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DeVieEtMort

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About DeVieEtMort

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  1. Btw, the riven was +Crit chance and +Reload speed. Lady luck doesn't want to give me a godlier riven.
  2. I forgot to put a video in (I'll edit later). Corrosive procs every tick. It's like Hunter munition, an extra proc added on top of the existing proc.
  3. Hello everyone. I originally did not want to create a thread about this, so I commented on a thread about a technique or an "exploit" regarding Sol gate, but it seemed like no one was going to make this thread. Soooo, today I am going show the results of painstakingly trying to list the damage of Sol Gate with respect to time and various parameters.. But first of all, * WARNING: POTATO QUALITY * HOW SOL GATE WORKS? Video 1: Sol gate (uncharged) vs Corrupted Heavy Gunner (Lvl 110; 96.666% damage reduction) All values are taken with a lvl 30 Wisp having no mod except for Primed Flow to facilitate testing. The damage according to the UI done by Sol gate is 1000 Radiation/Heat damage. Due to the Corrupted Heavy Gunner's armor (96.666%, taken from Wiki) , the expected damage becomes 33.34 Radiation/Heat damage. Damage ticks seem to happen every half a second Damage Tick Radiation Heat Raw Damage Change 1 17 17 2 21 17 0 3 42 34 17 4 33 33 -1 5 63 50 17 6 50 50 0 7 83 66 16 8 67 67 1 9 104 83 16 10 83 83 0 11 125 100 17 12 100 100 0 13 146 117 17 14 117 117 0 15 167 134 17 16 134 134 0 17 188 150 16 18 150 150 0 19 209 167 17 20 167 167 0 21 209 167 0 22 167 167 0 23 209 167 0 … … Table 1: Mixed tabulation of an uncharged Sol Gate's damage ticks Table 1 shows the tabulation of the damages and their corresponding status proc. All ticks (excluding burn damage) have a proc attached to it, i.e. a tick either has a radiation proc or heat proc. Raw damage shows the damage devoid of multipliers due to the Heavy Gunner having cloned flesh (+25% to Heat). the column Change shows the supposed damage scaling from hitting a target multiple times. At a glance, the damage scaling seems inconsistent, but that is because it doesn't scale only as a function of time, but also to the proc attached to it as shown in Table 2 below. Damage Tick Radiation Damage % Change Tick Heat Damage % Change 1 17 50% 1 - 2 2 21 50% - 3 3 42 100% 21 4 33 100% 16 4 5 5 63 150% 21 6 50 150% 17 6 7 7 83 200% 20 8 67 200% 17 8 9 9 104 250% 21 10 83 250% 16 10 11 11 125 300% 21 12 100 300% 17 12 13 13 146 350% 21 14 117 350% 17 14 15 15 167 400% 21 16 134 400% 17 16 17 17 188 450% 21 18 150 450% 16 18 19 19 209 500% 21 20 167 500% 17 20 21 21 209 500% 0 22 167 500% 0 22 23 23 209 500% 0 Change = 50% *Damage % for radiation is based on UI damage 1000 reduced by enemy of 96.66% which gives 33.34. *Damage % for heat is based on UI damage 1000 reduced by enemy of 96.66% with a cloned flesh multiplier of 1.25 which gives Table 2: Uncharged Sol Gate damage tick tabulation In this table, when treating the procs as the element of the damage tick, the damage scaling become regular. However, at the 10th tick of any element, the damage scaling stops and the damage stays the same. Remembering that expected damage based on the UI is 33.34 damage, we will arrive at a damage scaling of 50% per tick and 500% being the maximum damage obtainable from an uncharged Sol Gate. This occurs at the 10th tick of that elemental damage which means that maximum damage per tick is obtained after 9 seconds. __ [TO ADD: Charged Sol gate] __ Video 4. Test whether damage scaling inherent to the beam or inherent to the target The purpose of this video is to determine whether or not ticks on multiple targets quickly increase the damage to its maximum damage cap or the damage scales based on how many ticks a target receives. At 0:04 alone, the damage received by any of the 4 target is 21 Heat damage. At 0:05, all targets received 42 Heat damage Quickly, we can conclude that damage scaling is inherent to the target, i.e. no matter how many times Sol gate has caused a damage tick, the damage scaling depends on how many time a target has received a tick. Video 5. Test on the rate of Corrosive procs Looking at the video, every tick deals a corrosive proc. Corrosive procs then happen every 0.5 seconds CONCLUSIONS: 1. Each tick happens at 0.5 seconds. 2. Each tick has an element with its own modifiers. 3. Corrosive procs happen every tick. 4. Uncharged/Unboosted Sol gate has a damage cap of 500% the damage listed in the UI per tick. This happens after about 9 seconds from hitting the target.. 5. Charged/Boosted Sol gate has a damage cap of approximately 2100% the damage listed in the UI per tick. (Video reference not congruent to other tests. I apologize for this mistake) 5. Charged/Boosted Sol gate has a damage cap of 1000% the damage listed in the UI per tick. 6. Damage scaling happens per damage tick that a target receives, not by how many times Sol Gate has ticked on any amount of enemy. If you played Ash before, Wisp's Sol Gate is no different from blade storm. The most effective and efficient way to kill multiple targets with Sol gate is to spin your mouse like a madman as shown below. 218% Power strength Wisp with TTK of approximately 10 seconds. And for comparison, here is an Amprex killing the same set of targets. About 9 seconds with corrosive, ungodly riven and vigilante set bonus. If you read until this point, thank you and have a nice day.
  4. Hmm. I was wrong. Charged sol gate does more than 1000% damage after the damage scaling cap is reached.
  5. I made some tests regarding Sol gate (I'll make a thread about it later). I'll just place my conclusions here. 1. Sol gate increases damage the more it ticks on an enemy. 2. Sol gate ticks every 0.5s with all hits proccing a status effect. 3. Sol gate reaches a certain damage cap after about 20 ticks, i.e. 10 sec. This is 500% the listed damage in the UI (uncharged). 4. Holding the LMB or boosting the beam increases the damage output by twice. The damage after reaching its damage cap is 1000% the listed damage in the UI All of the conclusions above did not take the reservoirs' synergies into account.
  6. My hypothesis is that tic rate is an "internal timer," so you cheat the timer by setting it off on multiple targets sequentially. However, I remember reading that as long as it is hitting something, the damage increases, so maybe that also comes into play. I don't have conclusive evidence to prove that (seems too much work, especially with the effects).
  7. I refer this to you all. Original Post by Ced23Ric from https://forums.warframe.com/topic/1096530-wisp-has-corrosive-proccs-sol-gate-vs-lvl-165-heavy-gunners-w-video/?tab=comments#comment-10779498
  8. Magic xD It outperformed my forma'd amprex, but I don't know how well it competes against META weapons
  9. If you swipe it left and right continuously (as if you are marking with Bladestorm), it will kill the two rows faster. Please try it.
  10. Having 1 pods down at the same time sounds like a possible augment for Wisp.
  11. SOL GATE - Increase tick rate. Reduce the damage by half but increase tick rate into 2 Or increase tick rate when boosted (LMB) This way, it will be more useful against anything of higher level.
  12. I see. Since, the semi-auto fire is a blob, is there some sort of adjustment needed?
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