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FINNSTAR7

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Posts posted by FINNSTAR7

  1. Amprex is already a very high damaging weapon, so it should still perform just fine without Rifle Amp, especially against Corpus, though bonus damage is always nice. So in that case I would say you could go either way. Personally, I kept my Madurai on and have been using Steel Charge, which is nice for the boosted melee damage, but I mostly like it because it has the highest capacity bonus out of any Auras.

    However, if you're going to be using his riot shield extensively and/or only use him for Speed then I'd say go for it; Naramon is probably the way to go. But in general, as long as you have a decent Efficiency then you probably don't need to worry about it (especially if you're just gonna be using certain Arcanes, energy pizzas, and Volt Prime), and Sprint Boost really won't be super noticeable. Otherwise, Naramon vs Madurai won't have a big impact on your CC'ing capability or your shield restoring effectiveness. It just comes down to preference.

  2. 4 hours ago, CaptainStrawberry said:

    I normally play with 75% duration but I have tested it with 158% duration, from my memory, it didn't last that long

    Yeah, 75% Duration drops Discharge's duration to 4.5 seconds, and because Discharge still has its "initial 4.5s will not damage enemy" phase you will only CC them. The only times you should see damage with that build are if enemies are within 8 meters of each other (multiplied by your Range), or if you've built your Passive up high enough.

  3. 18 minutes ago, IfritKajiTora said:


    Aaaand, that's it? Just tiny shock make the warframe CC on sorties?

    I don't think he was saying Shock makes Volt a CC frame, just that it should't be disregarded now that Discharge is less CC oriented now. Shock is definitely a nice CC ability anyway though; cheap and spamable, affects up to 6 enemies for 3 seconds, and is one handed. I would personally like to see Discharge Duration brought back up just a little too, but it's overall in a better place than it was.

  4. Also, if you're curious as to what the current Discharge looks like for enemies next to the cast point v.s. the previous Discharge then here's this:

    Spoiler

    jLBKyEV.png

    And when an enemy is at the very end of Discharge's range:

    Spoiler

    38xuwJa.png

    Good things to keep in mind.

  5. I thought the same thing when I saw the changes, so I did some testing to see if it was as bad as I thought.

    1. First, the undamaged phase of Discharge is actually 4.5 seconds. This is because when the timer runs down from 6s it prioritizes the end of the 4 seconds of not taking damage over beginning the first tick of damage. So 6s through 2.0001s there is no damage dealt. Then at 2.0s the 4s duration is still technically in effect, so there is still no damage dealt. Because damage occurs every 0.5s in ticks, the first instance of damage is then forced to happen at 1.5s instead of 2s like one might expect (6s - 4s = 2s). This means that the time an enemy remains undamaged is effectively 4.5s, not 4s.
       
    2. And second, the diminish over distance is linear, meaning at halfway between cast point and the end of Discharge's range both the damage and duration are simply 75% of their original values (this makes for nice and easy math later on).

    At first glance the changes are looking more like a nerf than anything. However, it's actually overall a buff (though not by much), and a really nice QoL change. To prove this, I went ahead and calculated the overall damage output of Discharge (before and after) on 256 different Duration-Strength builds using these eight mods:

    • Augur Message (+24% Dur)
    • Constitution (+28% Dur)
    • Primed Continuity (+55% Dur)
    • Narrow Minded (+99% Dur)
    • Augur Secrets (+24% Str)
    • Intensify (+30% Str)
    • Transient Fortitude (+55% Str  -27.5% Dur)
    • Blind Rage (+99% Str)

    With that and the aforementioned information I discovered above, you see something like this:

    vnYGxL9.png

    This is representative of Discharge's overall damage output before the changes (red), and after the changes (blue), on all 256 builds (512 data points in total). Obviously this doesn't say a whole lot as a jumbled mess, so I went ahead and ordered the values from least to greatest, as shown:

    ZIgTq9M.png

    As you can see, the previous Discharge was very linear overall; multiple different builds gave nearly identical results due to the damage cap. Now, almost each build is different, offering varying affects on damage output. This is the QoL change I mentioned earlier.

    Though, even after looking at these figures it's not immediately obvious whether the new Discharge is doing generally better than the old. So doing some quick calculations it can be found that the total area under the new (blue) Discharge's "curve" is 2,379,678 (representative of summed damage), and the area under the old (red) Discharge's is 2,136,870. This means that overall, Discharge received about an 11.36% buff to its damage output across these 256 builds. It's not a major buff, no, but it's far from a nerf.

    This also means that even though Discharge's Duration was halved on top of diminishing with distance (along with damage), it is actually likely going to perform better for you. The only downside is that armored enemies are no longer CC'd for 20+ seconds, but that's a fair trade to get rid of the damage cap that broke non-armored enemies out of their CC under 6s. Also consider that an enemy's individual Tesla Range was doubled from 4 meters to 8 meters, making it more likely that more enemies will damage each other.

     

    Though I am happy with the changes, I would like to see that undamaged phase be brought down from 4.5s to 4s. It kinda stinks knowing you're missing out on an extra tick of damage that you should be getting. Either that, or increase the Duration to 6.5s. But otherwise I don't see a need for DE to touch Discharge for a long time now, it's finally in a near perfect spot.

    Riot shield on the other hand...

  6. Happy Zephyr and Wyrmius are the two hidden mini-games Warframe has so far.

    For Happy Zephyr type "Flappy" into the email part on login and press enter (no password necessary)

    For Wyrmius type "Wyrmius" into the email part and press enter (again, no password neccessary)

    I would like to see more though.

  7. If you're unaware, The Game Awards are starting in less than an hour on Twitch (link here) and the Waframe Community is already dominating the chat! Even as meme-y and Clem filled the chat is right now, it's instilling a great deal of pride to be part of such a large and unified community. I don't think I've ever seen a game bring together so many participants and players for one event, just to show their support and love for said game.

    I encourage you to got to Twitch and watch The Game Awards and show your support for Warframe's nomination as the Best Ongoing Game when announced! And make sure to watch for exclusive Twitch drops! Clem!

    https://www.warframe.com/news/celebrate-warframe-at-the-game-awards

     

    Update: It's been over an hour and the Clem-ing has yet to show signs of slowing. Soon the whole award show may be renamed The Clem Awards.

  8. I'm thinking that since you're using Discharge on groups then there are some discrepancies in the game stopping the damage at the cap. For instance, with 8 enemies, all within decent range of each other the game has to keep track of a health cap for each enemy while each enemy is also taking damage from seven different sources, so there's some overlap and lag between the damage to actual health and the game accounting for said damage. I guess that means that it is possible to get well above the damage cap if there are enough enemies damaging each other, even though theoretically they shouldn't.

    Or maybe it was just your Sentinel finishing the job on some of them. Or maybe both, who knows?

  9. Okay, so a good str build. Besides the lack of survivability mods (unless you have 5 other Augur mods and plan on spamming your abilities constantly) it seems like a good build but I'm not quite seeing it taking out a lvl 100 MOA. That's what, 9,440 to the damage cap? Which essentially means you'll deal about 10,325 damage in total, and for a lvl 100 Shockwave MOA with 8,182.5 Robotic Health and 10,303.125 Shielding (ehp against Electricity of 14,394.375) it doesn't quite take it out. Unless I'm forgetting about something, then please correct me.

     

    I would test myself but I'm on mobile rn and only MR10.

  10. 12 minutes ago, Ventura_Highway said:

    I have a video of it instantly destroying some level 100 shockwave moas.

    Lemme see if I can pull that off with techs.

    EDIT: Apparently not?

    ¯\_(ツ)_/¯ I could probably guess they were using an impractically high Strength build, not to mention they were MOAs which are one of the three enemy types vulnerable to Electricity damage. Not super impressive or relatable to actual missions, but I believe it.

  11. Abilities don't need a rename (it was hard enough seeing Overload go).

    Static Discharge is in a good state. You have to remember that it's only a passive, it's not meant to provide a significant buff like an ability.

    Shock is okay. No damage buff is going to help it at this point though. If you want to see an improvement on it then aim for an Electricity damage rework. Otherwise it's a good, cheap CC.

    Shocking Speed could definitely use some work. It's simply not worth using unless you want minimal CC during Speed, which isn't totally necessary since you're already going fast enough to evade most attacks. But Speed itself should NOT be touched. It's perfect where it is and provides a great speed buff regardless of Strength.

    ES is arguably Volt's most useful ability, yes. Well, excluding the riot shield (I'm glad DE is trying to take its numerous limitations off though). I too would like the 1e/m to be taken off instead of the 5e/s, keeping energy per meter over energy per sec is simply the wrong choice. As many have said before, Volt is a mobility and speed based frame, if you're putting limitations and taxes on his most popular aspects just for using his own ability then you're doing something wrong. Take off the 1e/m and the speed reduction for the Riot Shield, simple as that. You don't need to half the 5e/s cost or anything like that, just take those two off. Plus, 5e/s is much kinder to the different types of builds out there than 1e/s. At least energy per second is effected by both Efficiency and Duration, energy per meter is only effected by Efficiency which is kinda a bummer for Duration-Range builds.

    I would disagree about your first point for Discharge. It is way more effective against Grinner than anything. The CC it provides is really nice but it only works against armored units, Corpus and Infested break out way too fast (even now with the 4 sec minimum). Yes, it barely does any damage to Grineer, but it doesn't deal amazing damage to Corpus or Infested either. The recent QoL changes to it were nice, but I would like its more forgotten aspects to be looked at too (cast time and vulnerability during said time mostly).

    However, I am worried about these announced changes for it. Taking off the damage cap is wonderful (about time), but I fear the community may find some way to exploit it and force DE's hand to bring down the nerf hammer. I really don't want them to think Discharge is OP now and needs a new set of taxes and limitations that make it impractical. If we could get rid of the damage cap without worry of something even worse to replace it then I'll be happy.

  12. 25 minutes ago, Hypernaut1 said:

    For me, Mesa just makes everything easy.... Like really easy. She simply arrives at location and aim-bots everything in waves. I've yet to even be slightly challenged with her. 

    Although Mesa is powerful, I prefer to use volt and Mag on plains. Something about their skill set feels very analog. It's satisfying to do well with those Frames. With Volt, I need to maintain my shields, shock while releoding, speed around the battlefield to get better position, etc. There's a constant challenge to my situational awareness. I enjoy that.

    Agreed. Mesa is awesome, and it's really satisfying to see those number pop up in rhythm to her shots. But she can be very boring if you just let Peacemaker do all the work too. Frames like Volt and Mag are nice because it's not just an automatic win, it takes at least some player strategy and know how to effectively use them and their abilities. Challenge is half the fun.

  13. 21 minutes ago, Hypernaut1 said:

    He's viable, but I wouldn't put him no where near best.

    IMO, he is one of the most fun to use though. He's how WF should be played. 

    Idk, I've yet to find a frame that does notably better than him overall.

    Sure, there are frames that specialize in specific attributes (such as tanking or stealth), which Volt obviously falls short of. But overall he can do pretty much everything a squad of 4 can in just one kit. CC'ing, invulnerability, damage buffing, AoE damaging, Warframe buffing, shield regen, etc. 

    I'd definitely say he's one of the top solo frames, for both noobs and vets.

  14. No love for Volt?

    • Shock stuns up to 6, any level, enemies for 3 seconds, for basically free.
    • Speed...is pretty obvious.
    • Electric Shield for invulnerability and increased damage output.
    • Discharge for AoE nuking smaller enemies and locking down bigger ones across entire camps.

    Plus, his passive Static Discharge makes him the King of Fishing.

    I don't see any reason not to use him over another.

  15. ----------------------------------------------------------------------------------------

    37 minutes ago, symbiotesun said:

    The endo thing is a bug, and is not intended, though the warframe wiki lists it off as something that is intended, confusing most players.

    We were unaware this was a bug when first mentioned, it was not the Wiki's intention to spread mis-information about this exploit. The page has been updated with a full warning to all players about the account suspension caused by exploiting this bug. Truly sorry for the inconvenience.

     

    On a side note, it is likely that all account suspensions caused by this thus far have been automatic responses from the game's system flagging suspicious activity. Suspensions will likely be reverted by DE Staff shortly and the bug patched out in the next hotfix.

    ----------------------------------------------------------------------------------------

  16. Not sure if this is a simple UI bug or what, but for the past few weeks now boosters (Affinity, Resource, etc.) awarded from the Daily Tribute will have their time limit displayed as double in the upper right corner. However, this does correct itself after entering a relay or mission then loading back to the ship. Nothin' big though, just a small display bug that sometimes confuses players.

  17. 7 hours ago, Ventura_Highway said:

    I would appreciate if Discharge ended with a ragdolling.

    Last time I observed it in a high level misison, after casting it I watched a tech jerk around and before I could say "where's sebulba" the guy broke free and immediately kept shooting again. If it at least ragdolled I could use that time to properly respond to him breaking free. probably by casting 4 again, but as it is that aspect of Overload makes it more dangerous than the average hard CC.

    That would kinda make sense too. I mean, they're being electrocuted with a lethal amount of electricity, so their nerves should be completely shot for a short time.

  18. I don't think the static discharge needs to be increased all that much, it is just a passive after all. But tesla damage not contributing to Discharge's damage cap would be excellent, it's currently very inconsistent. 

     

  19. TL;DR

    1. Riot Shield: Take off or significantly reduce one of those energy drains, no more speed reduction, and ES's duration should not apply (pauses) when in riot mode
    2. Discharge: For the first 3 / 3 / 4 / 4 seconds of Discharge telsa damage from nearby enemies should not count towards the health cap, and the cap should be increased to at least 2000 / 3500 / 5000 / 6500 from 1000 / 2000 / 3000 / 4000
    3. Passive: Static Discharge should not be used up when breaking open storage containers, resource deposits, or other similar items.

     

     

    Alright, so it's been over a year since Volt was last touched. His U18.13 Rework was back in May of 2016 already and thus far has proved successful overall. It gave him a completely revamped Overload that significantly increased his crowd control and damaging capabilities, a new passive that is one of the better ones in the game, slight Speed tweaks for more friendly team play, and an Electric Shield visual overhaul.

     

    But with it came Volt's riot shield...

     

    Volt's Current Shield, or riot shield, has left a bad taste in the mouth of nearly every Volt player. Over 90% of the community would agree that the idea of Volt's riot shield is absolutely great, but it's simply too taxing. First off, it has two separate energy drains, a 5.0 energy per second drain while equipped, and a 1 energy per meter drain while moving with it. So not only does it cost 50 energy to cast an ES, it then costs additional energy to simply use the riot shield mode and even more energy to move around with it. On top of this, the riot shield also takes a huge bite out of Volt's movement speed. Why would you reduce the speed of a frame that is meant to be mobile and fast? The riot shield also restricts you to the use of only your secondary and melee weapon. And the icing on the fruitcake is that even though it has two energy drains it. Still. Has. A. Set Duration.

     

    Maybe it'd be easier to make a pros and cons list

    Pros:

    • It's a shield
    • 50% & 200% bonus electrical & critical damage
    • You can move with it
    • Sprinting will ragdoll enemies you hit with it

    Cons:

    • It has a 5/s energy drain
    • It has a 1/m energy drain
    • It's nearly a quarter of the size
    • It cuts your movement by nearly a third
    • You can't use your primary with it
    • It still has a set duration even though it has energy drains like a channeled ability
    • Allies can't utilize it unless you have Transistor Shield equipped, in which the energy drains are not effected by either of your mods

     

    Obviously something's wrong here. Volt's riot shield seems to be way too unbalanced. There are some things you can do to remedy these cons though. Put a lot of Efficiency and Duration on to minimize the energy drains and cost and use a maxed Zenurik (which not everyone has). Use Speed to counter the movement loss. .......................Um...actually that's really all you can do, everything else is unaffected by mods or otherwise. Plus, modding your Volt specifically for Efficiency and Duration leaves little room for Range, Strength, survivability, and/or other miscellaneous features. And using Speed actually makes the riot shield even more expensive due to that 1/m energy drain.

    Maybe the energy thing isn't all that bad on Volt P, he does have the highest energy pool of all frames next to Saryn P after all. But what about the normal Volt? Volt has a less than mediocre energy pool that will nearly evaporate with riot shield equipped. It's really not very newbie friendly, which is pretty weird considering Volt is a starter frame.

     

    The riot shield may be meh, but it could be truly viable if at least:

    1. One of those energy drains was taken off or significantly reduced
    2. There was no speed reduction
    3. And the ES's duration did not apply (pauses) when in riot mode, since it's technically a channeling ability at that point

     

     

    Next is Discharge's damage cap. When Discharge was first introduced the damage cap became somewhat of a controversy. Many complained that it simply made Discharge too inconsistent, ranging from minimal damage and minimal crowd control to good damage and good cc at seemingly random times. This is mostly due to telsa damage contributing towards Discharge's damage cap, even during the 4 second no-damage phase. Another contribution is whether or not the effected targets were armored. Unarmored, an enemy will stay stunned for no longer than ~12.9 seconds, even if your Duration is well above 110%. Armored, an enemy will stay stunned for the entire duration, so long as they aren't taking a heavy amount of tesla damage as well, due to armor damage mitigation.

    In any case, the effectiveness of Discharge changes widely depending on multiple factors, which is usually not what ultimates are meant to do.

     

    The best way to "fix" this would be to have the damage cap ignore tesla damage during the 4 initial seconds of Discharge and increase the cap to 2000 / 3500 / 5000 / 6500 at least. This will help bridge the gaps between using Discharge on tightly packed mobs, unarmored enemies, and armored enemies, making its effects much more consistent and reliable.

     

     

    Static Discharge. Volt's passive is great, I really don't see a reason to buff it up anymore than 1000. However, one grievance I have is that it gets automatically used when hitting non-enemy targets. For example, the only way to break open storage containers or resource deposits without using up your passive is to bullet jump near them or kick them. Which is actually pretty annoying.

    My only suggestion is to make Static Discharge 'un-consumable' when targeting an object (container, deposit, etc.). I don't know how you would go about that. Maybe program it to only apply to an attack that has actually landed, rather than when it's initiated, that way it can register whether or not the attack is hitting an object or enemy before applying the bonus damage? Idk, it's not a big deal but it would be a lot more convenient.

     

     

    Anyway, that's just what I've been wanting to get off my chest for a while. As a Volt main (and probably his biggest fan), I'm really just looking for Volt to receive the long needed tweaks he deserves. Volt is in an awesome spot right now, don't get me wrong. He's a jack of all trades, effective in any mission and probably the most well rounded frame out there. But man, that riot shield needs at least some attention and said tweaks would be greatly appreciated.

     

     

     

    Also, Volt Deluxe when?!

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