Why isn’t +200% Damage While ASA absolutely the “Go To” on an IC Moze?

I may be spending a bunch of Eridium on my flippers plasma coils etc. etc.

I build Iron Cub to be out literally 85% of the time.

Why would I want consective hits and the ramp up…or 300\90…or even URad (and then fight health gate)

When this anoint not only boosts my gun damage substantially but also adds the damage to Iron Cub as well?

Aaron says it works with IC in his Bear guide…

Have I been totally sleeping on this anoint?

Educate me Obi Wan….

Wow, is that really a thing?

Btw I suppose ch1 has less requirements+it’s easy to stack and is always active in a certain sense while Iron Cub isn’t the best when it comes to control when you need it to either die or be active (?) it depends on what u use. A flipper ramps up full ch1 stacks in matter of seconds, and you still get to use it while Ic is on cool down ( thus, abusing Big Surplus)

Probably you are right about the immediate vantage that ASA provides. I would use it if my willing to switch an entire arsenal to my moze wasnt that bad. I guess one could always use a asa200 weapon alongside with ch1 and 300/90, it really depend on what build, com and weapons you use ( and of course, personal preference)

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It is fixed, you can switch guns, but I would still use CH on Moze.

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Wait. Wasn’t it fixed? For sure it’s fixed on other characters and action skills, I can switch on asa200 on phasegrasp Amara and still get the bonus. It’s different for Cub?

I guess my question is IC hard point damage.

Does IC get that 200% boost to say Rail Guns because if so…just wow!

I will PM Aaron unless one of you guys knows or can quick test.

I am out of action today for most of the day as I am watching my two little granddaughters while my wife does some things.

Grandpa busy!

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Any chance you can check something like Rail Guns on IC to see if they get that 200% boost?

Unless Gbx changed anything, the anoint just adds 200% gun dmg to you but not your action skills.

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Am having a hard time seeing how Consecutive Hits that have to ramp up would have a higher damage and shorter kill time on almost all enemies then starting at 200% additional gun Damage.

Maybe on a huge bullet sponge boss like the Skag in the true trial of survival I can see it. Or major bosses… Long and constant firing with a Flipper that does not reload for instance.

But the vast majority of enemies (I would think) would be killed far quicker with an always on +200%

And killing quick and something like the Guardian Takedown is of tremendous importance.

Now I totally realize that the damage is based on the action skill being active. But, I build my iron cub so that it is out in active virtually 85% of the time. And when it’s not, I am much more careful and defensive in nature till I can cast it again.

It lasts a long time and is very seldom destroyed early.

Why does a consecutive hits that only gains 1% per hit out damage something that already starts at 200%??

I mean I have almost assuredly killed the enemy in three or four seconds by which time Consecutive Hits has not yet approached the +200%. For most enemies…

And yes I realize that consecutive hits is not dependent on the action skill and is an “always on”. anoint.

Bottom line…how fast does Consecutive Hits reach 200% additional damage on a Crit, Kybs, Flipper, Free Radical and Plasma Coil??

Because if it’s more than 3-4 seconds….I’d strongly consider +200% ASA

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Consecutive Hits stacks on every bit of damage, bullet damage, DoT, grenades even self-damage and resets if you don’t deal damage for ~1 second. Running Takedown you can have that 200% wpn dmg all the time.

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Thanks for the help on this!

Ok…I’m trying to wargame this in my head…

What is the limit of CH…does it cap at 200%?

And if it breaks…what is ramp up time to that 200% with say CMTs and a Flipper.

In Destiny, we had this thing called Time to Kill or TTK.

What I’m thinking here is that for most situations and enemies the TTK is shorter (overall) with +200

And if it caps at +200

Why not start with +200?

Understand that it is not AS dependent and is “always on” which seems the big advantage.

But, if I spec iron cub so it is out virtually 85% of the time and adjust my gameplay to that…… I’m thinking I would be better off overall with that +200 on my weapons

Does cub need the extra damage though? I don’t put a single point in the purple tree, and whenever I feel like running iron cub, it just destroys everything with the splinter rail gun. I have a 200% ASA kybs that is basically cheat mode. Any gun is basically cheat mode on moze though. I think the next two mags anoint is extremely underrated for her. She can make one mag last an entire map.

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I have two identical flippers.

One has CH already

Will give the other +200 ASA and run some takedowns and compare.

If your only running IC, 200 asa should be fine and maybe have a 2 mag ase ready to switch too right before IC go’s down. I have ch on my moze since i usually switch between IB and IC.

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Basically, CH has barely any ramp up time. Seriously, you can make stack it in 5 seconds or less and maintain it just by throwing a grenade and having cub out. When you think of your bonus elements, DOTs going off on multiple enemies, cub and its DOT damage, you have tons of damage instances going off every second.

That’s why generally speaking CH is recommended over ASA. You get the same amount of damage, you don’t need an action skill to be active, and it’s really easy to maintain.

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I think you guys have convinced me…

CH the ticket for most occasions.

Buuut….what bothers me is the “5 second ramp up”

And Time to Kill….

And just how often I actually break the ramp up and have to start over in a fight. (I honestly just don’t know). Theoretically, in a heavy fight constantly chucking Grenades And spraying with a rapid fire multiple pellet weapon like the flipper. I would think the ramp up never gets broken.

But again…that’s theory.

Soooo

I am going to equip two identical flippers with the two different anoints.

Then just go run a take down and Hermi several times and “compare”.

Settle this in my brain once and for all. I will report back my results.

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Oh boy…I like this idea as well!

I have a pot full of Flippers and Plasma coils and now Free Radicals.

And the way I stack magazine Bonuses and use the super soldier I rarely have to reload so that ASE 2 mag bonus would last until IC comes back up

And it covers 2 elements as well although the Mag anoint would only boost one

ASA and consec are both great, it’ll depend on the content though. If like me your time is spent in takedowns, then you get continuous mobbing for 10-20 minutes at a time. Consec just gets better uptime here. Things also have enough health that stacking consec is quick. However for short mobbing and most boss fights ASA is going to be better, its up instantly, you can swap weapons hassle free and Cub will last the entire fight, so 0 downtime. Well except Anathema and Scourge, so again Takedown content favours consec hits.

That said however if I were mobbing with a Plasma Coil or Radical I’d use 300/90 any day of the week over either option. No downtime issues, no swap issues, no maintenance issues. But Pris its an SMG, 300/90 is for 1 shot weapons!

I unfortunately lack a clip to demonstrate this properly, but here’s modded Slaughter Star, these lot have have more health than True GTD mobs.

Unrelated side note, direct all concerns about my cooldown to Grizzled being a great skill.

300/90 Coil is fine, Radical is basically the same story. Anyone who mobs with a n2m gun knows you don’t need an anoint to give you damage. Moze is fine without it on Coil or Radical. So take the peeks, and have radsplosions be lethal.

Onto the next point, n2m is a bad anoint on Moze. If you at all care about damage avoid it. its doing basically nothing for you. Consec hits will have stacked higher near instantly.

For Flippers, and in particular your case John I’d go ASA. You don’t do GTD where consec gets its biggest lead, most of the time you can mob with your 300/90 Coil/Radical and for bossing you should finish the fights with just the first Cub deployment.

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Great reply! Thanks!

I do it…it’s good content and you can see the effort they put into it.

Just not as much as Maliwan as I get pissed at it because I fail with the stupid jumping at the last canyon from time to time.

And then lose all patience after that much time invested.

The new raid (Hermi) is my first test on any equipment/build…if it passes that then True Takedown on Maliwan TD…then TT on Guardian Takedown as the final “yep it will work” test.

I have a definite love/hate relationship with GTD.

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Thanks for great comment. Regarding ASA, I find cub is easily destroyed during fight with interim boss in GTD (I forget name) maybe due to yellow burble? In that case, cubs doesn’t do anything also ASA. Is it normal? Or am I doing something wrong?

If your cub is going down too quickly. Look at putting some points into bio fuel in the purple tree.

You can also take a look at your shield perks and see if you have a Shield with some extra health.

Also what grenade are you using?

Cloning Maddening Tracker and 2-3 points in Vampyr will help. And throw them constantly. And I mean all the time!

The other thing you can do is try to decrease the cool down using Anoint on your shield, a perk on your mod or your artifact, points in Grizzled and in Limit Break in the Purple tree.

A good shield for quick cooldown AND gives more health which turns into IC Armor is the Plus Ultra.