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Deadoon

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Posts posted by Deadoon

  1. 31 minutes ago, SordidDreams said:

    I was so hoping the Stradavar Prime would be good, that maybe, just maybe, it might be a great raw damage status gun in full auto and a precision crit instrument in semi. But no, it's just another crit bullet hose that we have so many of already, and while it initially appeared to be ever so slightly better than the Prisma Grakata, DE saw fit to nerf its disposition on release and buff the Grakata's (as if it needed it), putting the Stradavar far behind.

    And it's ugly as sin too.

    Twice the damage of the Prisma Grakata, 1% less crit chance, .1 higher crit multiplier. The Stradavar Prime has vastly more ammo efficiency at the cost of fire rate and status chance if you compare them in that manner. Additionally the recoil is very light and consistent, so you don't have anywhere near as much jumpyness that could affect accuracy. That is ignoring that the stradavar has a semi auto mode with a notably high damage output with very high precision.

     

  2. Just now, Datam4ss said:

    It seems I have made the same mistake.

    Still, a caseless flechette round without the sabots could potentially go into a 2mm barrel.

     

    But then you deal with the expansion ratios and burn rates of the propellant. To propel it at the same velocity as a larger barrel of the same length, the pressures would need to be much higher, which means the barrel has to be thicker, which would in turn make the weapon even heavier. Remember the only difference between high explosives and propellents(also known as low explosives) is the burn rate.

    Then you have to deal with the heat generation which is not being wicked away by the casing, which if the chamber gets too hot, you end up with premature firing. Funny thing is, we got the concept of casings down almost perfectly with the pressed brass(not the precursors, paper and brass foil). Draws a significant amount of heat away, provides corrosion protection to a significant degree, and isn't brittle so it can flex to handle slight firing chamber deviations and better sealing.

    Caseless firearms might seem futuristic, but unless they are hybrid weapons with a small starter charge launching into some form of rail/gauss rifle system, you will suffer from the unavoidable issues of heat generation, premature detonation, corrosion, ammunition volatility(exposed violent chemicals isn't a good thing), and increased strain on the mechanism(gas seals).

  3. 6 hours ago, auxy said:

    Well... yes, okay, although flechette munitions generally aren't "sub-caliber caseless munitions."
    Flechettes are a specific type of kinetic penetrator that historically have been used with discarding sabots.

    That is a sub-caliber munition.

    Sub caliber munition means that the projectile is smaller than the barrel of the firearm. The name even says that "sub caliber", or below caliber, as in less than the bore(barrel diameter) of the firearm in question. 

    He is wrong though, the bore of a weapon is the maximum size of what can be fired. A small barrel with sub munitions doesn't make the external's of the barrel any smaller.

  4. Since OP seems quite confused on why these weapons are different, lets look at the difference between those classes of weapons.

    Argonak, Cernos Prime, Larkspur, Stradavar(Prime) The toggle modes you mentioned.
    All of these weapons the other mode is something that changes the weapons focus but can be independent on it's own. Argonak is semi/full, for Crit/Status. Stradavar is Semi/full for Precision/saturation. Cernos changes the spread pattern. 

    Larkspur is the oddball here, it changes between chain lightning to heavy blast gun. The other way of looking at it is the commitment needed to use this mode means it must be brought forward first.

    All of these weapons the alternate mode is something that would work well as a second primary function, even the larkspur to a limited extent.

     

    Now for the alt fire mod weapons: Ferrox, Scourge(and javlok), Tenora, Hind, Quanta, Phantasma.(and corinth, which you didn't mention)

    Every one of these,barring the hind, the alt fire is a significant departure or something that is meant to be used conditionally or less often than the primary.

    Ferrox/scourge/javlok, these weapons remove themselves when thrown, having a switch makes no sense. 

    Tenora you remove your ability to shoot instantly for a single higher damage shot. Similar to the larkspur in this regard, but the larkspur gets a pass for being an imprecise weapon, while the tenora is inherently a precision weapon.

    Quanta NEEDS to have alternate fire separate. It's shock combo effect is immensely powerful and requires both fire modes to work together to function.Phantasma/corinth: The alternate fire is something that cannot be used consistently, corinth having a set range, and the phantasma using up to the entire magazine.

    All of these are conditionals and special modes.

    Hind is an outlier, the secondary fire mode was an afterthought added long after release. It should be in the toggle category, but it was probably forgotten about mostly.

     

    Notice the difference? Trade the larkspur and the hind and you have 100% consistency.

    1 hour ago, AXCrusnik said:

    The Hind should be using the toggle method to be honest, but it predates the Stradavar by quite a long time.

    Hind's alt fire was introduced in update 20, after the stradavar's release. It is a really weird situation which I consider mostly an afterthought.

    • Like 1
  5. 3 hours ago, (XB1)alchemPyro said:

    The Tiberon Prime is just an unfair comparison regardless. What bugs me about the Stradavar Prime is that its auto feature got shortchanged during the upgrade. There is a rather significant lack of Tenno brand automatic rifles with decent critical and/or hybrid potential. I, as well as many others, were kinda hoping that the Stradavar Prime would be a saving grace in filling this niche.

    Ideally I'd like like to see the following changes:

    • +2% critical chance on auto mode.
    • +3% status chance on auto.
    • Reduce mag back to 60 and just bump up reload to 1.8.

    This way it'd feel more like a direct upgrade without being stupidly powerful.

    Like I said, ignoring it.

    Auto feature in the prime is actually more competitive than the original. The original was a rapid light semi auto with a mediocre auto mode, the prime is a good automatic with a specialized slow semi auto. The prime doesn't have a huge emphasis on the semi auto, the semi auto is slower than the original and costs two ammo per shot(it isn't a two round burst, it is literally 2 ammo for a single 80 damage bullet). Full auto is a straight upgrade, semi auto is for when you need a bit more precision and has some innate punchthrough.

    Using the build of: Serration, heavy caliber, vital sense, point strike, split chamber, vigilante armaments, primed cryo rounds, infected clip. My big crit hits build.

    Spoiler

    Base * (1+[damage boosts]) * (1+ [elemental]) * (1 +[multishot]) *(1 + [Base crit chance]*(1+[Crit chance mods])*([Base crit damage] *(1+[Crit damage mods]) -1))

    Stradavar prime Full auto  4387 damage per shot.

    30 * (1+3.3) * (1+2.55) * (1+1.5) * (1 + .24 * (1+1.5) *( 2.6 *(1+1.2) -1))

    Stradavar prime semi auto  14868 damage per shot

    80 * (1+3.3) * (1+2.55) * (1+1.5) * (1 + .30 * (1+1.5) *( 2.8 *(1+1.2) -1))

    Stradavar original full auto: 3248

    28 * (1+3.3) * (1+2.55) * (1+1.5) * (1 + .24 * (1+1.5) *( 2.0 *(1+1.2) -1))

    Stradavar original Semi auto: 6449

    50 * (1+3.3) * (1+2.55) * (1+1.5) * (1 + .28 * (1+1.5) *( 2.0 *(1+1.2) -1))

    As above, the Prime with semi auto deals ~3.39* the damage per shot of full auto, 70% more damage per ammo(costs 2 ammo), and 13% more dps.

    The standard Deals ~1.99* damage per shot, 99% more damage per ammo, and .8% less dps.

    The standard is more ammo efficient in semi but generally the same, and the prime you get less ammo efficiency,  but a bit more dps. The dps here is very much "theoretical" in semi autos because you will not have a perfect tempo. The timing gap to have increased dps over full in the prime is less than 1/20 a second. Also it ignores vigilante set bonus, which benefits semi auto a lot, but only procs every so often so is too inconsistent for my taste.

     

  6.  

    Your frame gets 25% of all ally kills within affinity range, 50% of your own weapon weapon kills, and 100% of ability kills. Your weapons get 75% of ally kills split evenly amongst them(37.5% each for 2, 25%for 3), and 0% of frame kills.

    10, 10 minute round run gained you 128k frame experience with booster. That is really not "fast and efficient". Your method is actually really abysmal. Considering You can level a weapon from r0 to 30(450k affinity mind you) in 10 rounds/10 minutes on hydron with a significant 20%+ overhead being common, the tighter corridors and consistently full affinity range both are very important, there is a reason behind it's popularity.

    Bring a single high powered weapon and shred enemies close to you. Keep close to your team and get the experience from their kills as well, you were leaving affinity range of one or both often due to your bad decision making.

    Also your comment of a level a round is actually VERY wrong, you got 128k affinity, you need 900k to level a frame. Yes, you do get more experience from higher level enemies, but the difficulty scaling will go by MUCH faster and is generally not recommended.

    Read all of this before you embarrass yourself further https://warframe.fandom.com/wiki/Affinity

  7. 38 minutes ago, (XB1)alchemPyro said:

    Now with the release of the Stradavar Prime it was largely expected that its role as a "Jack of All Trades" would be emphasized with a healthy touch up in most of its stats. Oddly though, that wasn't exactly the case.

    • The Stradavar Prime received a slight damage boost, as was expected. The semi-auto mode was given an abnormally large boost with emphasis on Slash.
    • Critical damage was increased to 2.6x/2.8x, but critical chance was untouched in auto mode.
    • Semi-auto mode was given innate punch through but also eats 2 ammo per shot. Weird.

    Overall the upgrade from standard to Prime seems somewhat nonsensical. Instead of giving small/decent bumps to its good points or working out some flaws, it instead drastically modified the semi-auto mode while largely ignoring the auto mode. It went from a "Jack of All Trades" rifle into a "Marksman rifle with an LMG secondary mode". Truly it makes it feel closer to a sidegrade than a direct upgrade, which is somewhat of a shame as the Stradavar was love at first sight for me. Anyone else getting that feeling?

    Stradavar standard semi auto is half of the main modes fire rate for close to double damage(originally was double damage but has since changed). +78% damage -50% fire rate.

    Stradavar prime on the other hand is a third the fire rate with closer to triple the damage, costs two ammo, but you get innate pt. +167% damage, +1M PT, -67% Fire rate, -2 ammo per shot.

    Combining with the critical modifications, this is a much more powerful weapon than the original, although mediocre compared to the tiberon's insanity, it's still quite functional. The original was in some sense a subpar semi auto with a mediocre automatic mode attached. This is a powerful(ignoring Tiberon p) automatic rifle for spraying down enemies unusually precisely with the ability to get precise high powered shots off that can get through cover a bit.

    The semi auto mode is like a slower, higher cost with pt Latron Prime with a large magazine and fast reloads.

  8. Question: was the VN an untranslated one running with a machine translator? Most machine translators have memory injection abilities to be able to get the text.

     

    Warframe's anti-cheat is very hair trigger. It doesn't check if it has been affected it will ban you for having a program that has mere potential to cheat with running. I still find that to be a bit absurd.

    49 minutes ago, Letter13 said:

    Having a "Zero Tolerance" policy towards having any sort of hacks, cheating mechanism or memory-editor is not uncommon; a lot of multiplayer games will nuke you on sight for having such a thing running while playing a game, and some games that use a cloud based anti-cheat service will nuke you from all of the games that run that service (like PunkBuster or VAC). The fact that DE gave your friend a second chance is a lot more than what other game companies would do.

    Actually Vac doesn't ban you if you have cheat engine even running. It will only ban you if you actually inject it into the game and go on a secured server. Most programs simply refuse to run or do an "untrusted" kick if you have it running because of how common it is.

  9. 35 minutes ago, Xzorn said:

     

    Because Assault Rifles are pretty much the worse weapon class in the game.

    I don't care about universal damage. This is about maximizing the potential of a weapon and if you're too lazy to swap builds then talking about it is a waste of time and you omit the loss in accuracy because I know that's a win for any head-shot based weapon. I'm not wrong about Viral being poor outside specific situation because double damage when you're dealing with 99.37% mitigation is pointless. It's also pointless when Infested Eximus 100% negate that Viral damage with an Aura.

    You would not be better off with Toxic against high level Corpus either due to the difference in HP / Shield scaling. Even the majority Shield units will end up 50/50 on Shields / Health. It becomes more productive to maximize DPS with a Viral proc to finish off half their remaining Health with lower status weapons. Toxic is also less effective against Robotics while Viral is not and the more dangerous enemies like Techs or Scrambus with very high Health prioritize Viral further. Pure Toxic works for Sorties or lower crap.

    I do Elemental Sorties with pure Elemental weapons. M3 Survival with no mods on at all. You're trying to base your build performance on content where wrong choices and purposely doing things wrong doesn't matter. If you want to parse nonsense then by all means. Just don't tell me it's better when I very much know it's not. Fighting lvl 300 enemies isn't bragging rights It's simply where the game is these days made plain with bad builds functioning against enemies we fought 5 years ago with 1/10 the DPS.

    Not my problem DE wants to keep trying to convince players lvl 100 is anything but a joke.

    99.37 mitigation?  That's level 300 range enemies range, and is well beyond most everything. Maybe 1 in a thousand players do that stuff if you are lucky. Like I said, my build isn't a bragging rights build, and you are doing exactly that. 

    I consider end game is the highest level content the highest challenge content that gives a unique reward, sorties, open world bosses, eso and similar are the current highest tier content. You get nothing special(except prodman poster) by going to your level of extremes. Your build doesn't even work that well in one end game setting, eso, due to it's bane mod is useless against multiple factions.

    My build has a sprinting start of ttk but starts to fall off rapidly in the level 100-120 range, which is the highest normal tier of content. Yours will slower ttk at a lower level, but faster at a higher level and will just progressively take longer as enemies get stronger.

    If you think fighting level 300 enemies is normal, you are really not in touch with the game anymore. My builds are for normal content, not player created endurance running.

    • Like 1
  10. 3 minutes ago, Xzorn said:

     

    I think you missed the point of a Hybrid build. Regardless of flat damage output status will win even on the lowest of status rate weapons.

    Primed Bane is only 5% less damage output than using Heavy Cal with no loss in accuracy. It also double dips into any DoT status effects which more than compensates outside the simple fact it can head-crit more accurately. Put simply Heavy Cal is the poor man's Primed Bane. The status triggers for Soma was simply because I forgot Multishot.

    Soma can be modded to function against armor. It's simply not the best and as mentioned status eventually wins regardless against Armor. The build you posted would perform like absolute trash both Auto and Semi-Auto. Further by the fact Viral has no purpose outside a heavy Slash weighted weapon, CPx4 or very high scaled Corpus. Indeed a Soma modded to deal with armor is going to show very low DPS but will still kill far quicker.

    I did the calculations step by step so it can be seen and checked not so it can be read back to me with one simple mistake on a quick Soma side-by-side. If you want to build your weapon poorly so it looks nice on paper; that's up to you. It's simply not a realistic build. What I posted will perform considerably better against high level armor and retain decent ammo economy. Given Stradavar's passive it might even be the first Assault Rifle that doesn't run out of ammo 10 minutes into a mission. You're just ruining that by adding needless bullet spray and not even using Primed Shred to do it.

    All rifles get 60 ammo per box now, it was an undocumented change at some point. I was mistaken and put that on the wiki, because I hadn't used an ammo hungry rifle in so long. The fact that you didn't notice that yet either says the same for you.

    Heavy caliber is a universal damage amplifier, unlike bane, and the double dipping is a very minor influence unless you are going with a semi auto build to use the slash procs or gas build(fire doesn't stack so 1 and done), both specialized which benefit from high base damage. You are 100% wrong about viral though. It is an effective double damage if you can keep it active until their health hits 0, which at the damage output, it shouldn't be an issue. Cp*4 you are better off front loading the damage, as even without viral you will melt them in a fraction of a second(60kdps vs level 100 bombard is 2/3 of a second), and high scale corpus you would be better with a form of toxin build to bypass shield scaling and amplify vs health.

    60k dps is enough to shed most enemies in this game barring the toughest in a moment, even at sortie tiers. I have been running a viral riven build, shreds bombards, gunners at level 100 in a second or so. My build is a universal build with high dps, some swap out capable components(as mentioned), and high innate damage. It is not built for bragging rights of fighting level 200-300 enemies which don't even appear under normal circumstances, it is built to be functional and reliable. If I wanted to be a meta slave I would be using the Tiberon prime in burst/full auto as my normal rifle.

  11. 2 hours ago, Xzorn said:

    Here.... DPS Calc for Auto mode... for now.

    -Stradavar Prime-
    Auto - 30 Damage 24% x2.6 Crit, 12% Status, 10 RoF, 90 Mag, 2.0 Reload
    Hybrid Crit Build (Serration, Split Chamber, Primed Bane, Point Strike, Vital Sense, 90% Toxic, 60/60x2)

    Serration / Primed Bane
    30 ( 1 + 1.65) = 79.5
    79.5 * 1.55 = 123.225
    Point Strike / Vital Sense
    0.24 * (1 + 1.5) = 0.6 = 60%
    2.6 * (1 + 1.2) = 5.72x
    Elemental 90% + 60% + 60%
    123.225 * ( 0.9 + 0.6 + 0.6) = 258.7725
    Multishot
    (123.225 + 258.7725) * 1.9 = (234.1275 + 491.6678)
    -Damage per Shot
    (234.1275 + 491.6678) * (1 + (1- 5.72) * 0.6) = 2,781.25

    -Burst DPS
    (234.1275 + 491.6678) * (1 + (1- 5.72) * 0.6) * 10 = 27,812.5

    -Sustained DPS
    (234.1275 + 491.6678) * (1 + (1- 5.72) * 0.6) * 90 / [ 2.0 + ( 90 / 10)] = 22,755.68

    Status Triggers per Second
    0.12 * (1 + 0.6 + 0.6) * 1.9 = 0.5016 * 10 = 5.016

    As a standard comparison Soma Prime Hybrid is about 23.7k Burst 19k Sustained with 3.3 Status triggers per second.

    Honestly, you are kind of being a bit excessive with the exposition. Also primed bane without heavy caliber is actually worse than using heavy caliber. Heavy cal gives a 62% damage boost against all targets( vs serration alone4.3/2.65 = 1.62). Secondly: Primed cryo is a single slot 165% Modifier. To be fair, I see neither the soma nor the stradavar as hybrid guns, they don't work well for that role due to their rate is so low. Also you messed up your status/second significantly, using that build for the soma prime would net you 6.3/second.

    Build I am using for no riven crit: Serration, heavy caliber, split chamber, vigilante armaments, Point strike, vital sense, Primed cryo rounds, vile acceleration(-3.5% damage +90% increased fire rate, 83% dps boost).  Could drop vigilante for 90% toxin for a slight boost to both dps(like 1.5%) and get viral, which once active will double your effective dps further, but against most targets I feel is unnecessary. Could swap vile for toxin to get improved ammo efficiency at the cost of fire rate and burst damage.

    As for the calculation, you can even pop these in windows calculator and it will pop the damage per shot.

    Base * (1+[damage boosts]) * (1+ [elemental]) * (1 +[multishot]) *(1 + [Base crit chance]*(1+[Crit chance mods])*([Base crit damage] *(1+[Crit damage mods]) -1))

    Stradavar Prime has 30 * (1+3.15) * (1+1.65)* (1+1.5) * (1 + .24 * (1+1.5) *( 2.6 *(1+1.2) -1)) = 3160 damage per shot average 19 rate of fire. 60k burst, 42k sustained, all targets affected equally.

    Soma prime has:12 * (1+3.15) * (1+1.65)* (1+1.5) * (1 + .3 * (1+1.5) *( 3.0 *(1+1.2) -1)) = 1715 damage per shot average, 28.5. rate of fire, 49k burst, 29k sustained.

    Ignoring vigilante effect, due to it's weirdness, but it can be considered a separate 5% chance to double crit which amounts to a ~14.1% damage boost for the stradavar, and 21% for the soma. It isn't tiny but since it only affects 1/20 critical bullets it is very inconsistent and unreliable.

     

     

  12. 1 hour ago, Luciole77 said:

    Soma prime/karak wraith/braton prime they are better than this new prime!

    Is this a joke?

    Stradavar Prime Full 30 damage, 24%/2.4 crit, 12% status,10 fire rate.

    Stradavar prime Semi 80 damage, 30%/2.8 crit, 22% status 3.33 fire rate, 1m punch through, 2 ammo  cost

    Soma Prime 12 damage, 30%/3.0 crit, 10% status, 15 fire rate.

    Karak wraith 31.2 damage, 13%/2.0, 25% status, 11.87 fire rate

    Braton prime 35 damage, 12%/2.0 crit, 26% status, 9.58 fire rate

    Has 2.5* the damage of the soma prime and slightly better statsu but less crit stats and fire rate. Semi Auto is even higher damage per ammo and shot, innate punchthrough same chance, slightly less mult but is very slow.

    Has damage comparable to the status rifles with double the crit, thus a focus on damage is here.

     

    Oh and apparently all rifles pick up 60 ammo(I made that wiki edit before further testing), no clue how long that change has been there but even testing on my switch with a Prisma Gorgon.

  13. Further testing: After the original post I did a few more tests and came to realize the Stradavar does not have a special passive. All rifles now get 60 ammo per box apparently.I aknowledge my mistake in this. The reason I thought this was a special thing was the supra vandal for a time had 60 ammo pickups, while all other rifles got 20 ammo. After testing I found that all of my rifles now pick up 60, even with an unmodded frame, no companion, and unmodded gun(inaros with only an argonak in one test, capture target took like 30 bullets). This undocumented buff to rifle ammo makes many of the more wasteful weapons viable again, even if they aren't as efficient as higher tier guns.

     

    Original Post:At a glance I thought the Stradavar was going to just be a weak but fun gun. Full auto was a bit anemic compared to semi, how does 30 damage per shot with a highrate compete with the Tiberon primes full auto even? Semi auto seemed really slow and people said it used two ammo as well, like it was a worse Latron prime with punchthrough, right? It is almost like a very weak rendition of several nearby guns, one of which does it's job even better just a few mr higher.

    I can gladly say I was quite wrong. What changes this is how it's ammo supply works. It snags my favorite passive, even if the gun it was on isn't my favorite for several reasons, the supra vandal's 60 ammo pickups. You are expected to expend a lot of ammo with this thing. Reasonably fast reloads with a large magazine, you will be dumping mag after mag into groups of enemies.

    The original Stradavar's semi auto eclipsed the full auto significantly, the prime is a bit more gray. Full auto will work quite well against most opponents, spraying them down without much of a care, but it isn't as ammo efficient nor has the utility of punch through. Semi auto has precision, higher power, utility and consistency on it's side, it's nearly a laser pointer in accuracy, has the ability to deal with heavy units without much expenditure, deals with hiding enemies and conga lines with ease, and has a higher crit chance giving you more constant flow of crits.

    In terms of ammo economy the Stradavar has a significant advantage because it gets triple rifle ammo boxes. It would be akin to a 90/120 damage per normal ammo full/semi auto rifle with critical focus, and either high rate of fire or punch through. It's not going to be winning any awards for damage, dps, or even ammo effeciency(except maybe in the full auto rifle category), but it is in a good place.

  14. 18 hours ago, (PS4)Lei-Lei_23 said:

     

      Reveal hidden contents

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    source.gif

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    A series of .gifs detailing my experience reading that sentence. It has a Rifle Ammo Mutation passive?!!

     

    Not ammo mutation, it has the supra vandal effect of 60 ammo rifle boxes.

    EDIT: Apparently all rifles now get 60 ammo per box, that is really unusual. They used to get 20. Weird undocumented change apparently. 

  15. Secondary fire deals has 166% more damage per shot, increased crit stats, status and innate punchthrough. The downsides are 2 ammo per shot and 1/3 the rate of fire.

    Overall increase of 33% raw damage per ammo, with the improved stats otherwise. I would say that is a good tradeoff for a semi/full auto weapon, makes both modes reliable and usable. the improved ammo drop passive is also amazingly fun.

    EDIT: Apparently all rifles now get 60 ammo per box, that is really unusual. They used to get 20. Weird undocumented change apparently. 

  16. 21 minutes ago, waverid3r said:

    Ok I thought I was clear, guess I wasnt.
    In the Arsenal Station part, Under Archwing/ Vehicle mode
    You CANNOT Unequip the Heavygun you put a gravimag on.

    and Two, It keeps showing up at the end of Every mission status
    whether OR NOT I have the Heavygun launcher equiped.

    Sooo Yes I know how to use the gear wheel, and I thought
    NOT having the launcher ON the gear wheel, would Unequip the Heavygun for my Arsenal.
    Turns out, Nope its still there, and it is collecting affinity.

    so your minimum loadout with companion is 5 items gaining affinity.
    Frame, HeavyGun, Campanion, 1 of 3 weapon types, and your Amp (if its equiped)

    Your frame gets it's own portion of affinity no matter what weapons you have equipped.

    Heavy weapons gain 0 affinity from actions unless active.

    Companions do not steal affinity. they gain a duplicate of the affinity your allies provide and the affinity from their kills alone. Your kills from weapons and abilities do not grant them affinity.

    Your amp does not gain affinity unless you are in kid mode, which in that case your frame/equipment isn't getting that affinity anyways.

     

    You are completely wrong about most aspects of the affinity splitting in this game. This is not unique though, there are many people spreading misinformation about this out of ignorance.

  17. 15 minutes ago, (XB1)Sasorjita said:

    All those say He's not Prime and are on PC you probably dont know the feeling that make to never have the oportunity to get Prime so if Umbra got Prime passive would be Logic, see Prime dont exist on console so Umbra kannot make him smaller 

    Only one person in this thread is a founder. Founders are mostly from the closed beta. Everyone else cannot have Excalibur prime. Most here never even knew of warframe when the founders pack was a thing.

    Umbra and Prime have the same basic stats. They only differ in their passive/special traits. Prime has the normal prime effects.

    Umbra has his own special abilities which make him different than a prime. His howl destroys sentient adaption. He remains active even in transferrence mode as a spectre. He is loaded with umbral polarities on his weapon and frame, granting him more health,armor, and power strength with minimal extra cost.

    If you truly want something rare and special, the lato prime is what you would be looking at. It was only available to grandmasters, a $250 purchase

     

  18.  

    1 hour ago, Test-995 said:

    My thought,

    Base damage: 80 Electricity/210 Electricity

    Accuracy: 100

    Fire rate:2.00

    Critical multiplier: 2.2

    Critical chance: 28%

    Status chance: 30%

    Magazine: 16

    Reload: 1.4

    Charge rate: 0.3

     

    Despite the obvious troll thread about the Opticor vandal, you want a review?

    Damage/crit/status ratios are below that of most every sniper per ammo, even when combined.

    Fire rate means you get at most 1 shot every .5 seconds, so there would be a gap between full charges longer than the max fire rate. Destroys tempo to an extreme degree.

    Oh, and the relative rarity of the munitions cuts into the usability of the weapon further. You would be better off using the Snipetron Vandal(same look too), in that scenario you atleast get hitscan with no chargeup and a better riven disp without the excessive reloads of the vulkar.

  19. Almost everyone has access to a certain range of enemy radar due to animal instinct or one of the other radar mods. So the aura isn't that important as other ones, like vigilante pursuit or enemy sense. I would only use the aura for a form of minmaxing radar range for stuff like exploiter coolant spider spotting.

    It would be absurdly effective with punch-through weapons, especially rifles with primed shred. 

  20. Woo hoo you can shoot a level 300 enemy and wait 5 seconds for it to die. You have to go out of your way to fight level 300 enemies, and gain no extra reward for fighting them.  Level 100-120 enemies from enhanced armor or eximus stronghold sorties still melt from the vandal. Enemies that don't rely upon weak point hitboxes melt in a shot or two(splash damage messes with hitboxes too much).

    I consider "end game" the highest level content available that gives a reward grade unique to itself. Using that definition, sorties, arbitrations, open world bosses, and ESO are the end game content. If you can handle some or all of that content reliably with a weapon, I would consider it a high tier weapon, if it can handle all of that, a top tier. The vandal does suffer from the previously mentioned weakness, but it can handle all other types of enemies reliably.

    Challenge for the sake of challenge doesn't define a weapon. Where it can take you, and what you can do with it defines the weapon. The vandal is not some "average" weapon, because if the average weapon could delete level 100's within a third of a second(vile acceleration, yes I have it going that fast, the damage is already high enough), then the challenges players face in progression would be non existent.

    • Like 4
  21. 22 minutes ago, EmberStar said:

    Thanks for making wild, stupid assumptions.  My "most durable build" is a fully forma'd Inaros with Adaptation and plenty of armor, that can basically just walk through any other incoming damage I've encountered.

    But hey, you pushed up your post count by one, and I'm sure people will upvote you.  So... go you.  You.  Are.  So.  Cool.

    (You're totally not, but whatever.)

    Something isn't making sense here. I was running with inaros with a minimalist/specialized build. Simple armor and health with massive radar(Aura, enemy sense, vigilante persuit for 90 base radar), handspring, primed continuity and hunter adrenaline, no arcanes, no adaption, no umbral, no negating swarm.

    The key to this boss is to play it safe, get behind cover, move quickly and with purpose, and heal up with the adds.

    The first phase is the tough part. The second is a battle of attrition solo. You are whittling them away with thermia, you can't just burst them down.

     

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