Section 12 of 12◇
Glossary & Tips
Key terms and modding priority.
Glossary
| DPS | Damage Per Second — the headline metric |
| TTK | Time To Kill — how long to eliminate a specific enemy |
| IPS | Impact / Puncture / Slash — the three physical damage types |
| Proc | Programmed Random Occurrence — a status effect trigger |
| Crit Tier | How many full 100% layers of crit chance your weapon has |
| Multishot | Additional projectiles per trigger pull |
| Burst DPS | DPS while firing continuously (no reload) |
| Sustained DPS | DPS accounting for reload downtime |
| Disposition | Riven strength scaling (higher = stronger rivens) |
| Potato | Orokin Catalyst/Reactor — doubles mod capacity |
| Forma | Changes a slot's polarity to halve a mod's drain |
| EHP | Effective Hit Points = Health × (1 + Armor/300) |
| Attenuation | Boss mechanic that soft-caps damage per hit |
| Steel Path | Hard mode that doubles enemy health, armor, and shields |
| Valence | Innate element on Kuva/Tenet/Coda weapons |
New Player Modding Priority
- 1. Base damage mod (Serration / Hornet Strike / Pressure Point) — biggest single mod impact.
- 2. Multishot mod (Split Chamber / Barrel Diffusion) — multiplicative with damage.
- 3. Two elemental mods for a combined element (Viral is best for general use).
- 4. Crit mods (Point Strike + Vital Sense) if base crit chance is ≥20%.
- 5. Status mods if base status chance is ≥20% and you're relying on procs.
- 6. Fill remaining slots with more elementals, fire rate, or utility.