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Fishmonk

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Posts posted by Fishmonk

  1. These Mods are missing from the Codex (which consequently also makes them unable to be linked in chat):

    Primed Vigor

    Index mods (Kinetic Ricochet, Medi-Pet Kit, Pain Threshold, Shield Charge, Static Discharge, Thermagnetic Shells)

  2. Mods that were added to the Codex in the last update:

    Archwing Physical Mods (Astral Slash, Meteor Crash, Nebula Bore)

    Warframe Augments (Creeping Terrify, Elemental Sandstorm, Everlasting Ward, Fatal Teleport, Hysterical Assault, Infiltrate, Ore Gaze, Pheonix Renewal, Primal Rage, Resonating Quake, Safeguard, Tectonic Fracture, Titanic Rumbler)

    Conclave Augments (all)

     

    But there are some mods that weren't added, despite being in the same group as the ones that were added:

    Archwing Physical Mods (Comet Blast, Quasar Drill, Zodiac Shred)

    Warframe Augments (Assimilate, Flash Accelerant, Iron Vault, Path of Statues)

  3. List of currently scannable Enemies that are missing from the Codex:

    Vem Tabook
    Orokin Turret
    Latcher
    Jordas Golem (Archwing)
    Attack Mutalist (Archwing)
    Mutalist Lightning Carrier (Archwing)
    Mutalist Toxic Carrier (Archwing)
    J3 Jordas Golem (Jordas Verdict)
    Kuva Drahk
    Kuva Guardian
    Kuva Jester
    Kuva Siphon
    Kuva (the clouds are scannable)


    List of currently scannable Objects that are missing from the Codex:

    Arc Trap
    Core Pipe (Sabotage)
    Corpus Stasis Mine (Archwing)
    Corpus System (Mobile Defence)
    Cryogenic Explosive Barrel
    Fan
    Fomorian Power Core (Hijack)
    Grate
    Grineer System (Mobile Defence)
    Large Grineer Exploding Barrel
    Orokin System (Mobile Defence)
    Sensor Bar
    Orokin Turret
    Transport (Archwing)
    Warframe Cryopod (Defence)
    All the new Kuva Fortress objects (Fortress Scanners, Turret variants, etc.)

    Also, the entries for Infested Tumor, Nightfall Apothic and Security Camera are bugged and don't register in the Codex after being scanned in-game.


    List of Mods that are missing from the Codex: No longer missing, these mods were all added to the Codex in Hotfix 19.0.3!

    Primed Fury
    Jolt
    Voltaic Strike
    Energy Conversion
    Health Conversion

    Archwing Physical Mods (Comet Blast, Quasar Drill, Zodiac Shred)

    Warframe Augments (Assimilate, Flash Accelerant, Iron Vault, Path of Statues)

    Conclave Stances (all)

    Conclave Syndicate Offerings (Air Thrusters, Adept Surge, Rising Skill, Calculated Spring, Tempered Bound, Low Current Leap, Anticipation, Overcharge Detectors, Meteor Munitions, Impaler Munitions, Razor Munitions, Comet Rounds, Ripper Rounds, Serrated Rounds, Crash Shot, Shred Shot, Flak Shot, Counterweight, Serrated Edges, Sharpened Blade, Anti-Flak Plating, Armored Acrobatics, Armored Evade, Armored Recovery, Surplus Diverter, Lie in Wait, Heartseeker, Impenetrable Offense, Sword Alone, Overcharged, Spring Loaded Broadhead, Voltaic Lance, Searing Leap, Rime Vault, Venomous Rise)

    Conclave Mission Rewards (Ambush Optics, Brain Storm, Deft Tempo, Directed Convergence, Double Tap, Draining Gloom, Emergent Aftermath, Final Act, Final Tap, Focused Acceleration, Gorgon Frenzy, Grinloked, Heavy Warhead, Kill Switch, Measured Burst, Mortal Conduct, Plan B, Precision Munition, Secondary Wind, Shrapnel Rounds, Skull Shots, Soaring Strike, Static Alacrity, Sudden Justice, Tactical Retreat, Thundermiter, Triple Tap, Vital Systems Bypass)

  4. List of currently scannable Enemies that are missing from the Codex:

    Vem Tabook
    Orokin Turret
    Latcher
    Jordas Golem (Archwing)
    Attack Mutalist (Archwing)
    Mutalist Lightning Carrier (Archwing)
    Mutalist Toxic Carrier (Archwing)
    J3 Jordas Golem (Jordas Verdict)


    List of currently scannable Objects that are missing from the Codex:

    Alloy Drum
    Arc Trap
    Argon Pegmatite
    Circuitry Lockbox
    Core Pipe (Sabotage)
    Corpus Stasis Mine (Archwing)
    Corpus System (Mobile Defence)
    Cryogenic Explosive Barrel
    Fan
    Fomorian Power Core (Hijack)
    Grate
    Grineer System (Mobile Defence)
    Large Grineer Exploding Barrel
    Orokin System (Mobile Defence)
    Sensor Bar
    Orokin Turret
    Transport (Archwing)
    Warframe Cryopod (Defence)

    Also, the entry for Security Camera is bugged and doesn't register scans in the Codex.


    List of Mods that are missing from the Codex:

    Primed Fury
    Jolt
    Voltaic Strike
    Energy Conversion
    Health Conversion

    Archwing Physical Mods (Comet Blast, Nebula Bore, Zodiac Shred, Astral Slash, Meteor Crash, Quasar Drill)

    Warframe Augments (Assimilate, Creeping Terrify, Elemental Sandstorm, Everlasting Ward, Fatal Teleport, Flash Accelerant, Hysterical Assault, Infiltrate, Iron Vault, Ore Gaze, Path of Statues, Pheonix Renewal, Primal Rage, Resonating Quake, Safeguard, Tectonic Fracture, Titanic Rumbler)

    Conclave Augments (Antimatter Mine, Deceptive Bond, Discharge Strike, Mesa's Waltz, Power of Three, Prism Guard, Rumbled, Tear Gas, Ward Recovery)

    Conclave Stances (all)

    Conclave Syndicate Offerings (Air Thrusters, Adept Surge, Rising Skill, Calculated Spring, Tempered Bound, Low Current Leap, Anticipation, Overcharge Detectors, Meteor Munitions, Impaler Munitions, Razor Munitions, Comet Rounds, Ripper Rounds, Serrated Rounds, Crash Shot, Shred Shot, Flak Shot, Counterweight, Serrated Edges, Sharpened Blade, Anti-Flak Plating, Armored Acrobatics, Armored Evade, Armored Recovery, Surplus Diverter, Lie in Wait, Heartseeker, Impenetrable Offense, Sword Alone, Overcharged, Spring Loaded Broadhead, Voltaic Lance, Searing Leap, Rime Vault, Venomous Rise)

    Conclave Mission Rewards (Ambush Optics, Brain Storm, Deft Tempo, Directed Convergence, Double Tap, Draining Gloom, Emergent Aftermath, Final Act, Final Tap, Focused Acceleration, Gorgon Frenzy, Grinloked, Heavy Warhead, Kill Switch, Measured Burst, Mortal Conduct, Plan B, Precision Munition, Secondary Wind, Shrapnel Rounds, Skull Shots, Soaring Strike, Static Alacrity, Sudden Justice, Tactical Retreat, Thundermiter, Triple Tap, Vital Systems Bypass)

  5. So I was looking at some weapon data files that someone posted...

    Just a guess, and I may be misinterpreting something, but it seems like the thing that all the weapons unaffected by FPS have in common is that they have "QueueFiring" set to 1.

    Though there are some weapons (e.g. Simulor series and Strun series) that don't have a "QueueFiring", what if "QueueFiring"/"QueueBursts" (guessing that's the equivalent for burst-fire weapons) were changed from 0 to 1 for every applicable weapon? Would that work? Politely asking.

  6. The Cyngas Stock (from Perrin Sequence) costs 25,000 standing when every other AW weapon part costs 20,000 standing.

    Seems like an oversight, especially since Perrin Sequence is already disadvantaged vis-à-vis AW parts as it has 1 less AW part available than all the other syndicates.

  7. Other Mods missing from the Codex:

    Primed Fury
    Jolt
    Voltaic Strike

    Archwing Physical Mods (Comet Blast, Nebula Bore, Zodiac Shred, Astral Slash, Meteor Crash, Quasar Drill)

    Warframe Augments (Elemental Sandstorm, Flash Accelerant, Hysterical Assault, Path of Statues, Safeguard)

    Conclave Augments (Antimatter Mine, Deceptive Bond, Discharge Strike, Mesa's Waltz, Power of Three, Prism Guard, Rumbled, Tear Gas, Ward Recovery)

    Conclave Stances (all)

    Conclave Syndicate Offerings (Air Thrusters, Adept Surge, Rising Skill, Calculated Spring, Tempered Bound, Low Current Leap, Anticipation, Overcharge Detectors, Meteor Munitions, Impaler Munitions, Razor Munitions, Comet Rounds, Ripper Rounds, Serrated Rounds, Crash Shot, Shred Shot, Flak Shot, Counterweight, Serrated Edges, Sharpened Blade, Anti-Flak Plating, Armored Acrobatics, Armored Evade, Armored Recovery, Surplus Diverter, Lie in Wait, Heartseeker, Impenetrable Offense, Sword Alone, Overcharged, Voltaic Lance, Searing Leap, Rime Vault, Venomous Rise)

    Conclave Mission Rewards (Ambush Optics, Brain Storm, Deft Tempo, Directed Convergence, Double Tap, Emergent Aftermath, Final Act, Final Tap, Focused Acceleration, Gorgon Frenzy, Grinloked, Heavy Warhead, Kill Switch, Measured Burst, Mortal Conduct, Plan B, Secondary Wind, Shrapnel Rounds, Skull Shots, Soaring Strike, Static Alacrity, Sudden Justice, Tactical Retreat, Thundermiter, Triple Tap, Vital Systems Bypass)

  8. Other mods missing from the Codex:

    Primed Fury

    Augments (Assimilate, Creeping Terrify, Everlasting Ward, Fatal Teleport, Infiltrate, Iron Vault, Ore Gaze, Path of Statues, Pheonix Renewal, Primal Rage, Resonating Quake, Safeguard, Tectonic Fracture, Titanic Rumbler)

    Conclave Augments (Antimatter Mine, Deceptive Bond, Discharge Strike, Mesa's Waltz, Power of Three, Prism Guard, Rumbled, Tear Gas, Ward Recovery)

    Conclave Stances (all)

    Conclave Syndicate Offerings (Air Thrusters, Adept Surge, Rising Skill, Calculated Spring, Tempered Bound, Low Current Leap, Anticipation, Overcharge Detectors, Meteor Munitions, Impaler Munitions, Razor Munitions, Comet Rounds, Ripper Rounds, Serrated Rounds, Crash Shot, Shred Shot, Flak Shot, Counterweight, Serrated Edges, Sharpened Blade, Anti-Flak Plating, Armored Acrobatics, Armored Evade, Armored Recovery, Surplus Diverter, Lie in Wait, Heartseeker, Impenetrable Offense, Sword Alone, Overcharged, Spring Loaded Broadhead, Voltaic Lance, Searing Leap, Rime Vault, Venomous Rise)

    Conclave Mission Rewards (Ambush Optics, Brain Storm, Deft Tempo, Directed Convergence, Double Tap, Emergent Aftermath, Final Act, Final Tap, Focused Acceleration, Gorgon Frenzy, Grinloked, Heavy Warhead, Kill Switch, Measured Burst, Mortal Conduct, Plan B, Secondary Wind, Shrapnel Rounds, Skull Shots, Soaring Strike, Static Alacrity, Sudden Justice, Tactical Retreat, Thundermiter, Triple Tap, Vital Systems Bypass)

     

  9. Like the title says, I tested the fire rates of various semi-auto and burst guns and found that many of them are affected by frame rate. Tests were done in the Simulacrum, using an autoclicker set to 500+ clicks per second, with max frame rate set to 60fps and then to 30fps.

    One of the clearest examples of a gun's RoF being affected by FPS is the Stradavar's semi-auto mode. The Stradavar's semi-auto RoF is supposed to be 5.0, but when I tested it in-game I found something different.
    Tested RoF at 60fps: ~4.27
    Tested RoF at 30fps: ~3.37
    Even at the "normal" frame rate of 60fps, it's impossible to reach the Stradavar's intended RoF, and it's even lower at 30fps.

    Another test for the Stradavar, this time using maxed fire rate mods (Vile Acceleration, Speed Trigger, Shred). With these mods equipped we have +180% fire rate, which when added to the Stradavar's base of 5.0 becomes 14.0. This should be more than enough to reach 10.0, the cap for semi-auto weapons.
    Tested RoF at 60fps: ~7.36
    Tested RoF at 30fps: ~5.05
    The tested RoFs fall short of 10.0. It seems that for the Stradavar, even the 10.0 semi-auto cap is affected by FPS.

    For comparison, these are my tests for the Latron. The Latron's RoF listed in the Arsenal is 4.17.
    Tested RoF at 60fps: ~4.2
    Tested RoF at 30fps: ~4.15
    The Latron's RoF seems to be mostly unaffected by FPS, and mostly matches its listed Arsenal value.

    For another comparison with the Stradavar, I tested the Latron with maxed fire rate mods.
    Tested RoF at 60fps: 10.0
    Tested RoF at 30fps: 10.0
    The Latron properly hits the 10.0 RoF cap at both 60fps and 30fps.

    As the Latron shows, there are some semi-auto guns that don't have their RoF affected by FPS. So if the Latron can be fixed so that it isn't frame rate dependent, can't the same be done for all the other weapons that are still frame rate dependent?

    _____

    Weapons I've tested that have their fire rate affected by FPS: Every burst weapon (Burston, Burston Prime, Harpak, Hind, Paracyst, Sybaris, Dex Sybaris, Tiberon, Ballistica, Rakta Ballistica, Kraken, Sicarus, Sicarus Prime), Grinlok, Hek, Vaykor Hek, Stradavar, Strun Wraith

    Weapons I've tested that have their fire rate mostly unaffected by FPS: Latron, Latron Prime, Akbolto, Akjagara, Aklato, Dual Toxocyst, Marelok, Vaykor Marelok

    Weapons I haven't tested: every other semi-auto

  10. Twin Grakatas damage isn't quite right yet. It's half of what it should be (should have 500 burst/250 sustained DPS unmodded). Guessing it's multiplying Fire Rate * Damage per bullet instead of Fire Rate * Damage per shot.

    And some more suggestions/fixes to add to your to-do list:

    Explosive Weapons
    Explosive weapons deal damage in two parts: the explosion, which hits all enemies in the AoE, and the projectile, which only hits one enemy. Currently, the site doesn't differentiate between the explosion damage and the projectile damage - it just adds them together (except for Tonkor which shows them separately and Sonicor which doesn't show the explosion damage). My suggestion is to display two separate sets of DPS values for explosive weapons: One for direct hits (projectile damage + explosion damage) and one for AoE (explosion damage only). Here's a list of damage values:
    * Weapon - Explosion damage - Projectile damage
    * Ogris - 500 blast - 150 blast
    * Penta - 350 blast - 75 impact
    * Secura Penta - 375 blast - 75 impact
    * Tonkor - 325 blast - 75 puncture
    * Angstrum - 250 blast - 175 blast
    * Kulstar - 200 blast - 175 blast
    * Kulstar cluster bombs - 75x3 blast - 75x3 blast
    * Sonicor - 50 impact - 150 impact
    * Grattler - 10/80/10 IPS - 17.5/140/17.5 IPS

    Charged Weapons
    I tested the firing delay (the time between charged shots) for some charged weapons:
    * Corvas - 0.55s
    * Drakgoon - 0.35s
    * Miter - 0.45s
    * Ogris - 1.05s
    * Opticor - 1.5s
    * Velocitus - 0.25s
    * Angstrum - 0.55s
    * Ballistica/Rakta - 0.35s
    It seems that for most charged weapons (excepting Opticor, which is 1.5s) the firing delay is 1/Base Fire Rate, but with an additional 0.05 seconds added on. As far as I can tell, the firing delay is affected normally by fire rate mods. Suggested formula for non-bow charged weapons:
    Burst DPS = Damage per Shot / (Charge Time + Firing Delay)
    Sustained DPS = Damage per Shot * Magazine Size / ((Charge Time + Firing Delay) * Magazine Size + Reload Time)

    I tested bows too and it seems that bows also have an additional 0.05 seconds added on to their listed reload time. e.g. Cernos has listed reload time of 0.6s, but when I tested it in-game, the time between shots was 0.65s unmodded and 0.5s with Fast Hands.

    Miscellaneous
    * Attica max ammo 72 -> 540
    * Boar reload 3 -> 2.7
    * Buzlok slash damage 6.5 -> 6.7
    * Corvas damage is weird. Added elemental damage is scaling from 0-100 instead of 50-100 and burst/sustained dps is ignoring charge time and only taking fire rate into account.
    * Daikyu charge time 1.8 -> 1.75
    * Miter charge time 2 -> 1.5
    * Quanta, Quanta Vandal ammo used 0 -> 1 (there's a bug where switching from secondary to primary damage will display NaN sustained DPS due to divide by 0 ammo use)
    * Snipetron IPS damage 12.5/100/12.5 ->17.5/140/17.5
    * Supra status chance 2.5% -> 5%
    * Angstrum charge time 2 -> 1.5
    * Kulstar crit multiplier 2.5x -> 2.0x
    * Lato reload 1.2 -> 1
    * Sonicor crit multiplier 2.5x -> 2.0x
    * Talons max ammo 210 -> 20

    Also, pls reconsider showing the max fire rates for Grattler (6.25), Imperator Vandal (25.0) and Phaedra (18.75). The spool-up on these weapons works the same way and takes the same, if not less, time as it does on Gorgon, Supra, Soma, etc. Having 50% more DPS in-game than the site shows is a pretty big difference.

  11. 8 hours ago, Stoi84 said:

    The wiki says that because it fires 2 bullets, the fire rate is twice as what is displayed. Is it true in game ?

    Yep. It takes 3 seconds to empty an unmodded Twin Grakatas' magazine so it effectively has 40 base fire rate, with each bullet dealing 10 damage. You can either describe it as a gun with 40 RoF and 10 damage per shot, or a gun with 20 RoF and 20 damage per shot but consumes 2 ammo per shot. Either way is effectively the same thing, just depends on whether to simplify it or to make it match the numbers in the arsenal.

  12. Some corrections:
    * Twin Grakatas don't take into account their 2 ammo consumption per shot, making their Sustained DPS higher than it should be.
    * Kohm at full spool-up (which seems to be the assumption) fires 12 pellets that deal 30 damage each, totalling 360 damage per shot. It also consumes 4 ammo per shot and has max ammo of 960.
    * Simulor primary damage is 170 magnetic, secondary damage is 50 magnetic and max ammo is 100.
    * Synoid Simulor primary damage is 175 magnetic, secondary damage is 50 magnetic and max ammo is 100.
    * Drakgoon charge time 0.8 -> 1, fire rate 3.5 -> 3.
    * Kulstar max ammo 210 -> 30.

     

  13. Like the title says, +Fire Rate mods aren't applying their full effect to burst-fire weapons. Also, the Fire Rate values in the arsenal for some burst-fire weapons don't quite match up with their in-game fire rates. Below is a table comparing their: a) reported fire rate; b) approximate unmodded in-game fire rate; c) approximate in-game fire rate with +90% fire rate mod equipped; d) rough % increase the 90% mod is giving. In-game fire rates were tested in the simulacrum using an autoclicker and may be off by +/-0.1, but, for the Burston, Sybaris, Dex Sybaris, Hind, Tiberon and Harpak at least, I'm sure that their 'real' fire rates are closer to these numbers than their arsenal numbers - and fire rate mods not working completely for burst weapons is definitely happening.

    JxmnwKc.png

     

  14. Thank you for the update.

    15 hours ago, Stoi84 said:

    The fire rate can be changed manually, so I'll leave the base value for these.

    I see. However, most people won't know to change it, because they don't know about the spool-up. They'll just see the number and think the weapon is much worse than it actually is. Besides, it's just odd that there is an inconsistency between these weapons and other weapons that work the same way e.g. Soma, Gorgon. Sure, the fire rate values in the in-game arsenal may factor spool-up in for some weapons and ignore it for others, but that just means the in-game arsenal is inconsistent. For the purpose of calculating and comparing DPS, I think max spool-up should be considered the base fire rate for these 3 weapons, just as it is for Soma, Gorgon, etc.

    Also, I misreported Phaedra, it's 150% spool-up, not 200%, so 18.75 fire rate.

  15. Some corrections, mostly for archwing weapons:
    *Corvas fire rate 1 -> 2 and reload time (time it takes to reload a full magazine from 0 ammo) 2 -> 5.
    *Corvas deals between 420 and 840 damage per shot, proportional to how long it is charged for (i.e. 840 at full charge, 420 uncharged, 630 at 50% charge, etc.). 12 pellets, 70 damage per pellet (at full charge).
    *Dual Decurion reload time 3 -> 0.64.
    *Fluctus reload time 3 -> 2.5.
    *Grattler has an actual fire rate of 6.255 due to 150% fire rate spool-up, magazine size 25 -> 60 and reload time 2 -> 6.
    *Imperator accuracy 100 -> 25.
    *Imperator Vandal has an actual fire rate of 25.05 due to 150% fire rate spool-up.
    *Phaedra has an actual fire rate of 25 due to 200% fire rate spool-up, reload time 2 -> 5.
    *Velocitus fire rate 0.8 -> 5, reload time 2 -> 4 and uncharged shot damage 1800 -> 200.
    *Many archwing weapons show 540 ammo pool even though they don't use this stat.
    *For Corvas and Velocitus charged shots, delay between shots isn't taken into account, leading to higher displayed DPS than in actuality. Also, the Automatic Trigger mod is supposed to only increase fire rate, not charge rate.
    *Ballistica charge time 0.8 -> 1, uncharged crit chance 0% -> 3.75% and uncharged status chance is 2.5% per bullet.
    *Rakta Ballistica charge time 0.769 -> 1, uncharged crit chance 0% -> 5% and uncharged status chance is 2.5% per bullet.

    EDIT: Most other charged weapons with magazine size > 1 (e.g. Drakgoon, Ballistica, etc.) also don't take delay between charged shots into account. Not exactly sure but assuming fire rate treats charged shots the same as normal shots, the time between shots is 1/Fire Rate seconds in addition to the charge time.

  16. For Strun (inc. Mk1 and Wraith versions), reloading during double jump or bullet jump is currently buggy. When trying to perform these actions the 'reload circle' will fill up but no ammo will be reloaded.

    For Ballistica/Rakta Ballistica, there is a period between charge shots in which, if clicked too soon after a charge shot, the Ballistica will neither charge nor fire. Please change the Ballistica similar to the way the Daikyu was changed in hotfix 18.4.7: "The Daikyu can now begin to charge another shot immediately after releasing the first, like all other bows."

  17. Post-Hotfix 18.4.4, Frontier Elites now do the same damage as Arid Elites. Yay. Strange to call it a fix for Phobos excavation missions though; it wasn't exclusive to excavation, it was something that affected every mission that had Frontier/Arid Elites and was most prominent in Sorties on Earth/Phobos tilesets.

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