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Ogris OP in Damage 2.0

  • Damage 2.0 has changed this weapon's damage type to blast damage.

    After throwing on serration, split chamber, max fire and ice mods to yield maximum blast damage possible, in-game stats show 2000+ damage per rocket.  Testing in Void has also yielded 2000 damage hits, much higher than Ogris in Damage 1.0.  One-hits Ancients and Heavies.

    Discuss

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    • XD Yeap

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    • downgraded to 150 dmg It was fun while it lasted.

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    • Which now kinda makes it UP

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    • 150 is the projectile damage. It still does 500 Explosion/Blast damage.

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    • are you sure guys split chamber work ??? i dont see 2 rockets when i shoot with the ogris : /

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    • 81.65.159.218 wrote:
      are you sure guys split chamber work ??? i dont see 2 rockets when i shoot with the ogris : /

      That happens a lot of with weapons with 100 accuracy. They're stacked so you never see 2. You should see 2 damage pop-ups though. Or if you have Heavy Caliber, put that on and you'll see two rockets because of the loss in accuracy.

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    • Ok thanks :)

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    • The Ogris is Awesome with the right mod setup. 

      This is my setup i was testing last night in Xini whilst Forma'in my Ogris up.

      Going for the Blast + Corrosive build netted me the results below.

      Blast Corrosive




      Going for purely Blast damage netted me these results below.

      JustBlast




      In the Blast only setup if you take away the Heavy calibre (because the damage accuracy debuff sucks at times....) it goes down to 2393 Blast damage. And as im still 2 points shy of max serration, there is still more potential :)

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    • Knosher wrote:
      The Ogris is Awesome with the right mod setup. 

      This is my setup i was testing last night in Xini whilst Forma'in my Ogris up.

      Going for the Blast + Corrosive build netted me the results below.

      Blast Corrosive




      Going for purely Blast damage netted me these results below.

      JustBlast




      In the Blast only setup if you take away the Heavy calibre (because the damage accuracy debuff sucks at times....) it goes down to 2393 Blast damage. And as im still 2 points shy of max serration, there is still more potential :)

      for maximum potential i'd remove speed trigger from the second build and add infected clip as poison damage goes straight throught shields and possibly ignores armour but at those levels of damage it might be just rendundant.

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    • 93.45.49.215 wrote:
      Knosher wrote:
      The Ogris is Awesome with the right mod setup. 

      This is my setup i was testing last night in Xini whilst Forma'in my Ogris up.

      Going for the Blast + Corrosive build netted me the results below.

      Blast Corrosive




      Going for purely Blast damage netted me these results below.

      JustBlast




      In the Blast only setup if you take away the Heavy calibre (because the damage accuracy debuff sucks at times....) it goes down to 2393 Blast damage. And as im still 2 points shy of max serration, there is still more potential :)

      for maximum potential i'd remove speed trigger from the second build and add infected clip as poison damage goes straight throught shields and possibly ignores armour but at those levels of damage it might be just rendundant.

      Damn, where can I get infected clip from, been playing with Alad V to see if I can get any from the corpus, and have been trying t2 survival. No luck :/

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    • Try t3 def . Just got mine

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    • Yeah, the Speed Trigger is more a luxury of life at the moment. I only take Xini upto the wave 30 mark casually at the moment 2 man with my brother and it doesnt have any issues upto that part with killing things. Still got a couple more Forma's i wana get on the weapon yet (when i get a little more time on my hands). So will be able to use the last mod slot also + get Serration up another level or 2 (depending on Core situation). But duly noted.

      Pictures where just there mainly to show what the potential is with it really. Personally i prefer the first build as the 2nd build with Heavy Calibre really makes rockets go all over the place, and a lot of the time really dangerous even for yourself as they go no where near where you wanted them to go lol.

      As for the Infected Clip, ive picked up around 10 of them in T1,2,3 Survival Voids. Pretty common to be honest with you. Myself personally run T1 Survival Voids with my Bro (me Nekro and my Bro as Rhino) and get a nice choke point generally near the start of the map and easily stay in the same place for the first 30 mins. Having a Carrier Sentinel will also make your life easier when it comes to not missing out on the loot. 

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    • You might also want to invest in a firestorm if you have extra slots/mod capacity. As the wiki page says it provides a considerable range boost and is essentially free damage. I have it and i can really notice the difference.

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    • Woundheir
      Woundheir removed this reply because:
      ...
      03:48, November 29, 2013
      This reply has been removed

      I'm a bit confused. When I use cryo rounds/hellfire it increases the listed blast damage. When I use wildfire it increases the blast damage even more. However, when I use Stormbringer it seems to go back to just cryo round/hellfire damage and not include Stormbringer in the blast damage.

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    • Especially with heavy callibre, you might miss so firestorm may come in handy

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    • Ogris tends to lose out in endgame content when enemy health starts getting high and it really makes the suicide damage a tough buy.

      Btw does anyone have an Ogris that beats mine yet?

      Jrkong Ogris
      Jrkong Ogris mods
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    • Why would you use shred? Especially with Heavy Calibur since you have no real control where it goes... I also suggest against using Corrosive damage. You are better off using Ogris for all non-armored units then switching to secondary for armored. I would suggest Magnetic and Fire. Magnetic has no weaknesses and will do great against Corpus. (Shielded units and robotics) Fire has no weaknesses and will do very well against everything except armored units and robotiocs. (Grineer/Corpus are considered Flesh once shields are down.)

      Radiation is another good choice because survivors can have a decreased chance to hit and attack each other if it procs. Ogris only had a 10% chance to inflict the status effect though.

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    • Shred acts as a minor safety net for when enemies get too close so I don't have rockets blowing up right in my face. I use Corrosive since it's far more beniificial in Ogris for endgame (especially in void) I tend to see more high health Armored enemies vs shielded ones. Shields die in one shot still while HP doesn't when I use Magnetic. By the way you can't get fire on Ogris since all fire mods would automatically contribute toward the Blast element on Ogris.

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    • But then it will go through the enemy you are aiming for when they are at a distance. And the target it hits takes way more damage than the ones caught in explosion.

      My Ogris stats disagree with your theory. 594 of my damage on arsenal screen is heat. "You just need to load other elements in the slots before heat. It will only combine if heat is your first elemental mod. You can also combine it with other mods, even if you only use 2 elementsl mods, by using the other mod first."

      • Edit: Ignore the quotation part. Apparently they patched it, even if you have heat first it will separate as heat or combiner as something else instead of blast.*

      Corrosive doesn't have any weaknesses either, so w/e works for you.

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    • I guess, Jrkong hits the ground around enemies at distance. The safety net is to circumvent hitting enemies/objects right in front of you.

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    • Persicely , Shred also gives me a faster rate of fire and more rockets=more damage. I get a nice 100% damage bonus vs armored target, 50% vs Robotics at a cost of -25% against shield with a 25% bonus vs everything else.

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    • Jrkong: that as been fixed.. the fire damage is now separate from blast, unless you mix ice, which will give you additional blast damage.

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    • Tnargraef
      Tnargraef removed this reply because:
      spam
      05:47, December 17, 2013
      This reply has been removed

      Boss kills "Solo" = Low level enemies. Look at the numbers, most of them were level 30 or lower against a level 30 gun with 60 mod points into it. Of course its going to kick major ass,,, hhhh i like play it on my device galaxy note 3 & ipad mini 2 news. :p

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    • Just wait till it gets nerfed down. Do you heard the crying Rhino users?

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    • well technically the ogris does the same damage, it's just the new Explosion damage "Blast" does extra against some things and has a knockback proc. But as in damage 1.0, it needs to stay powerful because of the cost to make it and the fact you can kill yourself. 

      Some weapons are simply better then others. Mostly due to the time or resources it takes to make them.

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    • Dunno bout you..the arsenal stats on my un-formaed ogris show as 8.610 on blast purely! Thats what I call a hit!

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    • like this

      Ogris BlAst
      Ogris 2

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    • 4 Forma.

      Ogris damage:

      Ogris damage






      Mods:

      Ogris mods






      Heavy Caliber is optional, as in Ogris case it makes the weapon very inaccurate (this is still good for ODD), and it is not maxed yet, and Serration is still missing a tick.

      I put Heavy Caliber in exchange for Speed Trigger. It is clear that a 5th Forma would further add some damage (maxed HC, maxed Serration, Wildfire, High Voltage, or Speed Trigger as DPS)

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    • Well... Crap, now I feel bad for selling my Ogris back in dmg 1.0 lols

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    • I don't know about Damage 1.0 (I play since February), but here Split Chamber is taken into account when calculating - and displaying - the damage (with its 90% chance).

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    • 5.68.213.219
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