This clip obviously has positive modifiers, those being +50% AR damage and +70% elemental damage.
Damage was accomplished by using Flesh Melter which stacks corrosive damage. The orbs that spawn after kill do splash damage and scale from it. Getting one kill basically fully stacks it if there are nearby enemies. I am able to consistently keep my full 1.25x damage bonus going with proper management.
A video guide on Flesh Melter/Zane is coming soon.
The thing about this is that my weapon was not anointed for splash damage and this damage is completely possible (theoretically) under normal circumstances. 50 +70 (my positive modifiers) = 120. The anointment for splash damage is 125% on ASE.
I am not sure how exactly the damage is calculated when impacting an enemy that gets killed in one hit, but since the orb hits shields first (corrosive is
The damage could actually have been higher with better gear. This + the fact that you’ll probably end up getting at least one positive modifier in your rolls anyways makes this build runnable more often than not and despite mayhem modifiers.
Minus corrosive damage obviously will hurt, but can be balanced out by a variety of other modifiers. Since the skills you use in the build depend on the guns you choose and this is an elemental damage based build, there is extreme flexibility in options (will also demonstrate in upcoming video).
I recorded this for the sole purpose of proving that not only is Zane not weak but he is far stronger than people give him credit for.
The same build would still be doing 6 digits instead of 7 with no modifiers…even with minus elemental (against shields/armor which get hit first).
Full edited video/write-up coming soon.