Vampire Ninja Striker

    PvE

by Masenku last updated Nov 4, 2018    Patch v1.8

   

Votes: +6

   

Primary DPS

478,102

Firearms  

  8170

Toughness

366,657

Stamina  

  3899

Skill Power

84,960

Electronics  

  2832

Gear

Lone Star Chest
Enemy Armor Damage  (6%)
Health on Kill  (5%)
Ammo Capacity  (56%)
 

1272

NinjaBike Messenger Bag
Weapon Stability  (16.5%)
Burn Resistance  (17%)
 
 

1272

Nomad Mask
Enemy Armor Damage  (8%)
Damage to Elites  (12%)
 
 

1272

Striker Gloves
Assault Rifle Damage  (12%)
Enemy Armor Damage  (8%)
Health on Kill  (5%)
 

1272

Striker Knee Pads
Health  (16674)
Damage to Elites  (16%)
Burn Resistance  (33%)
Bleed Resistance  (33%)

1272

Striker Holster
Weapon Reload Speed  (20.5%)

1272

1272

1272

Gear Mods

Gear Mod - Firearms Mod
Damage To Elites  (4%)
QUANTITY - 5
  

214

Performance Mod
First Aid Self Heal
QUANTITY - 4
  
 

Primary Weapon  -  Lightweight M4

552 Holo sight
Critical Hit Chance  (8.5%)
Critical Hit Damage  (4%)
Headshot Damage  (6%)
 
Extended Magazine
Magazine Size  (121%)
Reload Speed  (5%)
Rate of Fire  (6.3%)
 
SR-7 Suppressor
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Small Grip
Critical Hit Damage  (20.5%)
Reload Speed  (5%)
Stability  (3%)
 

Secondary Weapon  -  Lightweight M4

552 Holo sight
Critical Hit Chance  (8.5%)
Critical Hit Damage  (4%)
Headshot Damage  (6%)
 
Extended Magazine
Magazine Size  (121%)
Reload Speed  (5%)
Rate of Fire  (6.3%)
 
SR-7 Suppressor
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Small Grip
Critical Hit Damage  (20.5%)
Reload Speed  (5%)
Stability  (3%)
 

Off Hand Weapon  -  First Wave X-45

Extended Magazine
Magazine Size  (121%)
Reload Speed  (5%)
Rate of Fire  (6.3%)
 
Muzzle brake
Stability  (14%)
Headshot Damage  (6%)
Accuracy  (2.5%)
 
Small laser pointer
Accuracy  (18%)
Reload Speed  (5%)
Stability  (3%)
 

Skills

Talents

Build Guide

This build plays aggressively in the face of the NPC’s utilizing cover (either being in it or using it to block NPC’s line of sight to you). The high Firearms shreds NPC’s while the moderate Stamina helps survive a few extra shots. Predatory, HoK and a kill every 5 seconds give an average of 6.75% healing per second (matching Classified Striker with 6K Stamina at full stacks or 9K with ~80 stacks before any other sources of healing are factored in for them). Your healing is more immediate instead of over time like Classified Striker, but requires kills instead of hits. Target the heavy first to build stacks, then mop the floor with the rest and finish off the slow heavy after if he wasn’t downed by the time you hit full stacks. Medkits and Overdose are for emergency situations when Recovery Link is on cooldown (medkit first, overdose second, then another medkit as required to find cover). Speaking of which, if Recovery Link is down, swap to the secondary weapon to farm it back with Determined. Smart placement of Flame turret will provide crowd control even with its low health and damage.

Notes:

  1. Moving 1 firearm roll to electronics to use Ferocious instead of Responsive hits as hard as the current build does when you are further than 10m from your *elite* NPC target (weaker vs anything else). This means that sometimes it hits the same, most of the time it doesn’t hit as hard, as such I find these talents superior.
  2. The Lonestar piece can actually be any gear set or high end item you like. I tried Sentry but didn't notice any real improvement with it. So I went with an increase in ammo instead. You can never have too many bullets.
  3. The location of the gear sets doesn't really matter, I have it this way for aesthetic reasons. The stamina roll also doesn't matter where it is.
  4. If you don't have a Ninja bag, use 4 Striker with 2 Nomad.
  5. If you have trouble maintaining stacks then use stability mods across the board on your guns (scope, muzzle and grip). It’s better to maintain stacks then it is to have some CHC and CHD. 

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    478,102
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    615,017
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    341,187
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    12%
Critical hit chance with the primary weapon
Critical Hit Damage:    70%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    22,642
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    42,341
Damage dealt per bullet with a headshot from the primary weapon
Range:    28.00m
Optimal range for the primary weapon
Reload Time:    2.50s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    478,102
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    615,017
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    341,187
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    12%
Critical hit chance with the secondary weapon
Critical Hit Damage:    70%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    22,642
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    42,341
Damage dealt per bullet with a headshot from the secondary weapon
Range:    28.00m
Optimal range for the secondary weapon
Reload Time:    2.50s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    288,337
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    388,219
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    188,456
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    0%
Critical hit chance with the sidearm
Critical Hit Damage:    25%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    18,438
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    37,982
Damage dealt per bullet with a headshot from the sidearm
Range:    16.00m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    7,220
The minimum amount of firearms this build will have
Max Firearms:    8,170
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    3,583
The minimum amount of stamina this build will have
Max Stamina:    3,899
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    2,674
The minimum amount of electronics this build will have
Max Electronics:    2,832
The maximum amount of electronics this build will have when fully optimized
Skill Power:    84,960
Improves skills
Skill Haste:    0%
Improves the cooldowns of skills
Max Health:    243,835
The maximum amount of health this build will have when fully optimized
Max Toughness:    366,657
Toughness is a combination of max health and armor
Max Health on Kill:    5%
Health on Kill is a percent of the health you get back when killing an enemy
Protection from Elites:    0%
Additional mitigation vs damage from Elite and Named enemies
Exotic Damage Resilience:    0%
How much exotic damage is mitigated
Bleed Resistance:    33%
How high a resistance to Bleeding this build will have
Blind Deaf Resistance:    0%
How high a resistance to Blindness/Deafness this build will have
Burn Resistance:    50%
How high a resistance to Burning this build will have
Disorient Resistance:    0%
How high a resistance to Disorientation this build will have
Disrupt Resistance:    0%
How high a resistance to Disruption this build will have
Shock Resistance:    0%
How high a resistance to Shock this build will have
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