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nms.

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Posts posted by nms.

  1. Yes, it is by mod slot position. To prove it: Find an enemy you can 1-shot, and change up the order of your mods. You'll find the death animation changes based on what order you select.

     

    Computers can't apply anything simultaneously. That's not how they work. The amount of time between each application can be billionths of a second, so it seems simultaneous to us, but the lines of code have to be read in succession.

     

    I will note, if shields are calculated separately from health, this probably isn't useful to your question.

    I feel trolled as I actually went into the game only to find the order makes no change whatsoever.

     

    The damage does not happen in a series of events one by one like a vending machine dispenser, it is calculated as physical + elemental. The moment it hits a target, these two are separated into their own components (impact, puncture, slash and individual elements or combined elements) and each component is applied its own modifier depending on whether the target has hitpoints, armor or if the damage type bypasses shields. Then the total damage is generated. It is not a sequence calculation that outputs damage for each one, it calculates a base damage total then applies it to armor and hitpoints calculation, and then, that is the total damage. It doesn't go one by one saying, hey, lets calculate puncture damage first *pum*, applies it then shows it, then impact, then slash, then this element mod, then the bonus damage. No. Computation can happen like that because the values are precalculated, each enemy carries a specific armor value, the moment a bullet leaves your weapon it carries a damage value, when it lands, total damage is calculated by multiplying the base damage of your bullet times the damage modifiers that apply to that enemy, then you see the damage on the screen after everything has been taken into consideration. In a sense, you can deal both flesh hitpoint and shield hitpoint damage on an opponent using toxin, if the flesh damage bypasses the value of the enemy, it means you killed him even if you didn't drain the shield completely.

     

    By the slot logic it would mean that elemental damages would be calculated first before any based damage modifier, which is not true. Anything that says "100% damage..." increases the base damage for all hits. Anything that says "25% slash/puncture/impact ...." does not increase base damage, but is instead a bonus or an extra modifier applied after base damage is calculated. By the slot logic then a 180% blast element on the first two, means it will calculate 180% before lets say, the base damage increase by serration.

     

    Tl;dr Every weapon damage type number is pooled into one formula then that is what you get, it is not a individual showoff of damages, but rather a total. It happens all at once since it is precalculated, and yes, this is possible in computer code, the damage processing happens sequentially before it hits a target, or if we talk about base damage, before a bullet is shot, but when it hits, it already holds a precalculated value from each side.

     

    Taking the vending machine dispenser example, in this case, the machine is accumulating what you are ordering, then when you press "ready" it will dump all the choices you made as a "lump" into the basket for you to grab, instead of dropping them one by one and grabbing one by one.

     

    Please read this,

    http://warframe.wikia.com/wiki/Damage_2.0#Damage_Calculation, the damage calculation section of the damage 2.0 wiki.

  2. Didnt knew the afk system was only recording the wasd keys, seems badly designed if this is true.

    Uh... it isn't "badly" designed. Anybody can put up an ahk script to simulate 1, 2, 3 and 4 or whatever the abilities are, and leave. It is actually designed to prevent that, therefore it only counts wasd and probably other stuff combined. Since scripting wasd means you would have to account for different positioning in the superduper scripting skillzzz in a way that doesn't look botty at all, it could have a higher chance of dropping you off that perfect casting place where no mobs reach you, it actually makes sense.

     

    OP, just f*cking tap w and be done with it, you can't be that useless. Either that or stop botting and watching, then complaining that you didn't get a reward. Or worse, stop multiclienting.

  3. Up until this morning my warframe has been running fine.  I've been running mostly on the medium settings but that is way better than what I had on my last computer.  The problem is, as I play warframe the performance steadily drops, I'm wondering if its just my computer or if this has been happening to other people.  I start getting frame rate drops more and more frequently and the sound does that sort of screeching cut out.  Right now its happening whenever I just move the mouse on the menu.

    My performance doesn't steadily drop on mine. I'm just playing, then after a while, it locks for like 1-2 seconds, then resumes. Something goes off with the warframe engine that causes it to unload from the gpu, as I can hear the fan going to slow mode after, and that only happens when the gpu usage goes down, then it speeds up again after the game resumes. I have a gtx 560 ti paired with an i7 3770k, 32 gb of ram and two 128 gb ssds for os related files, and warframe is installed in one of them. It also happens on warframe only, I can run other games fine.

     

    And this is actually an improvement. I used to play fullscreen with high-medium graphics, and it would crash on high explosion scenes, getting 90-150 fps both high and low res. I switched to windowed mode with a lower res and low graphics and I can reach 200+ fps a lot of times, and it doesn't crash anymore, just hangs then resumes.

  4. I got the answer for this from Darzk a while ago: https://forums.warframe.com/index.php?/topic/387641-corrosive-proc-q/?p=4278485

     

    So basically, if your weapon has 100 magnetic and 100 viral damage and the enemy has 175 proto shields and 150hp. You'll first deal damage to shields, your attack deals 275 damage (175 magnetic and 100 viral) to proto shields. When the enemy has only 175 shields, it uses up 63.6% of that 275 damage. Leaving 100 damage which is 63.6 magnetic and 36.4 viral. Magnetic loses the bonus when damagin health so it deals 36.4 damage to health while the remaining 36.4 viral damage gets a bonus of +50% and becomes 54.5 so you'll deal total of 90.9 damage to health.

    Yeah, it's not by mod slot position, but by whatever damage types the weapon carries and how it affects the enemy. The damage 2.0 page of the wiki and the formulas pretty much explain this

  5. Bump, really wish we at least had the same amount of config tabs as there are factions, i.e 5. And an extra one for pvp, so 6 in total.

    Pretty sure coding the extra slots is trivial and it won't cause indexes out of bounds or buffer overflows or any other weirdness. Without having to use plat for purchasing extra config slots :)

  6. Ok, quick run though they are paid mmoney our money to figure out how to get this done they tried to do it piece by piece it was about a month then people got mad at it more cuz what is good and Over powered one day is trash the next.

    Think of it as a training session with other tenno and that we are holding back to be a practice combat.

    Well, mods, ranks and abilities are most of the mix that makes "warframe" at this moment, and has made it since it was released. They are trying to take that away, or lower its impact considerably, and trying to make it more "competitive". Hopefully they also revamped the recoil and improved the model positioning in the camera and crosshair to have more visibility for flick shots and precise aiming in general. Otherwise, I would be hard pressed to believe people will find that TPS "competitive" bland mode attractive, since the awesome flashy build you already have wont carry over, and, when there are FPS options that offer more consistency, with better recoil and shooting patterns, with dedicated servers and a much higher skill ceiling than warframe. We'll see what it brings.

  7. As someone mentioned above, rockets are self propelled. They are supposed to hit hard and not lose speed over distances. They are not grenade launchers, they are rockets.

     

    I wonder if people wanting to nerf everything have actually played high level maps in a high level mob rotation and not use apollodorus as benchmark. I have yet to see a single excalibur clean out an entire large room with radial javelin at 40+, and even if it managed so, which i doubt, I'm pretty sure it would have to give out in other stats. That's why these are specific builds. We can't also discard those who spent time looking for and ranking up range and strength mods, which a few are corrupted and have drawbacks, so its not a "have it all" kind of scenario.

     

    Take in count this game is nearly all of it fiction. I don't see how natural phenomenons get to apply here when the entire universe it bases itself on violates constantly a lot of physics laws. If we start to get real, the game would need an entire revamp.

  8. Guys,

    Remember this is a TPS MMO, mostly PVE coop MMO rather than purely TPS, that bases itself in a lot of MMORPG concepts. TPS just makes it the view point and thats it. The entire scheme revolves around mmorpg. This is about earning experience points, and depending on the amount of experience points and gameplay you get, you are rewarded with better "armor" and "weapons" and "accesories" in game. Granted, the way warframe handles experience is a bit different, since warframes end up being a sort of "weapon" instead of a "character", and the reward for upgrading this character is mod capacity which translates to health and power upgrades, similar to stat points. The fact that some people actually want newbies to have the same game capability as people who have been playing for a year and have accumulated items, or have put more effort into it, is completely absurd with respect to a mmorpg. You don't even get to do that in FPS games. You are walking a fine line, one of the reasons why WF is still popular is because it is trying to mix both blends of do-it-yourself aiming with an mmorpg reward system with good content, where people can be better than others with effort. Even then, you still have people complaining about the lack of "endgame" and doing anything after you max. Though of course the "buy" the weapon with real money and use it damages this concept, unless the weapons have a restriction. I mean, if a 30 minute newbie can get good guns by simply buying them up, then the imbalance is in that purchase system and not the gun itself.

    I skimmed through some posts and some people apparently want a "balance" among the good weapons and that it should be based on "skill" rather than the items earned or power of those items. What skill exactly? skill in this game is based on knowledge experience of game content, i.e getting to know the game, collecting powerful items etc etc and hitting keys. The ability to defeat enemies comes from the items and levels you have earned and not physical skill, like pure aiming. Grab any noob from any competitive FPS and he will be a god in here with a primary with learning curve of minutes, but only to mobs in his items rank. Aiming is trivial and the rest is tapping keys. The point of having harder to find guns which are better than the rest is just that, being better.

    People who achieve higher lvls through gameplay, should be awarded the ability to obtain hard to find guns that in turn are better than the rest, or "lower" guns. When the concept of the game depends on it, you can't just go around nerfing guns because they kill low levels mobs too fast. That is the point, if I play a "collecting" type of game, I expect to breeze through it with good items after I have done everything in it and only face a challenge on new harder stuff or on the level I currently am, not on scenarios that I played when I began. If the difference between a newbie and an experienced player is slim, then what is the point of playing at all, and gathering hard to find items if they will be the same crap and offer no advantage whatsoever? People would just rather go to a game where the time they put mastering it is well worth it. WF, is sort of a light competitive game, people compete to have the best builds, in the future, they may even compete even more in depth with other players per se. Enjoyment comes from the actual content and how immersive the gameplay is, and not because the newbie doesn't have access to good guns. If you take a purely offline fps or tps, you even start with crap equipment and build up as you go along. Hell, most games, even zelda.

    Part of the imbalance is the lack of access restrictions between high and low lvls. High rank players just breeze through low maps and still can get drops, good items and decent exp. That shouldn't be it. But then again, there is no harm on the other players at all, because rewards are shared among all, so is experience. One does not hinder the other.

    Surely, it needs fixes, but nerfing guns because they are better is not it. WF is at a point where it is trying to be something but is actually something else, and therefore has the inconsistency of the different gameplays clashing together. You just cant say balance it all and make it about skill, that's where it will fail miserably. One, it doesn't a proper aiming and recoil mechanism like an actual pure shooter, two the camera sucks for true skill aiming and the fact that it is not bound to the viewpoint of the player model makes it worse, as in, the lovely twisting when you are trying to go back and move to the sides at the same time and the model does a 180 horizontal shift shooting omnidirectionally. A W D and S should be for strafing and mouse for directional movement. Three, the hitboxes are easy, and four, the fact that it depends on people to host games and not good servers, will make it a horrible real time aim skill based game.

    This is quite similar to entering a public counter strike server and asking most experienced players to not play so good. Like really? that's the entire basis of it. I play, I get better, either by precision or achievements. Because it is so fun when progressing in the game depends purely on the items you have, but the items are all the same or marginal with each other. DE pls make WF an FPS shooter, because FPS is best skillzshow

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