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Epsik-kun

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Posts posted by Epsik-kun

  1. 1 minute ago, AlphaPHENIX said:

    So you would have rather had me just say this ''Oh but uh, it has 60 slash damage and just...um, 12 puncture damage. Of course it's not meant for thrusts then, you dummy :clem:'' <--- overly derp example.

    Sure, you can do that - if you personally don't see anything wrong with that argument. For example, the fact it comes from a completely baseless assumption damage "types" have something to do with the actual weapon "usage". Were this assumption to be true, all polearms in the game would've dealt only Slash and Impact with a complete lack of Puncture, while all bullet-using firearms would've been purely Puncture.

    One look on a Tonbo is enough to see it's an over-designed bladed spear. It can barely pass as a glaive which is essentially a bladed spear with a fancy long bladed spearhead (and Tonbo's isn't very long) often with various hooks and what's not. Glaives are well suited for slashing and hooking, but their primary use is thrusting - as opposed to actual slash-oriented polearms like halberds and poleaxes.

  2. 4 minutes ago, AlphaPHENIX said:

    So cultural diffrences aren't important to you, got it.

    This is a completely meaningless statement.

    5 minutes ago, AlphaPHENIX said:

    I could just show the in-game stats here but let's analyse further.

    Tonbo is moustly made out of Ferrite, the warframe version of iron, it also has small amount of Oxium which is described as a ''lighter than air alloy''. The crafting requirements also include Plastids, so let's just say those were used in place of leather for the handle.

    Now if you were a blacksmith, what would you do with that 100 Oxium and 2,000 Ferrite; Mix them? Use the lighter metal for the blade, or the handle? I may not be an expert, but if you are going to have a blade that's ''lighter then air'', mind as well be making a rapier. With the ammount of Oxium given, there won't be enough to cover the entire handle, which is good because you need it to be durable and by putting it in just a few spots, you will get a better balance for the weapon.

    Out of these options there is a clear winner and along with the design which would rougly put the balance point closer to the blade...you are gettin a weapon for cutting and maybe hooking if you are skilled, with the ability to thrust still being equally as good...if the point you would be thrusting with was narrower.

    And this is just full-blown fantasizing. You take arbitrary amounts of arbitrary units of arbitrary materials and just assume it should work the way you would like it to work.

    Not to mention, you're simply avoiding the presented argument and are now moving the goalpost in a completely opposite direction from where it was previously.

  3. Just now, AlphaPHENIX said:

    I am not saying that some spears can't cut, I am saying that the Tonbo is not a spear.

    If anything, it's closer to a naginata with a inward curve on the blade. Both weapons are polearms, but they are diffrent types of a polearm.

    Sure. But naginatas or any glaives aren't that different from spears with bladed spear-heads. And while traditional techniques are more slash-oriented, in the actual warfare the power of naginatas came from thrusting. Up to the point, they were eventually replaced in favor of pure thrust-oriented yari. And Tonbo judging by its design is an effective thrusting weapon that is also capable of slashing - exactly like bladed spears or naginatas. Its design lacks the necessary mass behind the blade to make it primarily slash-oriented akin to poleaxes or halberds.

  4. 1 minute ago, DreamsmithJane said:

    and acting like a jerk while you do it. That's not a good look, and it doesn't make you any more correct.

    I'm just responding in the same tone you are approaching the topic. Don't want to have a conversation with a jerk - don't act like one, it's that simple.

    Meanwhile, no amount of your "testing" matters if you didn't bother to actually calculate the results. Giving you the benefit of the doubt and assuming DE might've changed something since the stance was released, I went and tried it out again prior to responding - the fact remains and it's completely irrelevant If you personally don't like said fact.

  5. 3 hours ago, DreamsmithJane said:

    LOL, no. Where are you getting your numbers?

    From testing. You can laugh and think whatever you want, but the fact remains - Twirling Spire provides anywhere from 30% to 60% less DPS than Shimmering Blight - depending on the build and the conditions.

    3 hours ago, DreamsmithJane said:

    I didn't say Twirling Spire is the best to mess with you.

    Yeah, you said that because you have no idea what you're talking about.

    2 hours ago, AlphaPHENIX said:

    Yes you can thrust with it, but it's meant for cutting.

    Plenty of spears are fully capable of cutting. Tonbo is exactly that kind of a spear with a small fantasy-esque overdesigned hook at the end - I have no idea what you're arguing for.

  6. 33 minutes ago, DreamsmithJane said:

    Wha? Twirling Spire is the best polearm stance by a wide margin.

    Yeah, and Tempo is better than Cleaving.

    31 minutes ago, DreamsmithJane said:

    and huge damage multipliers

    And less than half the DPS of Shimmering, which also has both Slash and Impact procs.

    6 hours ago, AlphaPHENIX said:

    Excuse me, have you even seen the Tonbo?

    latest?cb=20150218211409

    It's not a pointy stick...

    Why are you showing me a pointy stick and saying it isn't?

  7. 20 minutes ago, drakegt said:

    I think this change is better for the most frames and really opens up variety of play, something that warframe lacks in general. 

    I was pretty much only addressing the statement. The idea behind flat armor being more useful for low-armor frames is correct.

    However, I'd say both are garbage and bring zero influence to the gameplay. The multiplicative might hold some minor value for minmaxing but it's rather weak and unimpactful. Flat armor in the miserable amount it's being given is straight up useless as it won't affect the game content where armor starts to matter what so ever. I have no idea why DE keeps lowballing Unairu. Void Spikes are especially awful.

    28 minutes ago, drakegt said:

    For instance, going form 900 armor to 1200 armor is only a 5% increase in reduction. However, going from 150 armor to 300 has about a 22% increase to reduction

    That's fallacy. Flat 5% total damage reduction correlates to 20% extra relative damage reduction when going from 900 armor to 1200. Decreasing received damage has increasing returns and should be treated as such. Meanwhile going from 150 armor to 300 decreases damage by 25%. The difference in the relative damage decrease is still there but it's nowhere as huge as you're making it up to be. Doubling the armor versus increasing it by a third is what creates the difference in this particular case.

    In fact, due to the 300 offset in the denominator being constant, multiplicative armor boosts have increasing returns - in terms of the relative damage reduction - as the base armor goes higher

  8. 10 hours ago, drakegt said:

    Armor has diminishing return.

    But that's wrong, given the context.
    Armor has diminishing returns only if you take it relatively - and in that sense, the vast majority of stats in the game (barring positive efficiency and negative duration) have diminishing returns which kinda makes your statement irrelevant. Aside from that every 300 points of armor provide you with fair 100% base HP increase to your EHP.
    Not to mention, unlike flat armor increase, multiplicative coefficients aren't affected by the "diminishing returns" which makes your statement flat out false - ironically so given it's the direct opposite of what you're saying.

  9. 1 hour ago, MuscleBeach said:

    For those of you that don't know, attack speed 1.0 on a Galatine is NOT the same as attack speed 1.0 on a dagger.

    That's factually incorrect. 1.0 attack speed on Galatine is exactly the same as 1.0 attack speed on a dagger. The actual in-game difference is made by the move set accessible to the weapon, not by internal variable values.

    Holster speed should be instant, as simple as it is. Instant weapon swap is the best design decision for every single game out there that promotes said weapon swap.

     

    The general idea behind "removing mandatory/boring mods" isn't bad, however, there's an important moment to consider: Warframe is a grindy game. Diablo-like, if you will. Balancing this kind of a game via removing straight and simple aspect of progression is a godawfully terrible idea - it essentially kills the main purpose of playing the game, to begin with.

    Yes, Serration is mandatory (unless you got some crazy Riven and it's no longer the best-in-slot) kind of a deal. However, this doesn't mean the mandatory mechanics itself should go away. You can remove the mod, but the base weapon damage progression must remain intact. It can be tied to leveling the weapon (far beyond just taking it to Rank 30 as it can be done in a few minutes) or some arbitrary kind of an account-wide arsenal augment/ship-mounted module/pony in a cage which will preserve the general player progression Serration and likes currently provide.

    Warframe isn't a tactical shooter, no matter how hard you want it to be one. PVE-focused tactical shooters are physically incapable of going as far as Warframe went. The game is about grind and constant progression. The same goes for the more general idea of "some weapons sucks, we don't need weapon tiers - we only need sidegrades".

  10. Sure love seeing people who have no idea how to build and play Excalibur telling other they're playing and building Excalibur wrong.

    The OP fails to properly convey his point across, however, the point itself is completely valid.
    Excalibur indeed lacks the basic survivability to face the only content he truly excels at offensively.

    In fact, for anything short of Augmented Armor/Grineer Sortie 3, Excalibur is a highly suboptimal frame - especially Exalted Blade one.
    However, those missions often feature damage spikes of 5k damage and higher depending on the enemy pool, spawn rates, and modifiers.
    The damage spikes are higher than Excal's EHP by such a huge margin, he can get bursted down during the downtime between two consecutive Slash Dashes.
    By the way, Healing Return has virtually no effect on said damage spikes. Life Strike is an entirely different animal - no arguing here - however, there's that ages old issue with Excalibur channel-auto-blocking a couple of shots from high-level enemies losing all his energy in the process and dying.

    Sure, said damage spikes are far from being constant and omnipresent - but they do exist and Excalibur can't take them despite being repeatedly forced into vulnerable positions of being constantly surrounded by enemies.
    And, no Radial Blind is nowhere enough to reliably protect Excalibur from those spikes. RB is what makes them "non-constant", but RB has its failings - cooldown, animation length, LoS restriction.

    Another ignorant suggestion would go along the lines of "you should just equip 5-mod survivability combo, and avoid being surrounded - both EBlade and RB have good range" - sure, one can do that too. And be massively less effective than a 300/300 frame with a stick running through the crowd but still fitting the 4-6 revives per mission limit.
    The overall design of Excalibur's skill set and his stat line was based on him being able to trade blows with enemies and outplay them. However, in the modern game his stats are nowhere enough for the purpose of "trading blows" - the EHP of the current frames who can reliably take a beating from high-level enemies tends to be at least an order of magnitude higher than what Excal has.

  11. Just now, SilverRook said:

    From what i am reading you are both wrong :S 

    "Base damage" is that "200 damage" thing your AMD can deal when you use it and just leave it be. It's completely irrelevant in terms of the practical use of the skill. But, sure, getting 300 Power Strength will increase your AMD maximum damage from 200200 to 200600.

  12. 18 minutes ago, Aguli said:

    maxed sonar banshee and reso banshee

    Depends heavily on your definition of "maxed".

    For instance, my "maxed" builds are:

    Spoiler

    UGvi6nL.jpg

    and

    Spoiler

    xtENDCZ.jpg

    I would consider any change to EQ build detrimental, but Resonance build can drop Enemy Sense, move the Drift to Exilus and get the new Duration mod - that would be an improvement. Still fits in just fine.

     

  13. On 10/23/2017 at 3:03 PM, MindHoney said:

    In this case, narmon lost its invisibly because people were abusing it

    ...because invisibility in the game is stupidly broken and DE has no intention of fixing it. Surely it's "people" who're are at fault here.

    On 10/23/2017 at 3:03 PM, MindHoney said:

    maduri lost its slash procs because people were abusing them.

    "Madurai" and "abusing" in one sentence is something new to me. You sound like a person who could abuse a cup of coffee in the morning, abuse a bus to get to work, and is likely to abuse toilet before going to sleep.

    Or maybe the difference between "using" and "abusing" is slipping away from some people.

  14. 2 minutes ago, Marvelous_A said:

    For FJ build I guess you'll go for more strength and duration?

    Get duration and strength as high as possible, get some range to actually hit enough targets to activate the full bonus. Balancing sustain will be the hard part.

    4 minutes ago, Marvelous_A said:

    QT does prevent me from getting one-shot frequently

    Were you to have actually useful mods instead, that "frequently" would've been less frequent. I run Vitality/Rage/Life Strike and I do get burst down from time to time (augmented damage or Eximi sorties), but it's usually due to getting into a huge crowd without using RB and eating a bunch of bullets with my back.

    6 minutes ago, Marvelous_A said:

    With F. Energy now it takes 2 energy per enemy hit for 50% bonus damage and continuous life-stealing.

    "Continuous life-stealing" isn't a thing. Offensive Life Strike is perfectly sustainable without channeling efficiency, given you normally need a single swing to max out your HP. The problem lies withing EBlade auto-parry. Because as soon as you start channel auto-parrying you'll run out of energy and Efficiency (as well as QT and PFlow) won't save you, thus making running around with channeling-on (which "continuous life-steal" essentially is) a terrible idea. Life Strike is used either momentarily on weapon swings/slides or after RB when you know enemy can't shoot you.

  15. 4 hours ago, Marvelous_A said:

    So any thought?

    The problem here is that you're "trying out more builds on Excalibur". This build is severely sub-optimal and it will underperform considerably. However, if that's the thing you want to do - go nuts and have fun with it.

    If I were to nitpick your build, however:

    I personally consider 5-mod survivability combo to be a bad decision for Excalibur. He has "meh" survivability, however stacking a lot of it doesn't really help, as it hinders his offensive/utility capabilities. Rage, Vitality, and Life Strike combo tends to be enough for Damage Enhanced Sorties and things that would kill you there would also burst through the first stagger your QT will get. Adding Steel Fiber is a decent option too, but isn't necessary.

    Opting for PFlow over maxed efficiency is a bad idea. Moreso, if you are intending on spamming Slash Dash.

    Focus Energy is terrible - there's no need to throw away a mod slot to "compensate" for Life Strike. There's no need to compensate for it to begin with.

    Even if you aren't using Chromatic, going for Corrosive + Blast via dual-stats is a much better idea than going for pure damage - the higher is the content you're facing, the more apparent it becomes. Consequently, CO would be still leagues above Organ Shatter for Exalted Blade.

    Surging Dash and the whole combo-stacking meme is pretty questionable. Stacking combo with Excalibur is hard not because he lacks the tools necessary, but because everything just dies prior to the blade even hitting the enemy. Thus, why would you stack a combo when you don't need the bonus it provides? When you'll need the combo - you will get the combo. You have Drifting Contact in your build - add Naramon's Power Spike to it and you'll start stacking your combo in high-level content soon enough, without the need to gimp your build to fit Surging Dash in. Especially given "combo-stacking" tools have terrible diminishing returns due to the way Combo Multiplier works.

     

    Personally, I see more merit in running Furious Javelin build that utilizes Blood Rush melee and doesn't use Exalted Blade. It's drastically different from EBlade builds in terms of gameplay, application, and building approach.

  16. 3 minutes ago, (PS4)CoolD2108 said:

    Not really. It's a chance on spore destruction. You may as well run a mixed physical melee and stuff it with status elements to get a pretty much equal chance to set 4-5 proccs, plus the toxic procc is guaranteed on lash anyways, what kinda reduces spores to low damage+a viral procc with the share mechanic beein broken how it is.

    What? Viral is guaranteed on spore pop. Spore pop is guaranteed on Toxic Lash melee hit. Toxic proc is guaranteed on Toxic Lash which is a Saryn's ability. It's two procs she literally guarantees from her abilities other frames can't get in a similar fashion. When a frame with IPS + 2 elements melee would have 4-5 procs, Saryn will have 6-7, unless you're running redundant weapon builds.

  17. Just now, (PS4)CoolD2108 said:

    Mind explaining? It's the same thing if it's for Condition alone.

    Saryn gives you immediate and guaranteed Toxic and Viral status procs on top of whatever you're running on your melee. Meaning, you won't be running these two. Assuming you're running Corrosive + Blast instead - it's a two-three procs advantage which means x2.5 and x4 damage dealt respectively for CO. And you still get the benefits of CC and armor stripping. And damage buff is there too.

  18. 4 hours ago, (PS4)CoolD2108 said:

    That is thanks to how strong melee is but definitly not due to her ability set. You could litteraly not have used spores but rather addet viral to your melee and you would've gotten the same results.

    You would've not, as using Viral on your weapon would result in dealing less than 40% of what Saryn can deal. Not to mention, even before Condition Overload became a thing, Saryn was one of the better melee users.

    The video is misleading, though, because pre-proccing enemies from afar kinda defeats the point (and is terribly slow in the actual gameplay). Yet even in this scenario, Saryn can keep her proc count advantage easily.

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