Borderlands 3

Borderlands 3

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Assorted Content for the Borderlands 3 Guide for Optimizing DPS
By Hextator
This guide is a component of a much larger guide that can be found here (that's a link). Please refer to that guide before you read this guide, as this guide assumes that you arrived here from the parent guide, or one of its other auxiliary guides.
   
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This is not a whole guide, it's a small piece of a larger guide.
You can find a link to the aforementioned larger guide in this guide's description, but don't expect the contents of this "guide" to make sense out of context.

The network of guides that this guide belongs to was imported from reddit, and it frequently references posts from reddit.

The goal of this guide is to hold information that was originally posted elsewhere so that links within the Steam version of that reddit guide do not require readers to leave the Steam community so often.

When the Steam version of the original reddit guide is meant to share some relevant piece of media that can be conveyed more effectively from a different platform, outgoing links will persist, but there is a lot of content that was not originally hosted by Steam that can be appropriately conveyed by this guide, so it is being moved to here.
EMC Anoint Details
I came across a video that had been posted to reddit that appeared to show Amara defeating SpongeBoss BulletPants via the Downfall action skill.

Upon closer inspection, it became apparent that the video was actually showing an Unleash the Dragon artifact kill. I posted this comment in response:
Why are you holding a Stabber and triggering ASS/BreakFill on your shield? Could it be you're killing him with a Stinger and Unleash combo and this has nothing to do with Downfall, which is hitting for literally 1/475 the damage of your Unleash DoT? That's the build guys. It's just a 300/90 stabber and ASS Stinger with the Unleash. Edit: I just realized a lot of the people in the comments are probably aware this post is meant to be sarcastic, but some of the others don't (I didn't), so I'm leaving this comment here for any other lost souls not aware of what's going on.
(This occurred back when the level cap was 65, before the HHB anoint was nerfed from over 90%/300% bonus damage to over 90%/150% bonus damage.)

After some consideration, I realized that my comment may have raised at least as many questions as it may have answered regarding what had been shown in the original video. As part of my explanation of the effects of the Unleash the Dragon artifact, I also explained how the EMC anoint...

(the "elemental match crit" anoint, also known as the "paragraph anoint" that causes a nova when you critically hit an enemy with an elemental projectile that has an element that matches that of a DOT that is currently applied to that enemy)

...works, because that anoint exceptionally synergizes with the Unleash the Dragon artifact's DOTs...only Remnant, the Static Charge artifact effect, and DOTS from the MNTIS Cannon action skill and Our Man Flynt skill combination really seem to compete with the DOTs from the Unleash the Dragon artifact.

Here is a slightly updated version of the explanation that I provided:
EMC Anoint Details
  • Amara holds a Psycho stabber with a 300/90 (later changed to 150/90) anoint on it and walks up to something that needs to be dead.
  • Now Amara is within the range of a nova from the Stinger shield being able to hit the enemy. Amara happens to be wearing that Stinger shield, and has the Unleash the Dragon artifact equipped.
  • She uses an action skill (a Phasegrasp variant won't work unless the target can be lifted into the air). Data happened to use Downfall for the meme. I'd have used Phasecast (or Fracture). This step can be skipped if you don't care about Laid Bare.
  • The Stinger nova is triggered. If you have the ASS/BreakFill anoint, like the LazyLad did (you can see their shield value flicker in the video), your nova was just triggered by your action skill. If not, you have to let something hit you to break your shield (and the nova has to be ready, so a prior shield refill must have occurred).
  • SpongeBad BossDork is at full HP, so the Stinger nova damage is (approximately) quadrupled by the 300/90 anoint. The Stinger nova is melee and splash based, so it is boosted by the +Melee% blade on the Psycho Stabber. It also gets Mayhem scaling (something like 31x (probably less, actually)). This can hit somewhere around 200-250M.
  • The Unleash the Dragon artifact converts Mr. The's initial 178M hit into a fire DoT. DoTs tick 3 times/second, so a continuous stream of approximately 190M ticks pop out of the boss at a rate of around 600M DPS.
That's how the boss died.

Not shown in TheDatyLaza's video:
  • The next step would be to crit the burning target with a fire weapon (or with Soulfire active) that has the EMC/500 anoint (the "paragraph anoint" that makes a 500% damage nova based on DoT when you crit with the matching element, hence: "element match crit 500% nova" or EMC/500).
  • The target was burning for about 600M/s. From my testing, the resulting nova damage should be:
𝟷0𝟾𝙼 * 𝟻00% * 𝟷.𝟹 * 𝟷.𝟽𝟻 * 𝟷.𝟷𝟸𝟹𝟼 = 𝟺.𝟷𝟺𝙱

Well, what are these numbers? Why are we shooting 4.14 billion damage shots out of an Infinity pistol?
  • The Stinger hit FatBlob DeadPants for 108M before elemental bonuses were applied. The DoT is fire elemental, so it gets the 1.75x fire vs. flesh bonus, and of course, the hit itself gets this as well, so both the DoT ticks and the initial hit show up at around 180-190M. However, the anoint doesn't care about that...yet.
  • Ticked Off doesn't matter. Ignore it. Actually, Ticked Off affects the DoT, but not this anoint, so it's actually better to have this Mayhem modifier on (sometimes), because it leaves things above their health gate longer, buying more time to one shot them and skip their invincibility phases.
  • The anoint says "500%", so we multiply by 5.
  • Amara has Tempest. This is a fire elemental damage source, so we only get 1.3x here.
  • The nova is hitting a flesh target, and is a fire elemental nova, so NOW we get the 1.75x that we had for fire vs. flesh with the hit and the DoT...but this time, for the nova.
  • Guardian perks are a thing, so we get about 1.12x more from the elemental damage boost that gives.
Notice that elemental penalties are not being "squared" by this formula - this synergy works even against non flesh targets and is actually ridiculous.

Edit: This all feeds Groundbreaker, so you're going to be slamming for over a billion damage afterward.
Guardian Takedown Tips
What follows is a revision of a post that was made in response to a post expressing that the Guardian Takedown seemed to be too difficult for solo players, and that the author didn't like the crystal charging sections:

I think the impact from the issues that you may be having with enemies (including how they knock you around and off of the terrain) would probably be significantly reduced if you had a build that was deleting everything relatively instantly. You might also greatly benefit from some strategies that neutralize the greatest threats of the crystal charging sections.

I've got a guide (those are links to the reddit version of the Steam guide that this guide is a part of) that you can read which should help you with both of those things, but I can also add some details about how the crystals work:
  1. The enemies don't start spawning near a crystal until you stand on the charging pad for that crystal. This means that you can force all of your enemies to only come from 1 or 2 directions.
  2. Most spawn portals near crystals will only produce more enemies after the 1st wave has been eliminated. If you can avoid killing enemies within a wave while simultaneously preventing enemies from approaching a crystal (Amara and FL4K are both very good at this; the guide explains why at the beginning of each character's section), you can significantly reduce the number of enemies that you have to deal with simultaneously.
  3. Sometimes, the enemies that walk up to you and try to explode next to you - the Diadems - will spawn from a separate location than the one that the current wave of enemies is coming from. They will sneak up behind you and disrupt your crystal charging. You can simply walk up to them and then run away from them to force them to explode while they are far away from you.
    1. You will need to do this while you are away from the charging plate, because if they are on the plate, crystal charging will pause. You will need to pause charging when you leave the plate. but the delay is not as long as the time that you would spend waiting for a Diadem to explode, so it's worth doing. Tricking them into exploding is also much faster than shooting them, and this is also why you should lure them into exploding next to Scourge (the final boss of the takedown).
      1. On that note, if you have True mode enabled, Scourge always produces enough Diadems so that if you run around the boss in a circle just after it spawns them, they will all explode next to the boss and end the boss's current phase immediately. You actually only have to beat 3 of Scourge's phases with your own damage.
  4. True mode does not actually change how the crystals work. They will still scale by the current number of players. They have 3 ways that they scale:
    1. Having more players in a lobby causes the crystals to start with less energy stored, so they will need to be charged more.
    2. Having more players in a lobby causes the crystals to charge less per unit of time.
      1. To balance this, crystals charge faster when more people are near them. Because of the other tips, you can (hopefully) understand why it's important for everyone to stay together to charge each crystal 1 at a time.
  5. Once 2 crystals have been charged, of a group of 3, the last crystal will be very easy to charge. Crystal charge does not drain while a player is on the charging pad for that crystal (though it will be paused if an enemy is also on it, which causes the pad color to change from blue to white), so a solo player can prevent a crystal from detonating indefinitely if they can hold their ground.
    1. If you are fast enough (and you really should be, if your build is decent), you can charge 2 crystals before you ever touch the 3rd.
    2. If you are not fast enough, you may have to touch the 3rd crystal for a moment before you finish charging the 2nd, but you should never touch a 3rd crystal until you have finished at least 1. If you ever feel like you need to do this, consider revising your build (and/or carrying your dead allies, lol).
    3. To simplify the process of charging 2 crystals quickly, I recommend that you do the side crystals first when you charge the 1st set of crystals, and charge the middle crystal first when you charge the 2nd set of crystals.
If you are having trouble staying on the map during the Anathema fight, you have probably noticed that you are most at risk of being knocked off of the map when you have to change platforms.

You do not need to change platforms.

You can lure Anathema to an edge of the center platform, then continue to lure it there in between nova phases to ensure that the opposite side of the platform is safe to stand on.

If you don't want to do that, get into the habit of jumping to the platform that is farthest from the boss, then returning about 3 seconds after the nova becomes completely opaque. This method will prevent you from needing to care about which outer platforms are going to explode. Keeping the boss on the center platform also prevents you from losing precious time (because being in the fight longer means you have an increased risk of dying), because otherwise you will have to wait for the boss to teleport.

If you want more Anathema specific tips, read this.

If you want more general and more character specific tips, read this.

As for the other jumps, well...stacking movement speed gives you more aerial control, and enemies can't push you around if they're dead. They also can't push Iron Bear around very much, if at all, unless it's in the air.

The Guardian Takedown is actually my favorite takedown. The shortcuts are easier to traverse, because they can be used with safe and reliable methods, and the enemies are actually not as good at downing full health characters as the Maliwan Takedown enemies are (unless you have too many enemies spawned near a crystal at once, but that should not ever happen if you are playing solo with a good build).
Guardian Takedown Tips
What follows is a revision of a post that was made in response to a post expressing difficulty with the Scourge fight, and that the takedown seemed to be harder than the Maliwan takedown:

You can just lure the bombers into the boss if killing them is too hard (and then you also don't have to wait behind a pillar or other obstacle to dodge the explosion from the "big light ball"). It's actually the most efficient way to fight the boss: run around the boss in a circle right after it lands from teleporting, and they should detonate around the boss in sequence and end the phase immediately. This is easiest with "true takedown" enabled, so you get more Diadem (the bombers) spawns; otherwise, you might have to add on a bit more damage yourself to end the current phase.

Capacitive Armature on Moze's Iron Bear will get you easy Hollow Point explosions off of the Diadems, which will certainly end the boss's current HP bar segment instantly. This is possibly the only other quick way to nuke the boss that isn't gear dependent, but it does require a higher Guardian Rank.

The Guardian Takedown is very long and tedious compared to Maliwan's. It's a test of stamina (and was much worse before they replaced the floating platforms, lol), but I personally find the Maliwan Takedown to be much more dangerous, because the hyper aggressive enemies attack faster, are more accurate, and are more likely to hit you with DOT (which, as anyone who has played OP levels in BL2 will tell you, is the last thing you want in a game balanced around a health gate mechanic). Instead of being glass cannons, the Guardian Takedown enemies are much more sluggish, but they are very tanky, and the challenges there may feel more demanding due to being more diverse. I think if the Maliwan Takedown enemies had similar HP, or if the Takedown were as long, or both, it would be much more cruel than the Guardian Takedown...

...also, you can cheese the crystals, which are certainly the hardest parts:
  • Amara can just hold things with Stillness of Mind. Grab, wait, grab again (with Avatar and Ties That Bind), then maybe kill a couple if they get too close, then repeat. I like to just ignore the ones that slip by, and let them get next to me/away from their allies that I want to hold in place, because my action skill cools fast when using Topped Off with a Stinger, and my Stinger will kill the enemies near me when I grab the distant upcoming wave of enemies to hold them still as well.
    • Using Glamour instead of Stillness of Mind can allow Amara to easily charge all of the crystals in each crystal section without her being required to kill a single enemy. It's best to use Ties That Bind when an enemy is near a crystal so that Glamour's area of effect affects all enemies near the crystal, causing them to be classified as allies (and, thus, unable to prevent the crystal from charging).
  • Moze can drop an Auto Bear on the charging plates to assist her, and wait on her cooldown while in Dakka Bear for a bit of invincibility. Her cooldown is even better with Topped Off from the green Guardian Rank perk column, often leaving Iron Bear ready to go again right after Auto Bear ends (if you you get out before consuming the first 1/4 of your fuel or so), but Iron Bear really shines when you take control of it yourself. Prioritize hitting the nearest enemies in the head with railgun shots, triggering Hollow Point explosions that keep the plate cleared. Stomp with your melee key when things get up in your grill to both push them out of you (they like to get inside of you so they are culled from view, ugh), as well as stun them for an easy headshot.
  • FL4K can just use a Red Fang COM with Gamma Burst and AFK on the crystal pads. Make sure to send the pet as far away as possible so it doesn't follow enemies onto the plate, and bring more with it; try putting it behind the portal they're coming out of. If you really hate the takedown, you can sweat a bit by switching back to your preferred COM and Rakk Attack!, at which point you can do dumb things, like spamming Stinger novae while the pet still has all the aggro (for current AND future enemies).
  • Zane's clone can function similarly to FL4K's pets, but it is more likely to actually get killed (the pets only fear the Diadems, by contrast). Drop the clone nearby, but not on, the charging plate you're operating on, between you and a spawning portal, so that you don't have to go far to get on top of the clone, at which point you can swap places with it without actually moving it. You don't want it to be in a different spot all the time since you're ideally already placing it where it is most optimal, and swapping places with it is mostly just used to heal it, or to position it at the next crystal after you finish one. The clone can be healed by the Quick Breather skill when you swap places with it; the clone's pretty fragile here, so having a way to heal it is a priority. You want the clone to stay with the enemies OFF of the pad (which, remember, is more important than actually killing them), while you quickly get back onto the pad yourself, to keep the crystal charging. You can cancel your barrier/bubble action skill to trigger ASS anoints for stuff like spamming Stinger novae, or just dump Sand Hawk headshots into everything effortlessly with Brain Freeze, and infinite ammo from a Cutpurse Launch Pad...or just use the insanely OP DLC stuff if you've got access to that.
You really want to charge one crystal at a time. Enemies don't spawn until you touch the pads, so the more crystals you juggle at once, the more overwhelmed you will be. Aim to finish the 1st crystal before doing any others, and start with the side crystals for the 1st set. I like to start with the center crystal for the 2nd set. Crystals charge slower and start with less charge when more people are in the lobby, regardless of "True Takedown" settings, so keep this in mind. In solo, it's possible to finish charging all 3 crystals 1 at a time for both sets, fighting very few enemies and finishing in about a minute each time.

You might be able to see what I mean by some of the stuff I've said here by seeing how I play.
Guardian Takedown - Anathema Tips
What follows is a revision of a post that was made in response to a post asking about how to survive the explosions that the Anathema boss causes on its arena's platforms:

I probably should have added this to the other post for completeness...

...Anathema is deceptively easier than it seems because you don't actually have to adapt to the fight at all. It appears you're expected to find the platform that isn't lighting up, about to explode, and go to that one, but at the end of the fight, it's revealed that strategy isn't pragmatic enough, because ALL of the platforms the boss isn't on light up to explode after the boss's platform does.

So the trick is to just lure the boss to an edge of the central platform before its HP is drained to the next health gate, then run to the opposite side of the platform.

If the boss is close enough to an edge, you can literally just stay on the central platform. You don't even have to leave it with a jump pad. When you get strong enough, you'll be ending the boss's next phase as soon as it becomes vulnerable again, too, so you'll spend most of your time patiently waiting at the other side of the platform while doing nothing. This is exacerbated by Amara's Anima skill, which can keep the boss burning enough to instantly end the next phase, leaving Guardian 4N631 users throwing Fish Slaps (with the Unleash the Dragon artifact equipped) for every other phase, instead of each. FL4K's pet has an even sillier instant kill interaction with this boss that I describe later.

If the boss is still a bit close, or is very near the center, you should go to the "opposite" corner, then take the jump pad (or whichever pad is closest to you, if the boss is very close to the platform's center). Ignore the pillars of light; don't worry about any impending explosions that might be coming for the platform you just went to. Turn around, look at the boss, count to 3 seconds once the boss's nova becomes opaque, then jump back across.

You might take a bit of radiation damage from any nova that is preparing to hit you on the platform you're temporarily on, but it should be negligible.

The chip damage will interfere with Topped Off; if you practice, you can just jump back to the center platform without the jump pad, which may give you more freedom in avoiding the chip damage, but it will also put you at greater risk of some rude guardian hitting you while you're in mid air and dunking you off of the map.

I find that simply not needing to leave the center platform is most preferable, because of how annoying it is to deal with losing Topped Off, so I just aggressively kite the boss to the platform corner (or edge) of my choice before ending each phase. This also lets you kill the boss much faster. If you have Gamma Burst on, your pet can't die, so FL4K can actually make the boss one shot itself with the He Bites! skill.
FL4K's He Bites! Skill Details
This is a slightly modified version of a post to reddit I'd written after learning how to use the He Bites! skill to make the Anathema boss defeat itself.

I saw a player one shotting each phase of Anathema, seemingly with Plaguebearer shots, and doing it so fast that they never had to leave the corner. Anathema was in the opposite corner, so the instant kill novae weren't reaching the player, allowing them to continuously one shot Anathema with their rocket launcher without ever having to use the jump pads...

...at least, that's what I thought. I was actually able to replicate the ability to one shot Anathema phases, without ever having to move or dodge, by simply using Gamma Burst.

Edit: It seems Gamma Burst needs to be active for this to work because of the reflection damage being capped by an amount relative to the pet's HP. It isn't important if a Red Fang COM is used or bonus points to Ferocity are active; I recreated the effect with a Friend-Bot COM equipped and only 11 points in the blue tree (5/5 Ferocity, 1/3 He Bites!, and 5/5 Frenzy). The difference, in this case, between small damage and instant phase ending damage, was whether Gamma Burst was active. It seems that He Bites! doesn't account for overkill damage done to the pet, so the pet needs to survive the hit to reflect damage based on the full power of the hit. Gamma Burst keeps pets from dying, so it's the only way for a pet to fully reflect Anathema's instant kill novae.

I revive the pet (swapping to Friend-Bot quickly (and then back to Red Fang after) is working, or swapping the pet, but I can also just use Gamma Burst) and let it get hit during Gamma Burst again, over and over, instantly ending each phase of Anathema. This works at M11 with True Takedown mode enabled. Only one point is needed in He Bites!; every other skill tree investment is optional.

I don't know if this is common knowledge, or if there's some YouTube video covering this interaction somewhere, but what searching I could do (I wasn't exactly sure what terms to search with) didn't reveal anyone talking about this capability. In fact, the player I saw using this strategy didn't strike me as someone who was even aware of why what they were doing was working (no offense to them intended; this game is like the others in this series in the sense that it has obscure mechanics, and they did seem keen to believe their Plaguebearer was what was doing the damage when I asked them how they were health gating the boss so quickly).

This strategy should have applications against Scourge as well, though there are much quicker ways to wreck Scourge. Anathema is quite a slow fight when you have to dodge the novae regularly, though, so I think it's worth keeping record of any method of skipping as much of the fight as possible.

Edit: here[forums.gearboxsoftware.com] is a (no longer valid) link I found that touches on the subject, but it seems to be missing some key details (just how powerful the damage is, and how important Gamma Burst being active is).

Here is a video I found of someone using this tactic, but they gave no explanation about how it works (though it's kind of obvious), and they also don't go into detail about how important Gamma Burst being active is. The post also did not get very much attention. Surprise! The tactic still works 6 months later.

Here is another video I found about this topic. Same deal - it's apparent that He Bites! is involved, but Gamma Burst isn't noted as being required for the big damage, and the video has had very few visits.
Early Mayhem Mode Tips
A player had asked others within the Borderlands 3 subreddit about how they should proceed through Mayhem mode. What follows is a revised version of my response:

I wrote some comments about this topic in the past, because my personal belief is that the only reason you shouldn't skip straight to M11 is because of wanting to take things slooooooow.

By contrast, skipping straight to M11
  • immediately gives you access to M10 gear.
  • gives great drop rates (EXP seems to be the same as M10; others have said there is video evidence that drop rates are the same as M10 as well...the trade off of lower boosts, get rid of the modifiers, isn't actually there, and it can be a direct upgrade to play M11 over M10 if you have bad Mayhem modifiers selected).
  • tests your builds to their extreme - if it works at M11, it'll work at any Mayhem level.
  • costs nothing. You don't have to do anything like a long Digi Peak run to get to M11. You have it the moment you clear NVHM.
  • doesn't stop you from lowering the Mayhem level later on, to steamroll things with your new M10 gear.
I've got 72m11 TTD solo experience with every character, and I regularly play without using any of the paid DLC gear or skills; here's the gear I found particularly useful:

Amara:
  • Face-puncher (shotgun). A HHB one is disgustingly good. Makes Salvador look wimpy.
  • White Elephant (artifact). Elemental Projector or Cryo Stone prefix preferred.
  • Unforgiven (pistol) for the White Elephant. HHB is the best Unforgiven anoint, but focus on looking for a +432% crit version.
  • Ward (shield). Go for a 300% roid version with the lowest possible level. Bonus if you get it anointed, but it's not really important to have an anointment.
  • Spiritual Driver (COM). Breaker and Phasezerker are okay, but Spiritual Driver is easy to get, more fun, and really strong.
  • Some sort of elemental homing grenade for healing, like a Hex with a MIRV or Divider (or both!) part. ASS/+1 anoint for regenerating a grenade every time you "fakegrasp" (or do an actual Phasegrasp) will help.
  • I kept my low level Sellout (pistol) from the quest where Tyreen asks you to get squished; it's good for keeping up stacks of the Mindfulness skill for speed (which the Driver COM turns into damage). Also good for Elemental Projector.
  • There is other gear that works really well for Amara with the build that I made, such as the Stinger (shield), the Psycho Stabber (pistol), and the Unleash the Dragon (artifact), but they are for a playstyle that is harder to gear up for, so you should probably not worry about those items just yet. Well, maybe the Unleash the Dragon artifact, if you plan to farm a Fish Slap to go with it (and you really should get a Fish Slap ASAP).
Moze:
  • The Plaguebearer (heavy) is incredible. Actually, it's just dumb. I get something like 240M incendiary damage...from a (presumably, level 65; this post is old) cryo elemental Plaguebearer. That's Fire in the Skag Den at work.
  • Backburners (heavy) are nice, but not Plaguebearer levels of nice.
  • Trevonators (shotgun) are a much weaker option that is faster to use and easier to hit quick moving targets with, for when you don't need as much damage and just want speed instead of power.
  • Sand Hawks (sniper) are a nice balance between the power of a heavy weapon and the speed and range of a Trevonator.
  • You might want an Unforgiven to hold while your heavy weapon shots hit things, so that their criticals are strong, but like...it's not really worth it.
  • Lobs (shotgun) are alright, but that's more because Moze is just strong. I don't think they are actually splash damage weapons except for when they score a direct hit.
  • Iron Bear (especially with a Bear Trooper (COM) and the Auto Bear skill) can pretty much solo all the hardest content on its own by using the Railguns (with Capacitive Armature and Corrosive Sabot rounds for the takedowns, especially).
  • Knife Drain artifacts (that aren't a Deathless) are nice if you want to heal with a Face-puncher in between Iron Bear uses,
  • but if you are using a Bloodletter (COM), you will be better off just using a Deathless (artifact). This is a more dangerous playstyle, so be sure to master the Rushin' Offensive skill and using Iron Bear, to tank things, or Auto Bear, to distract them, to keep yourself alive.
  • Frozen Heart or Snowshoe (shield) are nice options for a pure Bear build to add some survival, while a
  • Re-Router (shield) is a nice way to get some extra absurd overkill damage out of your shots, to be refilled by Rushin' Offensive with the Bloodletter COM.
Early Mayhem Mode Tips
Fl4k:
  • Okay, I'm gonna admit it...by the time I solo'd both TTDs with Fl4k, I hadn't found anything really worth using aside from the Face-puncher.
  • However, I did have some Monarch (assault rifle) drops that were comparable in terms of damage, which also helped with action skill recovery (via the Head Count skill), but they just weren't safe enough, because using them meant that I didn't have healing from
  • a Knife Drain artifact (again, not a Deathless). Mine was a Static Charge, which worked very well in the Guardian Takedown because of all of the enemy weaknesses to shock damage. It seemed to spread the damage from large Hollow Points I got (because of Megavore) further than it would normally have gone, as well, but I'm not sure...I was definitely having my Face-puncher shots kill large piles of enemies at once when doing a large enough amount of overkill damage to the center target.
  • Bounty Hunter (COM) was great for hurting things well, while
  • Friend-Bot (COM) was great for if my pet was downed (though you can just change your pet to revive it instantly as well)
  • Red Fang (COM) was essential for getting the most out of the Gamma Burst action skill, and I found that using that combo (at least once) was a better choice for the crystal parts of the True Guardian Takedown than my original Guerrillas in the Mist option (which I still used for every other part of the Takedown).
  • Since my damage mostly came from the Face-puncher, I just reused the Ward shield I was already using for other characters.
  • I used a Hunter-Seeker (grenade), which I was lucky enough to get with 2 Divider parts, to help restore my action skill with Head Count (further improved by the Megavore skill), but I almost never used it, because the Monarchs were just way faster at that.
Zane:
  • Before the White Elephant nerf (and before I had any DLC), I never really hurt things with my Zane anywhere near as much as I did with the Face-puncher. I used the White Elephant and Unforgiven to boost the damage more, as I had with Amara. I went with a Cryo Stone White Elephant to play into Zane's freezing capability more. My Zane also boosted the damage even further by combining the HHB anoint with Cold Bore. Now that the White Elephant is has been nerfed, a
  • Stinger (shield) with the
  • Unleash the Dragon (artifact) would work much better. However, since I was using the Face-puncher at level 65, I also gave Zane my
  • Ward (shield), which was probably from my Amara (or maybe it was the one from my FL4K?), but a
  • Transformer (shield) was good for when I gave my clone a
  • Backburner (heavy) that had shock elemental part. However, the Backburner's shots were often too slow, and I was relying on my clone's shots to heal me via the Salvation skill, so I found it most effective to use
  • Sand Hawks (sniper) on my clone. I tried other things, like the Reflux and Trevonators and the Breath of the Dying, but they all couldn't compete (the Trevonator even made the clone regularly destroy itself). Sand Hawks are also very good for letting the clone activate Brain Freeze, leaving tons of frozen things sitting around for me to exploit the 3x melee vs. frozen damage bonus with my Face-puncher.
  • The Hellwalker (shotgun) works great on the clone, but unfortunately only comes with a fire elemental part. A fully automatic fire elemental Sand Hawk might beat it, even.
  • I used an Executor (COM) with 3 points in Good Misfortune to keep my clone up as much as possible. I specifically aimed to avoid investing in other skills that increased my action skill durations, as I did not want my Action Skill Starts to be delayed by anything that didn't also refresh my kill skills, particularly since I relied on using Seein' Red to activate Salvation for healing.
  • The grenade wasn't really important, and I ended up using Barrier with my clone, specifically saved for situations in which my clone wasn't available, as added protection until I could get my clone back. This meant I had no SNTNL to deploy grenades with, but for when I did have grenades out (probably because of Duct Tape Mod), I went with a cryo Hex. I actually used the same one that I used with my Amara. It doesn't really help with freezing, but it's fun to pretend.
Early Mayhem Mode Tips
What follows is a revision of a post that was made in response to a post asking about how to handle Mayhem mode immediately after the completion of the base game campaign:

Jumping straight to M10/M11 is simplified by
  • Options for everyone: The Eridian Fabricator is available (use the Legendary firing mode!), vending machines are affected by the drop rate boost, and weak enemies (think skag pups) can still drop great world drops with good frequency.
  • Amara: Ties That Bind, Indiscriminate, and Remnant get huge Mayhem scaling, as do most of her action skill damage sources (Phaseslam, Revelation, Phasecast variants, etc.). Kill weak things first, move up to stronger things as you get better gear. Phaseslam the jams until you can reliably kill things with Ties That Bind, and consider using TTB + Revelation if you have Phasezerker COM (you'll want to "fakegrasp" the ground or sky to build Rush stacks before going for the Revelation kill; Revelation is actually quite weak, and only useful during the early stages of your Mayhem mode farming).
  • Moze: Iron Bear just destroys the entire game right now. You almost don't even need any gear. It'll be even more broken with an anointment that boosts your augment of choice. It's actually stupid I love it
  • FL4K: FL4K's tree is probably the best tree of all in terms of raw stat boosts that don't rely on gimmicky Mayhem scaling, but if you have absolutely no guns to use with FL4K (Face-puncher works well for FL4K, too!), you can always try a pet build. The pets will be able to kill at least the weaker enemies, even without a pet focused build, and possibly even some badass tier mobs if a more pet focused spec is used.
  • Zane: Zane's clone gives further Mayhem scaling to whatever weapon you give to it, so Zane's Double Barrel skill will get you tearing things apart in M10/11 very quickly.
Early Mayhem Mode Tips for Amara
What follows is a revision of a post that was made in response to a post asking about how to handle Mayhem mode as Amara immediately after using her to complete the base game campaign:
  • Do the Sellout quest to get a level 26 Sellout
  • Defeat Graveward until you get a 300% Roid "Brawler" Ward. Skip this step if the process is too slow - you should be at least fast enough to stun the boss by shooting the hand after the first slam attack.
  • Turn on Mayhem 11.
  • Go to The Droughts.
  • Repeat this process until you have a White Elephant artifact (preferably one that has the "Elemental Projector" prefix), an Unforgiven pistol, and a Face-puncher shotgun:
    • Fire your Gun Gun while it is set to Legendary firing mode any time you have the Eridium to do so.
    • Check the vendors (make sure you have the gun vending machine fixed!) and buy anything that is useful (grenades or shields with ASE/Fire%, a Face-puncher, shields with 180% or more Roid (if the 1st step was skipped))
    • Phaseslam some skags: spec for high Phaseslam damage, lure some skags into a pile, go for the weak ones, ignore any that are taking more than about 2-3 slams to kill, and sort through any legendaries that drop
    • If you get a Hellwalker or Hellshock (or maybe even a Trevonator) while doing this, you can switch to using Ties That Bind and Stillness of Mind instead of Phaseslam, then just shoot the skag you have grasped to kill the whole pile of skags (let them group up first)
  • Defeat M11 Graveward over and over:
    • Shoot your feet with the Sellout to take off your shield to activate any Roid bonuses your shield gives (and Elemental Projector, if you have that too)
    • Fire Phasecast at the boss (and make sure it hits them) to apply the Laid Bare debuff; doing this should also trigger the ASE/Fire% anoint on your grenade or shield (if you have that anoint)
    • Shoot your feet again to keep your shield down if you are not using a Spiritual Driver COM for the self DOT that it can apply
    • Fire 4 to 5 Face-puncher shots (if your magazine is too small for that, just empty it) into the chest critical hit spot with the White Elephant equipped
    • Switch to the Unforgiven to boost the damage
    • Repeat this process until the boss is defeated
      • You can run up to the ledge and shoot the boss's left hand when the boss falls over stunned, but note that the hand will quickly be closed off and become shielded
      • Shooting the exposed critical hit location of the left hand deals more damage to the boss than you would have dealt by shooting the face or chest weak points instead
You may be able to skip using the Unforgiven if you are very patient. Graveward is also very good about dropping any of the items listed, and you only need to replace your Face-puncher while you are leveling (the White Elephant and Unforgiven levels don't matter, but the Unforgiven's crit% and the White Elephant's passives and its prefix do; not sure how important the Unforgiven's anointment is, but try to get one anointed with HHB if you can). The best anointments for using the Face-puncher to level this way are the HHB and Phasecast/Weapon% anoints, in that order, but the anointment doesn't really matter. If you have a Deathless, you could put it on to lower your HP before switching back to the White Elephant, then use a uRad anointed Face-puncher, but Sustainment would only let you boost the first shot (and you definitely should have Sustainment).

This should bring you to the max level, with endgame gear, within a couple of hours. The EXP boost from the arcade is additive and not very noticeable, so you can skip grinding for it.
Multi-Dipping
What follows is a revision of a post that was made in response to a post asking about why a weapon with a high Mayhem level was performing poorly against enemies with high Mayhem levels:

Multi-dipping is the process of performing some action that causes damage bonuses you have to be applied more than once. Certain things you can do will allow you to "dip into" some of your bonuses again. I'll mention a few of them here:

Amara can multi-dip with Ties That Bind and Remnant. They can chain into each other for a triple dip.

Moze can multi-dip with Short Fuse, Fire in the Skag Den, and Big Surplus. The 1st of those can chain into each of the other 2, so that's 2 simultaneous triple dips.

Moze and Zane can also "dip infinitely" via the Mind Sweeper class mod and the Eraser skill, respectively. All of these abilities chain by random chance, so the odds of long chains are quite low. In most situations, expect to struggle with reaching even just 3-4 dips with the Mind Sweeper COM. Eraser usually seems to dip into your bonuses anywhere from 4-13 times, and it depends on your weapon and what you're shooting at.

Every character, including FL4K, can dip into many bonuses twice by setting things on fire with the Unleash the Dragon artifact. FL4K can also give a triple sticky grenade to their pet so that their pet can dip into its 51x Mayhem 10 bonus twice.

There is a new thing that was discovered that people are calling "puddle merging" that lets you dip into Mayhem scaling for companions with things that normally couldn't. This isn't really multi-dipping, since you aren't dipping into anything more than once, but it's similar, because you're magnifying your damage by dipping into large bonuses you shouldn't be able to. It might be a glitch, but it's almost certainly not going to be patched out, so it's worth knowing about.
Hotfixes Used for Testing
The following posts contain B3HM compatible hotfix modding files that were used for the DPS testing that was done for the larger guide that this guide is part of.

These files have been modified for that purpose, so they do not match their original sources. These modified hotfixes are being hosted here, so that anyone can reproduce the experimental results documented in this guide's parent guide.
1,000,000x Enemy HP Mod (Enemies Only) Part 1
### ### Name: 1,000,000x Enemy Health and Permanent 4P Scaling ### Version: 2.1.1 ### Author: CZ47 ### Contact: =]#7647 ### Categories: mode-balance, scaling, gameplay, enemy ### ### License: Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) ### License URL: https://creativecommons.org/licenses/by-sa/4.0/ ### ### Enemy health and damage is scaled up to as if you were 4 player coop in 1P, 2P and 3P lobbies, then multiplied by 1,000,000. ### This affects both Regular Playthroughs and Mayhem Mode. ### ### Solo Lobby ## Enemy Damage # NVHM (OG Value: 0.75) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyDamage,OnePlayer_PT1,0,,(BaseValueConstant=1.15,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # TVHM (OG Value: 0.9) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyDamage,OnePlayer_PT2,0,,(BaseValueConstant=1.45,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) ## Enemy Health # NVHM (OG Health: 1.0) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,OnePlayer_PT1,0,,(BaseValueConstant=1.9,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,OnePlayer_PT1,0,,(BaseValueConstant=1900000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # TVHM (OG Health: 1.0) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,OnePlayer_PT2,0,,(BaseValueConstant=1.9,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,OnePlayer_PT2,0,,(BaseValueConstant=1900000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) ## Boss Enemy Health # NVHM (OG Health: 1.0) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,OnePlayer_PT1,0,,(BaseValueConstant=2.1,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,OnePlayer_PT1,0,,(BaseValueConstant=2100000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # TVHM (OG Health: 1.0) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,OnePlayer_PT2,0,,(BaseValueConstant=2.1,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,OnePlayer_PT2,0,,(BaseValueConstant=2100000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) ### 2P lobbies ## Enemy Damage # NVHM (OG Value: 0.9) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyDamage,TwoPlayers_PT1,0,,(BaseValueConstant=1.15,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # TVHM (OG Value: 1.1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyDamage,TwoPlayers_PT2,0,,(BaseValueConstant=1.45,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) ## Enemy Health # NVHM (OG Health: 1.3) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,TwoPlayers_PT1,0,,(BaseValueConstant=1.9,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,TwoPlayers_PT1,0,,(BaseValueConstant=1900000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # TVHM (OG Health: 1.3) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,TwoPlayers_PT2,0,,(BaseValueConstant=1.9,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,TwoPlayers_PT2,0,,(BaseValueConstant=1900000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) ## Boss Enemy Health # NVHM (OG Health: 1.4) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,TwoPlayers_PT1,0,,(BaseValueConstant=2.1,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,TwoPlayers_PT1,0,,(BaseValueConstant=2100000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # TVHM (OG Health: 1.4) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,TwoPlayers_PT2,0,,(BaseValueConstant=2.1,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,TwoPlayers_PT2,0,,(BaseValueConstant=2100000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1)
1,000,000x Enemy HP Mod (Enemies Only) Part 2
### 3P Lobbies ## Enemy Damage # NVHM (OG Value: 1.05) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyDamage,ThreePlayers_PT1,0,,(BaseValueConstant=1.15,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # TVHM (OG Value: 1.3) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyDamage,ThreePlayers_PT2,0,,(BaseValueConstant=1.45,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) ## Enemy Health # NVHM (OG Health: 1.6) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,ThreePlayers_PT1,0,,(BaseValueConstant=1.9,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,ThreePlayers_PT1,0,,(BaseValueConstant=1900000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # TVHM (OG Health: 1.6) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,ThreePlayers_PT2,0,,(BaseValueConstant=1.9,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,ThreePlayers_PT2,0,,(BaseValueConstant=1900000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) ## Boss Enemy Health # NVHM (OG Health: 1.7) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,ThreePlayers_PT1,0,,(BaseValueConstant=2.1,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,ThreePlayers_PT1,0,,(BaseValueConstant=2100000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # TVHM (OG Health: 1.7) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,ThreePlayers_PT2,0,,(BaseValueConstant=2.1,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,ThreePlayers_PT2,0,,(BaseValueConstant=2100000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) ### 4P Lobbies ## Enemy Damage # NVHM (OG Value: 1.15) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyDamage,FourPlayers_PT1,0,,(BaseValueConstant=1.15,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # TVHM (OG Value: 1.45) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyDamage,FourPlayers_PT2,0,,(BaseValueConstant=1.45,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) ## Enemy Health # NVHM (OG Health: 1.9) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,FourPlayers_PT1,0,,(BaseValueConstant=1.9,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,FourPlayers_PT1,0,,(BaseValueConstant=1900000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # TVHM (OG Health: 1.9) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,FourPlayers_PT2,0,,(BaseValueConstant=1.9,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,NormalEnemyHealth,FourPlayers_PT2,0,,(BaseValueConstant=1900000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) ## Boss Enemy Health # NVHM (OG Health: 2.1) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,FourPlayers_PT1,0,,(BaseValueConstant=2.1,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,FourPlayers_PT1,0,,(BaseValueConstant=2100000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # TVHM (OG Health: 2.1) #SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,FourPlayers_PT2,0,,(BaseValueConstant=2.1,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) SparkLevelPatchEntry,(1,2,0,MatchAll),/Game/GameData/Balance/HealthAndDamage/DataTable_EnemyHealthAndDamageScalars.DataTable_EnemyHealthAndDamageScalars,BossEnemyHealth,FourPlayers_PT2,0,,(BaseValueConstant=2100000,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1)
10,000x Enemy HP Mod (Enemies AND Modifiers)
### ### Name: Increased Endgame Difficulty ### Version: 1.0.0 ### Author: CZ47 ### Contact: =]#7647 ### Categories: mayhem, scaling ### ### Shoutout to Apocalyptech (used https://raw.githubusercontent.com/BLCM/bl3mods/84cddb7344963b494362da700808791ec558eda0/Apocalyptech/mayhem/mayhem_level_cheats/mayhem_level_cheats.bl3hotfix ### to set my own modifiers) ### ### ### License: Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) ### License URL: https://creativecommons.org/licenses/by-sa/4.0/ ### ### Since M8 has 100% anoint droprate, this might as well be considered the start of true endgame. ### And so I'm rebalancing M9-11 for more difficulty. ### Mayhem 8 has the same values as vanilla M10 ( yes this includes all kinds of mayhemscaling, M8 = Vanilla M10) ### Mayhem 9 x250 health ### Mayhem 10 x?! health ### Mayhem 11 x?! health ## Enemy Health # Mayhem 8 x101 (same as Vanilla M10) SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,8,HealthSimpleScalar_42_0499AACF43FDF39B7084E2BB63E4BF68,0,,100.0 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,8,ShieldSimpleScalar_43_417C36C54DA2550A4CABC7B26A5E24A8,0,,100.0 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,8,ArmorSimpleScalar_44_BCAAA445479831C25B0D55AF294A15D6,0,,100.0 # Mayhem 9 x251 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,9,HealthSimpleScalar_42_0499AACF43FDF39B7084E2BB63E4BF68,0,,250.0 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,9,ShieldSimpleScalar_43_417C36C54DA2550A4CABC7B26A5E24A8,0,,250.0 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,9,ArmorSimpleScalar_44_BCAAA445479831C25B0D55AF294A15D6,0,,250.0 # Mayhem 10 x1010000 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,10,HealthSimpleScalar_42_0499AACF43FDF39B7084E2BB63E4BF68,0,,1009999.0 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,10,ShieldSimpleScalar_43_417C36C54DA2550A4CABC7B26A5E24A8,0,,1009999.0 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,10,ArmorSimpleScalar_44_BCAAA445479831C25B0D55AF294A15D6,0,,1009999.0 # Mayhem 1 x1010000 (Going to refer M11 to this) SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,1,HealthSimpleScalar_42_0499AACF43FDF39B7084E2BB63E4BF68,0,,1009999.0 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,1,ShieldSimpleScalar_43_417C36C54DA2550A4CABC7B26A5E24A8,0,,1009999.0 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,1,ArmorSimpleScalar_44_BCAAA445479831C25B0D55AF294A15D6,0,,1009999.0 # Mayhem 1 x1010000 (does nothing) SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,11,HealthSimpleScalar_42_0499AACF43FDF39B7084E2BB63E4BF68,0,,1009999.0 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,11,ShieldSimpleScalar_43_417C36C54DA2550A4CABC7B26A5E24A8,0,,1009999.0 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,11,ArmorSimpleScalar_44_BCAAA445479831C25B0D55AF294A15D6,0,,1009999.0 #referring M11 Mayhemscaling to the adjusted M1 scaling SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,11,MayhemStatusEffect_53_7567CFEB4E1077623BE84EBC11D10EB8,0,,/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/StatusEffects/Mayhem/SE_Mayhem2_Mayhem_CoreMod_1.SE_Mayhem2_Mayhem_CoreMod_1 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,11,PlayerStatusEffect_52_8037BC414105A487E0528192801A716F,0,,/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/StatusEffects/Player/SE_Mayhem2_Player_CoreMod_1.SE_Mayhem2_Player_CoreMod_1 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,11,CompanionStatusEffect_88_C8BE7FA049759DABE2C43CA62CA09C50,0,,/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/StatusEffects/Companions/SE_Mayhem2_Companions_CoreMod_1.SE_Mayhem2_Companions_CoreMod_1 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,11,PetStatusEffect_76_31783C474A2F89CE6211BAB1634A735D,0,,/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/StatusEffects/Pet/SE_Mayhem2_Pet_CoreMod_1.SE_Mayhem2_Pet_CoreMod_1 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,11,EnemyStatusEffect_108_E55F940F4896B8C94715649C6F3CFE56,0,,/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/StatusEffects/Enemy/SE_Mayhem2_Enemy_CoreMod_1.SE_Mayhem2_Enemy_CoreMod_1 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,11,VehicleDamageDealtCDM_100_ABFD7E90444FA2584EF61AA4B4335584,0,,/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/StatusEffects/Vehicle/CDM_Mayhem2_Vehicle_Damage_Dealt_1.CDM_Mayhem2_Vehicle_Damage_Dealt_1 SparkPatchEntry,(1,2,0,),/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/Table_Mayhem2CoreModifierSet.Table_Mayhem2CoreModifierSet,11,VehicleDamageTakenCDM_99_1123B3AB4D4149DF4071D185AEEDF502,0,,/Game/PatchDLC/Mayhem2/Abilities/CoreModifierSets/StatusEffects/Vehicle/CDM_Mayhem2_Vehicle_Damage_Taken_1.CDM_Mayhem2_Vehicle_Damage_Taken_1