This is the [Tetra] perfected.
Electricity for massive crowd control and triple dipping ricochets.
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Note: This is NOT the greatest of all builds, it is designed for high KPM grouping setups
For additional Variants, see below;
Viral-Slash - By MaliciouslyCryptic
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Update:
Now includes [Rifle Elementalist] for higher Electric Focused DPS and PT.
Bane can be swapped for Stormbringer if priming, or can be swapped alongside elementalist for viral 60/60.
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If swapping for viral, also swap electric 60 for electric 90 for weight
Be sure to bring some source of external viral ( as in any companion in the game at this point ), a specter, nourish, a primer, etc.
[Point Strike] has been traded for crit delay since puncture was buffed, giving us a final cc of 109% at 5 stacks with crit delay
Unlike Staltha / Aeolak, G-Shot is ADDITIVE to base damage and not multiplicative, even so it is still useful here.
The status effect of electric activates instantly, and electrics 'Tesla Chain' mechanic functions as its own instance of damage. This essentially says that in order for electric to functionally spread not only its damage but its status effect to additional enemies, electric must inherit its own set of 'enemy body part multipliers'. We can abuse this with anything that alters said multipliers, (such as the 30% headshot bonus from Deadhead), in which electric will apply the given bonus to itself a second time
When punch through is added alongside Kinetic Ricochet, this can cause what appears to be bugged reactions; after testing i have found an explanation for this.
Punch Through is prioritized over ricochet when a scan line detects an enemy body part, so if we shoot a line of enemies, bullets will punch through them until it 'runs out' of punch through distance, after which bullets will ricochet 6x as normal.
[Kinetic Ricochet] is prioritized when weapon performs a scan line that detects terrain and will bounce off said surface as normal.
However, what is unusual is that a scan line does not end the moment it detects something...
In my developer headcannon, this is because the [Tetra] is using the same path scanning method that 'hit scan' weapons use, even though the [Tetra] is a projectile. (perhaps the devs didnt want to program an entire new function just for one or few weapons). Because [Tetra] is a projectile with travel time, the game cannot immediately scan what is directly in front of it like traditional hit scan or obviously you would get '[Ghost] rounds', so instead it must continually scan the total area in front of the projectile for its entire travel duration.
Why does this matter? The weird interactions begin when an enemy is positioned behind terrain. Because of the nature of priority that we discussed; if a scan line at any point detects an enemy body part, alive or dead, behind a wall then punch through will immediately take priority and the projectile will pass through the wall in an attempt to hit the enemy on the other side instead of ricocheting as it should. Even if the surface that the projectile is trying to punch through is greater than 2.1 meters, the projectile will still attempt to punch through it until it disappears anyways because of mentioned priority.
for this reason, punch through is still useful for grouping or hallways, however, if these odd interations bother you, just use vile accel instead.
Tetra has additive co, while staltha / [Aeolak] have multiplicative co
[Tetra] has the best crit stats with [Aeolak] following close behind
[Tetra] has the lowest fire rate at 5 < 6
[Tetra] has by far the best ammo economy with double the [Mag] size of both competitors and the highest reserves.
[Tetra] has the best status thanks to its 60% progen, with [Aeolak] following behind, while [Aeolak] does have innate rad and 3% higher sc its weight is almost non existent.
[Tetra] has by far the best damage per shot and dps
[Aeolak] is the only hitscan
Both [Aeolak] and [Stahlta] have innate punch through
Tetra has Kinetic ricochet which can help clear corridors and large rooms
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Alt fire:
Tetra- 8m aoe blast damage with a -60% falloff, consumes entire mag so it is very unsustainable and has a very long downtime
Stahlta- 7.2m aoe with a 0.4s imbed delay, costs 20 ammo to charge and a 1.6 second charge up time, and suffers from a -70% dmg falloff
Alt fire explosion deals rad damage
Highest damage per shot of the three, killed by charge time and imbed delay
Aeolak- smallest radius at only 7m, but only costs 10 ammo to charge and only has a -50% falloff. Only has a 0.3s charge time and has a 1.5 fire rate, so it can reliably be spammed
Deals blast damage like [Tetra],
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Overall:
Primary fire: [Tetra] > [Aeolak] > [Stahlta]
[Tetra] destroys the competition here, having the highest total dps by a huge margin, ricochet projectiles and double the mag size, while also requiring almost 0 investment like all tenet weapons compared to the others.
Aeolak has the dis/advantage of being the only hitscan, which is overall more reliable but less synergistic, however, it earns second place because it is literally the power creeping version of the [Stahlta]. Higher damage per shot, higher crit chance, crit damage, and status chance, more ammo reserves, innate rad on primary fire while also sharing stahlta’s innate punch through.
Stahlta- nothing really to say here other than this weapon has started to show its age, but its still a solid choice
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Just the Alt fire: [Aeolak] > [Stahlta] > [Tetra]
[Aeolak] takes the top spot because it has notably less falloff, very little charge time and is extremely conservative. Aeolaks alt fire can easily be spammed without much delay and has a high status chance so it can also double as an aoe primer, just don't expect any of these to nuke..
[Stahlta] alt may have the most damage but its just too slow and doesn’t give enough results in an incarnon era, s tier sound quality tho..
Tetra- lmao do not