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Kompressa Prime

Electric Kompressa v1.0.2 | Trash Clear | Enervate Red Crits | 1999

by last updated 2 months ago

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Glinting like a golden dawn, Yareli Prime’s signature pistol engulfs foes in a cascade of virulent, explosive, water globules. None can escape the sea.

5 VOTES
0 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ACCURACY
3.8
CRITICAL CHANCE
16%
CRITICAL DAMAGE
1.8x
FIRE RATE
3.33
MAGAZINE
12 / 144
MULTISHOT
4.0
NOISE
ALARMING
RELOAD
1.8
RIVEN DISPOSITION
0.55
Status / Projectile
36%
TRIGGER
AUTO
Damage / Projectile (x4.0)
 VIRAL (❄ + 🕱)
2.0
RADIAL ATTACK
 VIRAL (❄ + 🕱)
46.0
TOTAL Damage
192.0
AVERAGE HIT
216.6
BURST DPS
721.9
SUSTAINED DPS
481.3
Guide
0 Comments
Kompressa Prime builds
Builds by Depravety

Electric Kompressa v1.0.2 | Trash Clear | Enervate Red Crits | 1999

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Revision Log:

v 1.X.X >> Build identity changes / Complete build overhaul
v X.1.X >> Central idea stays; only mod order changes / or Major guide rework
v X.X.1 >> No change in setup; Minor guide edits only

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Why do we use?

Enervate? -- Flat crit chance per tick. "Resets" after 6 orange. This will be our main CC, and with Enervate we can climb to much higher chances than ever.

[Kompressa] Specifics: Enervate functions per unit of time, similar to Encumber. Normal explosion weapons will only count towards 1 Enervate stack, even if both direct and radial hits make contact. However, weapons with delayed explosions that occur on different frames are able to stack Enervate separately.

Komperssa is unique even among weapons with delayed explosions, as [Kompressa]'s are randomized with a 0.6~0.8s delay, and this can further jumpstart Enervate to even higher numbers before it is allowed to reset.

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Why do we use cont.

I have spent hours testing the best mod combination possible not just for dps, but for actual kpm. Without including external bonuses, this setup resulted in the highest average kpm of any [Kompressa] i have tested.
This setup maximizes volumetric dps by increasing our explosion radius and then introducing an additional electric damage area for exponential damage overlapping, while simultaneously handing out viral + [Mag] debuffs to all enemies across all HP types, this setup wants a crowd, the more enemies you can throw in front of it, the more powerful it becomes.

PTC + Magnetic Might -- Huge crit damage boost for Enervate. We only use crit damage mods as Enervate will be our CC. Enervate is a flat and more reliable bonus.

[Magnetic Might] is important against overguard and shields, in combination with crit damage, it is also the most effective mod we can use for overall DPS. The crit damage benefit alone will outpace secondary elementalist, and against enemies with overguard or shields it will boost our damage higher than even a faction mod.

  • Either mod compared is still flexible for this slot, especially elementalist if you find the reload bothersome.

PRIMED FULMINATION -- Designed to make this weapon more effective the more enemies are around. The [Kompressa] is almost entirely AOE weighted damage, the prime has improved our base radius from 2.4m >> 2.8m, resulting in a 3.45m >> 4.0m radius after [Fulmination].
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The reason why [Fulmination] is so effective is because the [Kompressa] fires up to 15.6 explosions per trigger; hitting more enemies means proccing more electric which have their own radius, and this is the key to exponential damage scaling.
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From my testing, i have seen upwards of 50% higher overall kpm with Fulmination vs without, easily making it a best in slot.

Hornet Strike -- NECESSARY base damage

Convulsion + Jolt -- Double electric mods to maximize electric damage, weight and chance to proc. The bonus chance alone from [Jolt] is enough to warrant its spot here, for the [Kompressa], status is everything, and from my testing Jolt is by far the best option for that purpose without diving into outside shenanigans.

Diffusion + LT -- For fire rate and Both for added multishot to hit more crits per cycle with Enervate. Fire rate is especially important for reaching those high Enervate CC numbers, Enervate will respond proportionally to your fire rate and will accumulate higher on average.

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Why dont we use?

Be careful when modding too much reload speed -- I see a big talking point around [Kompressa] reload speed, so due remember that the entire magic of [Kompressa] is the delayed explosions which jumpstart Enervate as they detonate. Hitting enemies with initial projectiles (not explosions) will prematurely recycle Enervate, this is to say that we WANT to have some delay for Enervate to catch up.
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If you're still concerned, remember that electric will keep enemies stunned far longer than our downtime spent reloading, so this should be a non issue.

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