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Alright the reason I'm naming the Strun Wraith the best weapon is because of the impossibly, extremely, overpowering damage output that I've calculated, without a Forma
and the enemy is TOTALLY UNARMORED
However, any correction of calculation is welcomed.
Flechette(Max) Accelerated Blast(Max) Point Blank(Max) Blaze(Max) Hell's Chamber(Max) Shotgun Spazz(Max) Ammo Stock( 2 )
Totalling a massive Damage Buff : +150% Armor Pierce [Slot into Tatical polarity Slot a.k.a Minus polarity][Strun Wraith Does not ignore armor] + 150% Damage + 150% Fire Rate + 120% Multi-shot + 60% Fire Damage + 30% Clip Size.
Time Needed to Empty One Clip[10 Shots] = 10/6.25 = 1.
6 Seconds to Empty Clip
Damage Calculation (One Clip[10 shots][Due to Ammo Stock] Point Blank Shot on UNARMORED Enemy) =
Initial Base Damage = 190 * 2.5 = 475
Secondary Damage Calculation = [475 + (475 * 150) + (475 * 60)] * 2.2 * 10 = 32395
On average, with crits the damage per clip is around: 32395*1.15=37254.25 (Thanks to an anonymous wikia contributor for correcting my calculations :) [ Again ] )
Therefore Strun Wraith for this build has a 37254.25 Damage / 1.6 Seconds Damage output which equals to 23283.9062 Damage / Second [Not Counting the Reload Time]
Extracted from Strun Wraith Build [ 2nd ]
With a Team with
Rifle Amp MAXED out [Rifle Amp does not work on Shotguns] . A Team of Nova, Banshee, Rhino, Mag. A Nova can cast Molecular Prime to x2 the damage taken by enemy, A Banshee to Sonar to (x5 * 130%)[Due to Focus*] the damage taken by enemy In a specific region, and a Rhino to Roar x1.5 the damage dealt by player, in addition with Mag's Bullet Attractor x2 the damage taken by the enemy.
This damage of 37254.25 * 2 * (5 * 130%) * 1.5 * 2 = 1452915 .75 Can and will BREAK WARFRAME not literally, but you know. 1.45m Damage /1.6s = 0.9m Damage/s. This is possible unless 1. I calculated wrongly (correct me I want to see the damage after the correction still) 2. You just can't find that specific team 3. You don't have the mighty Strun Wraith.[Do read the Disclaimer]
With the edit, 0.5m Damage/s or less will be dealt since not every pellet will hit the sonar-ed area and damage may be less due to distance from player and enemy.
Edit: Big thanks to CaptainHindsight and a Wikia contributors for pointing out Damage might be less in real conditions. Edit 2: Thanks to another Wikia contributor for correcting my Critical Damage Edit 3: Thanks to Gentlebrute for the Mag Bullet Attractor suggestion Edit 4: Thanks to Misdirected for pointing our Rifle Amp does not work for shotguns anymore
- "You can't reliably hit sonar spots with every pellet, the gun has a big damage dropoff past short-medium range" - CaptainHindsight
- "Sonar calculations for shotguns are a bit off since pelet spread, its impossible to hit sonars weak spot with all the pellets." - a Wikia contributor
- "The critical part is wrong, the multiplier isn't 1,2*1,75, it's 1+(0,2*0,75)=1,15, for
Multiplying by 1,2 is the same as saying you get double d
amage on 20% of your shots, and that isn't the case. You have to apply a 0,75 «reduction» because the extra damage is 75% instead of 100%." - a Wikia contributor
- "Would bullet attractor help? It gives a 100% damage boost when fully leveled." - Gentlebrute
- "No, based on the wiki...'As stated on the mod description Rifle Amp only increases Rifle damage. Shotguns do not benefit from this mod.' " - Misdirected
If anyone's interested on the gameplay of this specific loadout [Exclusion of Ammo Stock(2)]:
If anyone's interested on the gameplay of this specific loadout [Inclusive of Ammo Stock(2)]: