Wow, thank you for the detailed reply! 7-1-7 was kind of what I was leaning toward after reading your post, so I think that’s what I’ll end up building to replace the… whatever monstrosity I have now. Appreciate the arcanes recommendations, too!
That video is awesome, thanks for putting it together!
Is it reasonable to build just one multi-purpose amp, and have it be effective for eidolons/angels/last gasp? Obviously, specialized amps are better, but I won’t remember to swap them out. WTB operator loadouts.
Glad to help! Hopefully I haven’t misspoken–I’m not an expert modder by any means.
I wouldn’t say 90% elemental mods are bad value–they have their place bulking out damage on very low status chance weapons or ones modded exclusively for crit. They’re also good if you want to beef up a status when you’ve already slotted the 60/60 version. Even IPS mods aren’t bad, they’re just very niche (some more than others… lookin’ at you, puncture).
Also, the reason Serration/Point Blank get left off is due to their being replaced by weapon arcanes like Primary/Secondary Merciless. The diminishing returns of putting more than one +damage source on a weapon are too high to justify having both (plus you get an extra mod slot to play with).
In addition to what neooffs said, it looks like a fully upgraded Buzz Kill (120% slash) increases flat damage (ignoring procs) on Gram Prime as much as a fully upgraded (non primed) Fever Strike (90% toxin) for the same cost. So if you only have one flex slot, going toxin instead is 1) an extra status type for Condition Overload and 2) upgradable to a Primed Fever Strike (165% toxin) for more damage if you’ve got the mod and capacity. If you have more than one flex slot, I guess it depends on the goals of your build and the statuses you already have access to on your loadout, but other mods might still be more beneficial.
From my (maybe questionable) understanding, slash mods have some value when:
Via Tenno Tools.