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Szaeravar

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Posts posted by Szaeravar

  1. Gas The base duration of a Gas Status Effect now matches Slash for 6 seconds. No longer does AoE with forced Poison Status Effect (resulting in Poison DoT for enemies in radius), instead it does AoE DoT Gas damage around the target.

    So this is...very inadequate damage.

    Gas straight up has a 50% damage loss on Grineer cloned flesh, so now instead of dealing toxin damage that had a bit of effectiveness vs armor, this damage tickles them.

    Against Corpus, the Gas damage does not ignore shields. It's also weak against flesh once it's past shields.

    As for Infested...

    The Toxic Ancient's aura gives itself and all nearby enemies Toxin damage. In addition, the aura provides 100% damage reduction to Toxin and 80% damage reduction to Gas

    Gas might as well not be a damage type for anything but counting as an existing status effect with Condition Overload at the moment. >,>

    • Like 1
  2. 53 minutes ago, Aeon94 said:

    Scarab Syandana now matches to Inaros Deluxe as it should. We have been waiting for it since its release. Glad DE fixed that.

    It doesn't though. Compare most any color on the Ramses skin and this syandana and you'll see that they don't match.

    It also already had metallics, and there were customers who bought the syandana as-is who now had it changed without alert or request.

  3. Projectile Shotgun Status is inconsistent with hitscan!

    Pre-patch, initial conjecture with evidence: https://www.reddit.com/r/Warframe/comments/7vk8a8/projectile_shotgun_status_chance_oddness_why_the/

     

    Post patch with proof via Arsenal, shot-test in game, and applying my math as support (with induction to all other projectile shotgun weapons: Ballistica Prime, Cernos Prime, Drakgoon, Detron series, Angstrum series, the Zarr alt fire, and Fusilai alt fire): https://www.reddit.com/r/Warframe/comments/7whytj/projectile_shotgun_status_inconsistency_part_two/
     

    This is the status chance for per-pellet status on a hitscan shotgun. The placement of the mod bonus is what enables 100% status builds:

     

    > 1 - {[ 1- (base_chance * 1 + mod_bonus)]^(1/number_of_pellets)} = chance_per_pellet

    Projectile shotgun calculations place the mod bonus LAST, making status scale linearly (giving them really meh status):

    > {1 - [ 1- base_chance ]^1/number_of_pellets} * mod_bonus = chance_per_pellet

    Is this intentional? It makes the Mara Detron's 32% status MUCH WORSE than the Twin Rogga's 32% status: the first has only a 18% chance for each of 7 pellets, the second has 100% chance for each of 15 pellets.

    This is what we see in the arsenal: 

    73uHfPOnCstTqcRFxpJpMddXKEPB3UpCrJfVLzCc

    GIF showing this is actually occurring in game  

  4. I had someone on reddit say that the Fusilai status chance is caused by it using three ammo pre shot. I'm providing counter evidence with the Ballistica Prime (which consumes 4 ammo per shot) exhibiting the same behavior as the Detron (which only consumes 1).

    The Ballistica Prime and Detron also have the SAME status behavior, despite the former using four ammo per shot.

    **Ballistica Prime**

    > * Chance per pellet without mods: [1 - ( 1 - 0.2)^(1/4)] = 0.0542   
    * Chance per pellet with mods: [0.0542 * 1.6 = 0.08681
    * Arsenal chance with mods: [1 - (1 - 0.0542 * 1.6)^4] = 0.3045 ([30.5% as seen in arsenal]( sR2o7iL.jpg))   
    * Per-pellet status chance with mods deconstructed from arsenal chance: [ 1 - (1 - 0.3045)^(1/4)] = 0.08681 (same as above)

    Proved with construction and deconstruction.

    **(Mara) Detron**

    > * Chance per pellet without mods: [1 - ( 1 - 0.2)^(1/7)] = 0.0313   
    * Chance per pellet with mods: [0.0313 * 1.6 = 0.0501
    * Arsenal chance with mods: [1 - (1 - 0.0313 * 1.6)^7] = 0.3026 ([30.3% as seen in arsenal]( xjwAfuV.jpg)) 
    * Per-pellet status chance with mods deconstructed from arsenal chance: [1 - (1 - 0.3026)^(1/7)] = 0.501 (same as above)  

    Proved with construction and deconstruction.

  5. Just now, Zark_Manthra said:

    I think the difference between them is that normal real shotguns show a true % chance for a single pellet to proc, but these projectile weapons show a modified chance, as in the case of the fusilai, the 37% is listed as if there was a multishot mod installed, the real chance for each individual knife is around 14%

    It is the chance for at least a single pellet to proc, but any time you apply status mods, you're applying them to that at least one to generate a new per-pellet status chance. If that didn't happen, we wouldn't have 100% status, and what's more the status per pellet would be pretty bad for any amount of status mods.

    Projectile shotgun weapons always apply their status chance to the actual chance for any pellet to proc, which means they scale linearly toward 100%. That's the issue, and I don't think it's intended, especially not with their upcoming Detron buff.

  6. 15 minutes ago, Zark_Manthra said:

    I imagine a similar thing is happening with the detron's calculation, but with the fusilai it doesn't get as high as you'd think it does because the arsenal status chance is already taking into account the multishot on the alt fire. So it's as if it had an innate +400% multishot mod; you can see a similar thing with any weapon really, the status chance when you equip a multishot mod goes up, but if it's below the 30% sweet spot without multishot it's still impossible to hit 100% status with the four duals, even though you also have the multishot mod(s) increasing the status chance

    All shotgun weapons take their status chance into account, but they behave differently than the projectile shotguns I'm bringing to interest here.

    The Tigris Prime has innate multishot to fire 8 pellets, and has 30% status chance that predicts at least one status proc.

    1 - (1 - 0.3)^(1/8) = 0.0436

    Now, if the Tigris Prime behaved like the Detron or Fusilai, it'd be impossible to get 100% status in game. You'd need ~2,300% status.

    Instead, shotgun weapons will recalculate their per-pellet chance by applying mods to the ARSENAL STATUS.

    1 - (1 - 0.3 * 3.4)^(1/8) = 1 - (1 - 1)^(1/8) = 1 - 0^(1/8) = 1

    The projectile shotgun weapons aren't doing this.

  7. Wanted to bring this to DE's attention after the weapon buff announcement yesterday.

    included in the changes is a status buff for the Detron, raising it to 32% from 20%.

    Normally, 32% would be enough with four dual-stat mods (e.g. Pistol Pestilence, Jolt) to reach the special 100% status for shotguns.

    The formula for the status chance per pellet on a shotgun is:

    > 1 - (1 - [listed_status * (1 + mods ) ] ) ^(1/number_of_pellets)

    With the Detron (7 pellets in cone), accounting for the 100% status chance ceiling, and a factor of 2.4 for the 0.6 bonus from four dual-stat mods, we should see:

    > 1 - (1 - [0.32 * 3.4])^(1/7) = 1 - (0)^(1/7) = 1.00

    i.e. 100% status chance

    I'm going to claim that's not how projectile shotgun weapons calculate status in game currently.

    By projectile shotgun weapon, I'm referring to the following weapons: Ballistica Prime, Cernos Prime, Drakgoon, (Mara) Detron, and Fusilai.


    I'm going to claim that these weapons use the following status chance calculation:

    > [1 - (1 - listed_status)^(1/number_of_pellest) ] * (1 + mods)


    The reason I say that is the Arsenal display for projectile shotgun weapons isn't consistent with hitscan weapons.

    This is the Brakk, 15% base status, with four dual-stat mods: 


    QQ2oI9u.jpg

    The weapon should and does display the correct (0.15 * 3.4 = 0.51)

    Now look at the Detron, 20% base status and the same mods: 


    https://i.imgur.com/c01Rde3.jpg

     

    Oddly, we do not see (0.2 * 3.4 = 0.68). Instead, we see 54.6%

    Let's take the shotgun status calculation formula and apply it BEFORE mods:

    > 1 - (1 - 0.2)^(1/7) = 0.0313

    That alternative status chance calculation I supplied then asks us to multiply this number by mods:

    > 0.0313 * (1 + 2.4) = 0.1066

    Now, to reconstruct the arsenal status, we want to get the complement of this status chance (i.e. chance of NO pellet), raise it to the number of pellets x (x number of independent events, able to multiply them all against each other to find the odds of none of them proccing status), then get the converse again (no status --> at least one status).

    > 1 - (1 - 0.1066)7 = 0.5459

    That's where we have the 54.6%.

    I've established what's going on in the Arsenal. How about in game?


    I'm going to take a simpler weapon with the same phenomenon: the Fusilai.

    The Fusilai alt fire throws three daggers simultaneously, and the Arsenal shows the same iffy status. 

    With 37% base status, we should easily reach 100%, but we don’t. Instead, we see 86.4%
    5Xt4vPR.jpg

     

    Let’s construct and deconstruct that number:

    Before status mods : [1 - (1 - 0.37)1/3] = 0.1427 chance per knife

    Chance per knife with mods: 0.1427 * 3.4 = 48.5%

    Arsenal status: [1 - (1 - 0.485)^3 ] = 0.8634 = 86.4%

    If this is happening outside the arsenal, I should be able to throw a dagger and NOT proc status.

    This is true because if the weapon DOES have 100% status and the arsenal display is just a display bug, then it should be impossible to not proc status.

     

    As you can see, it is not the case that we only have a display bug.

    I did further testing with the Ballistica Prime and Detron in this reddit thread, but because they rely on an Acolyte mod, I can’t be sure they’re working as I expect. The Fusilai is better proof of concept.

    Anyone at DE reading: could you kindly take a look at the shotgun projectile weapons and see if what I’m demonstrating is in fact true?

  8. CHROMA

    Spectral Scream - Removed walk speed and jump restrictions You can now freely move while this is active! Damage output is now also affected by the Vex Armor's Fury bonus!

    Here's what I'm thinking...

    Spectral Scream still disables weapons? That means it's just competing with weapons for better DPS.

    Elemental procs aren't great for CC, so it's just channeled damage. If that damage is significantly worse, it won't do anything for the kit. If it's comparable, it might be fun?

    Also, since it's basic elemental damage, it'll do very poorly against armor compared to our weapons that we build to mitigate that defense. What I'm hoping is that if nothing is added to Spectral Scream, it needs a TON of damage to make it worth considering using. 

  9. Just had two bounties fail twice in a row at the first mission: "Kill all enemies" and "destroy supply drop box" would not progress after completing the objective.

    To any DE employee, should I submit my EE.log to support? I have the log saved and I can send it in. 

  10. 1. Is the Focus cap still being raised to 250,000?

    2. Is the Focus point respect still limited to the school you had Focus in? Or will we be able to respect completely and put, for example, all our accumulated Focus into just one school?

    3. How much Kuva in the sorties? Please make it as an absolute MINIMUM 3,000-4,000, enough for a SINGLE reroll of a ten-times-rerolled Riven mod. Any less and it's just not worth it at all.

  11. 12 minutes ago, [DE]Megan said:

    Fixed Prime Sigils not appearing metallic and shiny as they once were.

    Whooooooo, thank you for this fix! Been a long time coming, and I thiiiink it's back to how it was? Still a little finicky with how light plays on the sigil but I believe this is how it used to be.

    Very much appreciated!

  12. Are these ever getting fixed?

    Cycuta Prime sigil from Saryn Prime Access (and the Velorum Prime from Nova Prime Access, and even FOUNDER Sigils) still aren't properly metallic, contrary to Update 21 patch notes.

    The textures on this cosmetic have been broken for almost a year AT LEAST.

    v3JQ1ug.png

  13. Request #15 for some acknowledgment of this:

    Cycuta Prime sigil from Saryn Prime Access (and according to others the Velorum Prime from Nova Prime Access, and even FOUNDER Sigils) still aren't properly metallic, contrary to Update 21 patch notes.

    The textures on this cosmetic have been broken for almost a year AT LEAST.

    Could this please get looked at again?

    v3JQ1ug.png

     

  14. Request #14 for some acknowledgment of this:

    Cycuta Prime sigil from Saryn Prime Access (and according to others the Velorum Prime from Nova Prime Access, and even FOUNDER Sigils) still aren't properly metallic, contrary to Update 21 patch notes.

    The textures on this cosmetic have been broken for almost a year AT LEAST.

    Could this please get looked at again?

    v3JQ1ug.png

     

  15. Request #13 for some acknowledgment of this:

    Cycuta Prime sigil from Saryn Prime Access (and according to others the Velorum Prime from Nova Prime Access, and even FOUNDER Sigils) still aren't properly metallic, contrary to Update 21 patch notes.

    The textures on this cosmetic, from Prime Access no less, have been broken for almost a year AT LEAST.

    Could this please get looked at again?

    v3JQ1ug.png

     

  16.  

    Request #12 for some acknowledgment of this:

    Cycuta Prime sigil (and probably Velorum Prime sigil, though I don't own it) still aren't properly metallic, contrary to Update 21 patch notes.

    The textures on this cosmetic, from Prime Access no less, have been broken for almost a year AT LEAST.

    Could this please get looked at again?

    v3JQ1ug.png

    • Like 1
  17. Request #11 for some acknowledgment of this:

     

    Cycuta Prime sigil (and probably Velorum Prime sigil, though I don't own it) still aren't properly metallic, contrary to Update 21 patch notes.

    The textures on this cosmetic, from Prime Access no less, have been broken for almost a year AT LEAST.

    Could this please get looked at again?

    v3JQ1ug.png

     

  18. Request #10 for some acknowledgment of this:

    Cycuta Prime sigil (and probably Velorum Prime sigil, though I don't own it) still aren't properly metallic, contrary to Update 21 patch notes.

    The textures on this cosmetic, from Prime Access no less, have been broken for almost a year AT LEAST.

    Could this please get looked at again?

    v3JQ1ug.png

     

  19. Attempt #9 to get this noticed:

    Cycuta Prime sigil (and probably Velorum Prime sigil, though I don't own it) still aren't properly metallic, contrary to Update 21 patch notes.

    The textures on this cosmetic, which your players paid $50 for, have been broken for almost a year AT LEAST.

    Could this please get looked at again?

    v3JQ1ug.png

     

  20. 8th time posting about this, would appreciate at least acknowledgement.

    Cycuta Prime sigil (and probably Velorum Prime sigil, though I don't own it) still aren't properly metallic, contrary to Update 21 patch notes.

    The textures on this cosmetic, which your players paid $50 for, have been broken for almost a year AT LEAST.

    Could this please get looked at again?

    v3JQ1ug.png

     

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