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jjafargi

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Posts posted by jjafargi

  1. Primed Chamber appears to simply double your total damage regardless of magazine size, fire rate, or reload speed.  Considering the mod was just made available to the entire community for the first time ever, it's likely going to  be an extremely popular pick for builds in the coming weeks.

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  2. On 4/9/2018 at 6:24 PM, jjafargi said:

    I don't know if anyone's already mentioned this, but the new Prime Access came out 3 weeks ago, introducing Zephyr Prime, Tiberon Prime, and Kronen Prime.  Please add them when you get the chance.  I'm dying to play around with some Tiberon builds! :satisfied:

    New frame and weapons added today, and these still haven't been added to the builder....

  3. First off, great work on all the recent changes, Stoi! There have been a lot lately. Also on the overhaul of your own systems!

    One question, though:  would it be at all possible to re-implement the import/export hash codes for rivens, or is that completely gone now? I only ask because I have several dozen rivens to re-enter now, but I still have all the old hash codes saved.

    Thanks again!

  4. 43 minutes ago, --RV--ThaPear said:

    It appears the beam weapon rebalance wasn't implemented yet.

    Yeah, seems like. I just tried to make a new S. Gammacor build and the crit stats are still the old ones.

  5. On 9/25/2017 at 7:19 AM, optical10 said:

    Okay thanks but I just need the mathematical formula for working out the critical multipliers from the critical damage percentages given on the riven's to input / edit them.
    Can anybody help me, I'm terrible at maths, how do I work out from the percentages on the two riven on the image below for the Opticor Acricron +184.8% critical damage and the Opticor Acriata +155.3% critical damage?

    Is it according to this website

    http://warframe.wikia.com/wiki/Critical_Hit ,if so how does it work out with the riven's critical damage percentage above?

    PS image not inserting

     

    Wut? You don't have to do any math. That's the entire point of the builder. It does the math for you. Just copy the numbers on the riven into the riven template and the site will do the rest.

  6. Hey, found another one:

    Riven mods with "+X% crit chance on slide attack" do not add an event state like Maiming Strike does, meaning that they do not contribute to the damage calculations at all.

  7. Hello,

    First off, I'm not entirely sure if this is the right place, as I've never posted a suggestion on here before and there does not appear to be a dedicated Suggestions section that I could find.

    Anyway, my suggestion is to swap the drop locations of Hydroid and Equinox to more thematically fit the frames based on their kits.

    Earth is currently the only planet in the game with a day/night cycle implemented, which would fit perfectly with Equinox's theme. Similarly, all of Uranus's missions take place underwater, so it would make sense for a water-themed frame to have its parts drop there.

    Now, with regard to the grind that is Equinox farming and the fact that the Vay Hek boss battle is significantly longer than the Tyl Regor one, maybe have her drops be linked to the current day/night cycle of Earth? As in, battling Vay Hek during the day cycle would drop the Day Aspect blueprints, and doing so during the night cycle would drop the Night Aspect blueprints, so as not to have the RNG be too overwhelming as it'll essentially be two independent drop tables.

    Thoughts?

    P.S.: This would also be a great way to give players further along into the game a reason to spend more time on Earth admiring the remastered tiles!

    P.P.S.: It has been brought to my attention that this has already been suggested a number of times in the past. My apologies, I guess I'm just not that original lol.

  8. Great job with the fixes, Stoi! Just a couple more things:

    • Any stat that appears below a punch through stat on a riven now gets the m for meters as well instead of the % sign.
    • The Chroma mod Afterburn appears in the mod list for the Spectra secondary.
  9. On 8/13/2017 at 7:48 PM, Dayumzzz said:

    Your stats for tigris are wrong.

    Stats from the wiki:

      Physical dmg: 1,050.0

      Impact: 105.0

      Puncture: 105.0

      Slash: 840.0

    Stats from warframe builder:

      Physical dmg: 1102,5

      Impact: 110,250

      Puncture: 110,250

      Slash: 882,000

     

     

    Actually, it's correct. You have to untick the criticals check box to see the true base damage.

  10. 2 hours ago, Ryme said:

    What is the point of having both Tidal Surge and Undertow? It seems like Undertow is the same as Tidal Surge, now that you can move while in puddle form. The mobility bonus of Tidal Surge could easily just be rolled into Undertow, so that the Jump key would initiate a "surge" in a given direction, at a cost of energy.

    I'd like for Tidal Surge to just be rolled into Undertow and replaced with a new skill. It would admittedly be more work with having to create a new skill and changing the existing Augment Mod, but I think it would be better for the frame overall.

    Ooh, this is a really good suggestion! But what could his new 2 possibly be? As for Tidal Impunity, maybe either add the status removal to Curative Undertow (it will fit nicely with the name/purpose of the augment) or just make it his new passive, since the tentacle slam one has always been meh. And maybe just remove the status immunity portion of it, since that's not entirely necessary if it removes them anyway, and it kind of infringes a bit on Oberon territory.

  11. Hey Stoi,

    So, I just noticed that Oberon's Hallowed Ground still uses pre-rework stats as far as Power Range is concerned. It should show angle and radius now instead of length and width.

    Thanks!

  12. On 8/3/2017 at 6:38 PM, Stoi84 said:

    I don't know. I'll have a look at this with the next update and see if it's an easy one. I guess so, but I'm not certain, so no promises.

    That's cool, man, no rush.  The suggestion was more for other people than it is for me, anyway.  :smile:

  13. 1 hour ago, Sloan441 said:

    One solution (and this is how it really is) is to give explosive weapons a minimum range of activation. Most missiles have an arming radius, within which the projectile won't detonate. Do the same here. Enemies hit within the radius only take damage from being hit with the projectile itself, since there'll be no explosion. Outside the radius, it's business as usual. Set it at around 10m and we're (more or less) golden.

    I can kind of see this, as it is how Killing Floor 2 and many other games handle explosive weapons. However, I feel like the risk-reward of blowing up an entire horde vs. potentially blowing up yourself along with them is part of the fun of weapons like this in Warframe! :satisfied:

  14. DE releases an amazing, totally unique weapon in a class all its own, and people immediately flood the forums demanding it to be changed to be more like everything else in the game. I just don't get it. I really, REALLY hope DE ignores all of this nonsense and leaves the weapon as is. It's unique, interesting, and most importantly, FUN.

     

    Also, I found it utterly hilarious that people are clamoring for Firestorm compatibility for greater AoE range, then complaining about the self-damage in the very same breath. You can't help killing yourself with the large radius it already has, and yet you want more? People these days.... :clem:

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