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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?
CRITICAL MUTATION -- Fills both of our crit damage and crit chance rolls in one slot. This is basically Secondary Outburst in augment form.
- This augment was unfortunately nerfed and no longer double-dips critical hits, still near mandatory choice on all Catabolyst builds
MAG PROGEN -- To combine with Innate Corrosive + Modded Viral for debuffs against all major HP types
Electric -- For AoE electric dots on main fire beam and mag release explosions
165 Elemental electric with a primed mod.
Dual status viral for HP debuffs and 120 status chance
- Frostbite is flexible for Ice Storm if mag size preferred
G Shot -- 120 base damage per status type and significant status chance.
- Multiplicative to Deadhead on grenade direct hits!
Lethal Torrent -- Default fire rate + multishot, important on beams.
Expel -- Default faction bonus for dipping dots
- This mod is technical and not usable everywhere, and swappable for Elementalist / Synth Change (grenade spam) / PTC / PPG / Jolt / etc.
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ARCANE OPTIONS:
Secondary Deadhead -- BEST option for general use benefitting both beam mode and magazine explosions. 360 Easy Mainenence base damage, considerably better headshots. Electric will apply body part bonuses to itself twice or squared, and dots can stack Deadhead on their own.
- Deadhead is multiplicative to CO on grenade direct hits
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Secondary Enervate -- The BEST option for direct main fire beam DPS only, gets outmatched by just Crit Mutation on [Mag] release explosions, less consistency overall. Grenade damage will be heavily dependent on catching Enervate at high stacks, which is impossible to predict. you would need a ton of Enervate stacks to see any noteworthy effect compared to just using other arcane options.
- You can swap elements from Electric to Blast to combat this. Blast ticks can stack Enervate on their own but can't reset it, so at the end of a magazine, remaining blast stacks will jumpstart Enervate from wherever it left off.
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Conjunction Voltage? -- Bonus multishot and reload speed.
Considerable option for Electric beam only DPS. Multishot affects both per tick damage and status chance on beam weapons like [Catabolyst], it is important to stack as much as possible. CV also fully stacks basically instantly with a very forgiving 12s timer, and doesn't require and "on kill" conditions.
Reload from empty has an innate -20% Reload Speed buff applied to its base reload time of 1.7 seconds, increasing the time it takes to reload to 2.125 seconds without mods. The reload bonus from Conjunction Voltage helps negate this and throw mag bombs quicker.
Unfortunately, cuz Cat is a hitscan beam, multishot does not apply to the beam radial or to the [Mag] release explosions, making this less useful.
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Beam length of 19 meters with heavy damage falloff of 100~2% from 9~18 meters. We can [Extend] this with ruinous extention, but the problem remains.
Damage ramps from 20~100% over 0.6s, which is slower than typical beam and once again a punishing flaw.
For the unaware, damage ramping on continuous weapons is an enemy conditional modifier, not a weapon modifier. This means this ramp up is applied to the actual enemy itself and only to that specific enemy, per enemy. This ramp up will be forced on every enemy individually, regardless of state.
[Catabolyst] has a 0.7 meter AOE at its final point. Forget you ever heard about this, not touching this trait at all with Coda version was a huge miss... For reference, most bipedal enemies have a body thickness of 0.5~1 meters. And since beam weapons are composed of 1 instance, the aoe is doing nothing to the contact target.
To emphasize how pathetic this^^ is, [Catabolyst] beam aoe has a volume of 1.5m^3; While Electric has a radial volume of 133m^3, or 80x larger.
Punch Through is a DEAD stat, it just doesnt work period, even its "innate" punch is just a lie.
[Coda Catabolyst] [Mag] release has been given 3 grenades instead of 1, but the damage has been divided into slightly less than thirds and aoe radius of each grenade has been reduced. Granted this is before progen bonus, but still why? This also means stats like status chance get multiplied, thats good ig.
We actually get less volume and less control on average for Coda mags. If we take the theoretical max volume of 3x 5-meter spheres, we get 11% more total volume than just 1 7 meter spheres. That means you have 11% room for error beyond absolute perfect spacing or you are getting less. Also granted, this does mean damage falloff also gets divided, so damage per volume is higher for Coda technically...
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How multishot works on continuous beams:
If a continuous weapon has a multishot of 1.5, its basically a 50% chance to apply a dealt instance of damage twice. It will take the final damage data of a shot and essentially ‘copy and paste” that value onto itself, compare this to traditional multishot, which is more like rolling 2 damage die instead of one.
Additional multishot also increases the status chance of an individual tick, if we generate 2 multishot with base 60% sc, that instance will be copied and pasted onto itself for 120% sc, for 3 multishot thats 180% sc, and so on.
“Due to Multishot increasing both per-tick damage and status chance, status damage Is affected twice by multishot on all continuous weapons.”