Best Roll For Elemental Dmg Fortnite

Master the elements to exploit enemy weaknesses.

It also causes Affliction, which deals damage over time to your enemies. Elemental Enemies edit edit source There are an assortment of elemental enemies in Fortnite, and while you won’t see them until you reach the later stages of the game, they are easily recognizable when you see them. May 16, 2018  The best thing about the apples in Fortnite is that you can use them up to 100 health. So now you can heal back up to full instead of 75 with bandages.

Nioh has a few areas where it can be a little obtuse – that’s perhaps part of its ultra-difficult charm. The elemental system, in particular, is difficult to grok right off the bat.

You can think of Nioh’s elements as status ailments; each of them inflicts a persistent detrimental effect on their target, whether that’s William or his foes. While some are definitely more useful than others, each has its uses and once you know an enemy’s vulnerabilities and resistances you can target them with elemental attacks to hammer through difficult encounters.

Apr 24, 2018  Best-In-Slot-Weapon-Rolls (for Special Forces + support with 24% AR) Physical: Assumes a 9.5 value weapon, meaning 4 orange rolls and 1 blue roll. Elemental: Assumes a 9.0 value weapon with 'element, 10% damage' taking up a blue roll, leaving 3 orange and 1 blue rolls to mix and match.

Unfortunately, Nioh itself makes no effort to explain how elements work. Thanks to a tweet from the official Japanese Nioh twitter account we have all the intel though – read on for more.

Understanding Nioh’s Elements & Elemental Effects

The list below shows the status effects inflicted by a successful attack from each of Nioh’s elemental types:

  • The Fire Element deals damage to enemies over time when they’re hit with it.
  • The Water Element increases the amount of damage enemies take over time; hit them with water, then light them up with more attacks to see the bonuses.
  • The Wind Element is my personal favourite, and reduces the enemy’s resistance to break and ability to block/parry. Basically, use this to wear enemies down with relentless attacks.
  • The Lightning Element makes enemies weaker in a way that’s particularly cool for certain types of difficult foe – it significantly slows their attack and movement speed, meaning you can more easily dodge them, kite around them and so on.
  • The Earth Element is another favourite, as while it doesn’t have an immediate impact like some others, it doubles the enemy’s Ki Consumption. This is crippling, and can in turn lead to enemies being exhausted more often and thus open to some devastatingly powerful attacks on your part. This is great if you’re struggling to get attacks in without leaving yourself open to counters.
  • The Poison Element does damage over time – but to a greater degree than Fire.
  • The Paralysis Element freezes the target in place for a set time, letting you go wild.

Crucially, these elements can of course be deployed against William, too, so you’ll want to watch out you don’t get caught by something nasty. Hey, at least now you know what’s happening to you.

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Amulets can add most varieties of elemental damage to your weapon. A Fire Amulet will add the effect of fire to your weapon, for instance, making that hitting with the weapon will apply the fire elemental effect to the enemy you hit – as long as they’re vulnerable to it.

If you’re clever and quick you can toss together multiple elemental effects – a combination of Earth and Wind can lead to a really vulnerable enemy who you can rush down in a way that’d be otherwise impossible, for instance. Experiment with the elements against those enemies and bosses that give you trouble to find what makes them crumble.

Arm yourself wisely and learn your enemies’ weaknesses, and elemental effects can be the saving grace you need to transform Nioh from a nightmare to something far more manageable. This is the edge you’ve been looking for.

Special Forces: Siegebreaker: Physical & Elemental: Best in Slot rolls for Mini-Boss Killing

Despite the Siegebreaker being a more or less 'meme' weapon people will still use it and want to know how to optimise its potential. The following comparisons will use a 'Special Forces' Soldier in the primary slot with the 24% Assault Rifle damage in the Support Slot (obtainable from the Mythic Soldiers, or Berserker (from previous event)).

Something that not many people are aware of currently is the 'type' of rolls you have on your weapon affect the colour combinations you're allowed. Each roll colour can be assigned a value, Grey = 1.0, Blue = 1.5, orange = 2.0.

  • 7.5: The max value you can get if your weapon has an 'elemental/energy, 10% damage and affliction' roll
  • 9.0: The max value you can get if your weapon has one of the 'special blue' level 25 rolls (e.g. elemental, 30% snare, etc)
  • 9.5: The max value you can get if your weapon has neither of the special rolls listed in the above types.

The type of husk you're attacking also modifies how damage calculations are performed

  • Base_Hit = Your weapons base damage, modified (increased) by hero skills and weapon rolls
  • Base_Damage (Physical Husks) = Exactly the same as Base_Hit
  • Base_Damage (Elemental Husks) = Base_Hit/2 + ((Base_Hit/2) * energy/elemental_multiplier) + (energy/elemental repeated for each)

If you want to min/max properly, you'll want a 9.5 value weapon for physical husks. Having an elemental roll caps you at the lower threshold of 9.0 and then you lose a further 0.5 because the 'element' part of the roll does nothing against physical husks (so using a 9.0 elemental rolled weapon vs physical husks is the same as using a 8.5 value weapon). 10% Damage = Grey, 'Element, 10% Damage' = Blue, but only the 10% damage part is relevant to physical husks.

Hero StatsSpecial Forces and 24% Assault Rifle Damage
Hero Skills: Damage58%
Hero Skills: Crit Damage
Hero Skills: Crit Chance
Hero Skills: Reload Speed30%
Hero Skills: Magazine Size40%
Weapon DamageSiegebreaker
Weapon Damage23
Crystal Evolution27.6
Attacks per Second (Crystal)10.8
Critical Hit Chance5
Critical Damage50
Magazine Size30
Headshot bonus damage50

Weapon Damage Formula

  • Original Formula for Damage = ( BaseDamage + EvolutionDamage ) * ( 1 + (WeaponLevel-1) * 0.05 ) * ( 1 + Offense/100 + SurvivorBonuses ) * ( 1 + HeroDamageBonuses + WeaponDamageBonuses )
  • Simplified Formula = ( BaseDamage ) * ( 1 + HeroDamageBonuses + WeaponDamageBonuses )

The following assumptions/conditions hold true

  • 45% debilitating shots is active 100% of the time in this scenario (so a party member will apply this debuff onto a husk for you)
  • Conditional requirements (affliction, snares, etc) are active 100% of the time in this scenario (if you need a condition like affliction, a teammate will do it)
  • Crystal variants of the Siegebreaker are used, base damage is sourced from stormshield.one, damage increase and attack speed reduction are applied (20% dmg, -10% attack speed)
  • Ammo is consumed at the maximum fire rate with 100% accuracy. Headshot % will be a variable
  • There is no damage drop off (always maximum damage) over range

Important:

  • 'DPS' for the purposes of this scenario will be derived from: 'total_damage_per_magazine'/'total_time_to_fire_all_rounds_and_reload'
  • Total_damage_per_magazine will be obtained from the average damage per shot (factoring in headshots, critical damage and normal hits) multiplied by number of bullets per magazine
  • A 'cycle' is the time to fire all rounds (empty the magazine) and then reload

Best-In-Slot-Weapon-Rolls (for Special Forces + support with 24% AR)

  • Physical: Assumes a 9.5 value weapon, meaning 4 orange rolls and 1 blue roll
  • Elemental: Assumes a 9.0 value weapon with 'element, 10% damage' taking up a blue roll, leaving 3 orange and 1 blue rolls to mix and match
  • Valid roll types for comparison in this scenario are: %damage to conditional, %crit damage to afflicted, %critical hit chance, %fire rate, %magazine size, %reload speed. (Headshot type rolls are not considered because they're under valued and you'd pretty much never want the roll anyway)
  • 'P:' represents physical target
  • 'E:' represents elemental target (and has an extra 'element, 10% damage' roll not listed on each line)

Special Forces, 24% AR Support and 0% Headshots

Fortnite
  • P (DPS): 1629.945: (x2) 135% Crit Dmg to Afflicted, (x2) 28% Critical Hit Chance, (x1) 38% Magazine Size
  • E (DPS): 1257.286: (x1) 30% Damage to Conditional, (x2) 50% Magazine Size, (x1) 38% Magazine Size
  • P (Avg Dmg per Shot): 187.976: (x2) 135% Crit Dmg to Afflicted, (x2) 28% Critical Hit Chance, (x1) 101.25% Crit Dmg to Afflicted
  • E (Avg Dmg per Shot): 150.798: (x2) 135% Crit Dmg to Afflicted, (x1) 28% Critical Hit Chance, (x1) 21% Critical Hit Chance

Special Forces, 24% AR Support and 25% Headshots

  • P (DPS): 1711.053: (x2) 135% Crit Dmg to Afflicted, (x2) 28% Critical Hit Chance, (x1) 38% Magazine Size
  • E (DPS): 1414.447: (x1) 30% Damage to Conditional, (x2) 28% Fire Rate, (x1) 38% Magazine Size

Best Roll For Elemental Dmg Fortnite Pc

  • P (Avg Dmg per Shot): 195.608: (x2) 135% Crit Dmg to Afflicted, (x2) 28% Critical Hit Chance, (x1) 101.25% Crit Dmg to Afflicted
  • E (Avg Dmg per Shot): 158.912: (x2) 135% Crit Dmg to Afflicted, (x1) 28% Critical Hit Chance, (x1) 21% Critical Hit Chance

Special Forces, 24% AR Support and 50% Headshots

  • P (DPS): 1792.161: (x2) 135% Crit Dmg to Afflicted, (x2) 28% Critical Hit Chance, (x1) 38% Magazine Size
  • E (DPS): 1571.608: (x1) 30% Damage to Conditional, (x2) 28% Fire Rate, (x1) 38% Magazine Size
  • P (Avg Dmg per Shot): 203.239: (x2) 135% Crit Dmg to Afflicted, (x2) 28% Critical Hit Chance, (x1) 101.25% Crit Dmg to Afflicted
  • E (Avg Dmg per Shot): 167.026: (x2) 135% Crit Dmg to Afflicted, (x1) 28% Critical Hit Chance, (x1) 21% Critical Hit Chance

Special Forces, 24% AR Support and 75% Headshots

  • P (DPS): 1927.567: (x1) 30% Damage to Conditional, (x3) 28% Fire Rate, (x1) 38% Magazine Size
  • E (DPS): 1728.769: (x1) 30% Damage to Conditional, (x2) 28% Fire Rate, (x1) 38% Magazine Size
  • P (Avg Dmg per Shot): 210.870: (x2) 135% Crit Dmg to Afflicted, (x2) 28% Critical Hit Chance, (x1) 101.25% Crit Dmg to Afflicted
  • E (Avg Dmg per Shot): 175.141: (x2) 135% Crit Dmg to Afflicted, (x1) 28% Critical Hit Chance, (x1) 21% Critical Hit Chance

Special Forces, 24% AR Support and 100% Headshots

  • P (DPS): 2102.801: (x1) 30% Damage to Conditional, (x3) 28% Fire Rate, (x1) 38% Magazine Size
  • E (DPS): 1885.930: (x1) 30% Damage to Conditional, (x2) 28% Fire Rate, (x1) 38% Magazine Size
  • P (Avg Dmg per Shot): 218.502: (x2) 135% Crit Dmg to Afflicted, (x2) 28% Critical Hit Chance, (x1) 101.25% Crit Dmg to Afflicted
  • E (Avg Dmg per Shot): 183.255: (x2) 135% Crit Dmg to Afflicted, (x1) 28% Critical Hit Chance, (x1) 21% Critical Hit Chance

Discussing Results

I need to point out in advance that I did not use a spreadsheet and manually try out every single combination. I wrote a program/script (using the various formulas, equations and math you'd need and have been readily available in different posts on reddit) to brute force the combinations for me and then sort them in order of results.

  • For Physical Husks: There are 756 different possible combinations of rolls on the weapon
  • For Elemental Husks: There are 336 different possible combinations of rolls on the weapon

It probably shouldn't come as a surprise to anyone that the rolls you want for the 'highest dps' are very different to the rolls you want to maximise the damage of a single bullet. You also probably could have guessed well in advance that in order to get the 'highest dps' you need to effectively piss ammo (and weapon durability) into the wind. In many game scenarios you (effectively) have infinite ammo and resources (as long as you're willing to gather them so it might not matter to you) but certain game modes (like Horde Bash) restrict the materials you have significantly (at least until you unlock the various skill points). The first time Horde Bash came around in the 'Early Access' stage of Fortnite many players would find themselves out of ammo and with broken weapons and no ability to craft more (unless their teammates just happend to have the right combination and could trade them).

It's probably important to note that if you're trying to maximise damage per shot your headshot rate doesn't matter. Whether you have 0% headshots, or 100% headshots the rolls (for both physical and elemental) will be exactly the same.

For 'DPS' purposes (elemental)

Visit your nearest DMG MORI Solution Center (Showroom). Dmg mori seiki ntx 2000 series.

  • You're always going to want that %damage to conditional roll (due to how damage is calculated against elemental husks).
  • Once you improve your headshot rate you will 'graduate' from pure magazine size and be able to take advantage of increased fire rates.
  • Somewhere between 0% headshots and 25% headshots will be the transition point (where fire rate comes into the picture)
  • 25% headshots is a fairly low bar to aim for, but that means you don't really need to be that worried about not getting headshots that much
  • If you hit 100% headshots instead of 25%, you'd get a 33% DPS increase (which can either be big or small, depending on your point of view)

For 'DPS' purposes (physical)

  • Your ability to land headshots greately influences the roll type you should be aiming for (to get max dps)
  • The scenario did assume 100% accuracy (on full auto fire). 100% accuracy with 75% headshots probably isn't realistic for most human players on full auto (personal feelings, I could be wrong)

Conclusion

The choice to 'min/max' based on dps potential, or based on 'value for materials' is completely up to you. Personally, I'd min/max based on material value. Materials are a consumable that you need to gather in Fortnite (not that this is particularly hard) but it will consume a lot of time if you need to do it often, especially if your materials only appear in specific zones (and thus you're forced to play those specific missions). I re-craft my ranged weapons once every 5 – 10 missions and melee weapons once every 10 – 20 missions (depending on missions played). 10 missions is a little over 3 hours of game time (assuming 20 minutes per mission). There has never been a scenario in Fortnite where I felt the game didn't provide more than enough time (and opportunity) for the players in the map to kill what they needed to do in a safe manner.

Something else to keep in mind that as nice as this information is to know now, a lot of it will probably be 'not applicable' once re-rolls are released to the community. Critical Hit Chance was nerfed previously when they changed the weapon rolls (then reverted, due to community outrage). They indicated every intention to re-nerf critical hit chance once re-rolls came out.

The most important things to take away (if nothing else)

  • 1. You want very different rolls for the highest 'dps' and the highest 'damage per shot'
  • 2. Your 'headshot rate' will greatly influence the rolls that are best suited for you
  • 3. The type of rolls you have on your weapon influences the rolls you're allowed on the weapon (this will be important if re-rolls give players some level of freedom to choose)


Original link

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