Green Monster idea

Imagine if you have a fire infinity pistol that has ASE 50% shock damage, and you have a shield that has ASE 50% radiation damage, and a grenade that has ASE 50% cryo damage.

Pair all that up with the Green Monster (which seems to do 60% of your gun damage as corrosive) and the Short Fuse capstone and you can hit for all 6 elements forever (except the elements from the shield / grenade. Those will need to be reset by popping in and out of IB)

We can probably pull this off with the Shredifier as well. Maybe also guns like the Redistributor. I’m actually getting excited for this COM now.

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Where’s the 60% from?

I saw it on this video:

Bummer it does appear to be ~13 seconds though. I’d probably rather use it on a bunch of other guns over the infinity, I doubt I’m going to make a build that requires me to hold my trigger down forever though. Going to have to see how it works out I guess.

oh, I didn’t realize you lose the bonus as soon as you let off the trigger. That’s annoying. I could see this being pretty powerful on the redistributor (if the amped shots also deal the extra elemental damages)

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I put one of those in my bank a bit ago for that reason haha. Gotta test it.

But yeah, I’m more into the click click bonus, and seeing if I can make that work with the corrosive bonus. That + the mod potentially having Iron Bank is why I feel like an infinity pistol probably isn’t the best choice unless you get a +5 RPM one.

About time we see some good ideas about this class mod.
I hope to see rainbow Mozes soon.

The Infinity or the Extreme Hangin’ Chadd. If you have no qualms about triggering anointment glitches and are invested in the BM tree enough to make sure your magazine is always in good enough shape, an incendiary Lucian’s Call would be an insane assault rifle to use for this. The elemental bonuses from the shield and grenade will glitch out and spawn multiple pellets when they ricochet after critical hits.

Technically it’s up to 100% bonus damage as corrosive. The Handsome Jack test dummy on Sanctuary is weak to fire but also mimics the elemental multipliers of a fleshy enemy. So in TVHM, a fleshy enemy will only sustain 65% of the corrosive damage. This is evident in the video linked above where he fires a non-elemental Infinity which does normal damage, but the green numbers popping up go as high as 6 (which is what would show on screen as 65% of 10 damage per bullet.)

The bonus effect seems way too conditional and contrived to be used outside of one or two gimmicky builds. Compare that to the Blast Master where you get to keep 100% bonus splash damage as long as you don’t reload and is arguably the better bonus of the two. It’s like Gearbox had a brainstorming session and said ‘let’s think of a class mod for Moze that’s intentionally worse than what’s already out there.’ That’s not me asking it to be the absolute best COM and become Moze’s Spiritual Driver, just that Moze can enjoy bigger and better bonuses from other class mods with less time and effort required compared to this new one.

If the bonus escalated up to max after 5 seconds of non-stop firing instead of 10-12 seconds, then it would be a worthwhile class mod for many builds. If I was going to make use of this mod for more general purposes instead of a niche or gimmicky build, I’d say +5 The Iron Bank is the best variation you could get with +24% mag size being the best passive - more mag size and ammo regen is king when it comes to sustained DPS, especially against bosses. And if the special effect is bonus damage only if you hold down M1, then it’s a no-brainer that you need all the extra mag size you can get!

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Really depends on the gun there though, lot’s of decent damage guns can sustain constant fire without having 10/5 Iron Bank, I’d have to think on it to come up with a gun that can only sustain 13s with all of those bonuses and 10/5. Click click is proving pretty useful to me lately, but in combination with a splash gun and Blast Master.

But the 13s is just too long to be worth it unless we’re using a corrosive westergun with bonus corrosive damage for 2 mags on ASE and we’re fighting a really tough constructor or something.

Yeah that’s my thoughts exactly. I think this mod is meant to be used with corrosive, and not mixed to add corrosive damage to other weapons that wouldn’t normally have it. If it’s multiplicative instead of just additive the mod can give you a huge boost to corrosive damage, it could be useful to switch out when you need to from Blast Master. Otherwise it seems like it’d just be a poor choice over BM which can already double damage with a corrosive gun.

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Yeah that’s my thoughts exactly. I think this mod is meant to be used with corrosive, and not mixed to add corrosive damage to other weapons that wouldn’t normally have it. If it’s multiplicative instead of just additive the mod can give you a huge boost to corrosive damage, it could be useful to switch out when you need to from Blast Master. Otherwise it seems like it’d just be a poor choice over BM which can already double damage with a corrosive gun.

Green Monster might pair up well with a flesh melter artifact if you decide to go with some kind of corrosive Moze build. I don’t see myself doing that though

Me either haha. Maybe during the dlc if there’s almost entirely armor enemies, but corrosive is just bad on flesh and shield so it usually isn’t worth it with all the 3 bar enemies.

I guess other weapons would still be good though, just added corrosive so it wouldn’t be awful.

Hyperion SMGs are good targets for this COM. They have decently sized mags, and you can use a combination of iron bank and matched set to get massive mag sizes. Their fire rates are low enough that the mags dont deplete easily, but still very high in their base value. The crossroads still depletes mags quickly, but the new redistributors are better imo.

It’s a +100% bonus. It does 60% of the initial shot in the video because flesh resists corrosive. Which is not bad. Problem is the activation requirement is kinda gimmicky. But it could work with large mag weapons because Moze can shoot while sprinting, which would allow you to keep up the bonus indefinitely so long you hold the trigger.

Even if it’s 100% bonus, you’ll never see it unless Moze is using a corrosive gun against an armored enemy right?

Kind of a shame it’s corrosion based because corrosion just isn’t really good in this game. Admittedly, Shock and Fire aren’t technically stronger but shields are a lot more common than armour and health even more so. What’s more, you can also use cryo against armour and deal decent damage.
Makes you wonder if corrosion in Borderlands 3 shouldn’t maybe have had the effect from Borderlands 1 where affected targets also take additional damage (it wouldn’t have to be as much as slag, or even the it’s piss grenade, just maybe a 10-15% damage increase as long as a target is corroded).

Nope. The bonus ranges from as low as 20% to as high as 350% - it just depends on how the elements match.

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still, a handy way to think of it is at worst it does nothing because immunities, or its slightly better than a mag bonus anointment that doesn’t require action skill use to be present. the other thing about this COM that i’m liking the more i think about it is that it doesn’t rope you into a specific style of gun other than “can you make the mag big enough and can you hit crit spots reliably with it.” i love splash builds and they’re incredibly gear diverse, but it does automatically lockout some cool guns. green monster says use W/E the F*ck you want, so long as you can maintain firing consistently

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Assuming of course it doesn’t have some silly restriction like not working with anything not fully automatic.

Got one. Does not work with anything that requires you to take your finger off the trigger… So automatic only.

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Wait did the dlc go live at midnight, rather than after hotfix times??

I know what I’m doing when I get home from work…

Edit: also, gimme that one. My hyperion smg build needs it.