heat Status:
- Deals status damage after 1s delay
- Stacks infinitely as each new status refreshes the duration of whole stack
- Benefits from heat inherit (inherits faction and heat damage bonuses from the first proc)
- Strips armor by up to 50% after 2s, which is equivalent to a 3.7x damage boost against armored enemies
TLDR:
- Electric is best against clearing crowds of weaker enemies or single unarmored enemies quicker
- Heat is best against bulky armored single target enemies that take a while to kill (e.g. unstripped demolyst)
FLEXIBLE OPTIONS:
- Merciless Gunfight: Adds punchthrough which greatly helps crowd clearing, while also providing further crit damage
- [Galvanized Crosshairs]: adds more critical chance than primed pistol gambit but requires direct headshot kills to upkeep, and all stacks drop simultaneously if you lose one stack
- Accelerated Isotope: adds fire rate and radiation dmg, which gives another status for galvanized shot if equipped
- Anemic Agility: more fire rate
- Primed Expel: multiplicative damage against a specific faction, double dips status damage
ARCANE
- Primary Deadhead: gives more base damage after direct headshot kills, and also applies a multiplicative 1.3x headshot multiplier to the regular 3x headshot multi. Electric status can double dip this on headshots for a 1.69x multiplier.
- Secondary Fortifier: strips overguard much quicker and also steals overguard. Best against Thrax and Eximus, while also giving free survivability. Good overall quality of life.
- Secondary Encumber: applies random statuses which helps maximise the damage bonus from [Galvanized Shot], but takes a while to ramp up meaning most enemies are dead before you see any benefit. Would be best on extremely bulky targets like demolyst.
Secondary Outburst: gives the highest possible DPS boost but is a little annoying to upkeep since you need a melee with either initial combo from [Galvanized Reflex] (5x on most slam melees, 8x on [Magistar]), 12x from Melee Crescendo which requires finishers or 12x from [Ceramic Dagger] which requires primary kills.