### An Homage to my favorite sniper in Destiny 2
The interaction that this build utilizes has been removed from the game, and as such, the build is no longer good. Please remove primed cryo rounds and hellfire, as blast is a non-factor now, and we simply want as much electricity damage as possible. Replace these two mods with the Electric Elemental mod and the faction mod. If you are averse to faction mods, you may still use the [Galvanized Scope], but it has largely diminished returns and difficult maintenance.
Pairs well with Cyte, [Nova], and [Lavos]
### Mods
Exilus slot is a preference
We are taking advantage of the fact that blast damage counts as weapon damage and can retrigger the lightning strikes. The electric status effect can hit headshots, and does so regularly enough to warrant running [Target Acquired]. Critical damage is used to scale the blast and lightning damage even higher. Faction mod is used because it double dips on status damage, and point strike is used because I find the higher fire rate more comfortable and the damage difference to be negligible in non-endurance sp gameplay. You can run [Critical Deceleration] if you don't mind losing fire rate. Finally, substitute [Primed Shred] if you have it.
[Serration]: Adds to the base damage layer
Arcane
Primary Crux: Required to enable a consistent chain reaction due to increased status chance
Primary Deadhead/Longbow Sharpshot: Will yield increased damage at the cost of an abysmal status chance of 18%. This arcane should only be used with external status chance increases, such as with [Caliban]'s tau status or [Citrine]'s prismatic gem
DoT Damage Calculations
DoT damage for both modded status effects has a final multiplicative multiplier on both critical effects and body part multipliers, although blast cannot hit headshots. This is why headshot multipliers are modded. The damage calculations from the official wiki are shown below.
Blast
Modded Base Damage = Weapon Base Damage(1+Base Damage Bonuses)(1+Faction Damage Bonuses)
Single Blast Proc Damage = 0.3Modded Base Damage(1+Faction Damage Bonuses)(1+Status Damage Bonuses)Additional Cumulative Multipliers
AoE Blast Explosion = 3Modded Base Damage(1+Faction Damage Bonuses)(1+Status Damage Bonuses)Additional Cumulative Multipliers
Electric
Modded Base Damage = Weapon Base Damage(1+Base Damage Bonuses)(1+Faction Damage Bonuses)
Electricity Damage Per Tick = 0.5Modded Base Damage(1+Electricity Damage Bonuses)(1+Faction Damage Bonuses)(1+Status Damage Bonuses)Additional Multipliers
Conclusions
Faction damage type multipliers are highly desired
High base damage is desired
Additional cumulative multipliers are also desired
It may seem like elementalist mods would be beneficial, but they do not increase the damage of the lighting strike, which is where most of the damage comes from. The status effects are just used to cause a chain reaction.