Teshin__
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Posts posted by Teshin__
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I was given an error of: "Cannot set this configuration, this account will not be charged" and returned me to the mod menu after trying to roll a scoliac riven. I tried again and it cost me once more. Right now its best to keep on farming. I lost kuva on supposed rolls 5 and 6.
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As the title suggests, it is indeed true to sometimes cast 2 different procs with one hit.
Its when a mod or an ability grants a guaranteed proc with a condition.
For Example:SpoilerHunter Munitions: 30% chance a critical hit grants a slash proc on primary weapons.
Almost any Melee Stance Mod that grants an additional Status proc on a combo such as:
-- Sovereign Outcast - Rogue Edict (which grants a slash proc at the end of combo)
-- Bleeding Willow - Drifting Steel (which grants impact on the third and fourth movement in that combo with impact)When the Dual Proc occurs, one of two things happen:
1.) The mod or ability grants you a proc, while you create or cast a different proc.
Making it appear like Impact/Puncture or Slash/Viral.
2.) The mod or ability grants you a proc, and you cast that same proc.
This will make it look like a same proc, but the damage is increased by placing the stance proc first then your proc second.
The Ability or Mod's Proc condition comes first before anything.
Making it useful for elemental weapons which doesn't have Impact, Slash, or Puncture.
The Added proc will be treated as a 'base' proc.
However, when you gain that proc, you cannot buff that specific proc via individual type (unless the weapon has the same proc).
Hence why you can have 100% Status chance on an Ohma, and will be granted slash.
And you use a Bo prime with impact, and seeing your impact is increased slightly. -
Probable revision could be EPS (energy per second) vs channel per hit. And was trying to find a way to find certain values. Could just start with channeling damage and work from there.
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Channeling 2.0 (Weapon Aura Buff ?)
Channeling has been very much dormant for the past couple or so years.
Channeling should be something from the powers within the Tenno.
The power to enhance themselves and their trusty Blade!
The Channeling 2.0 or Weapon aura buff consists of scaling the weapons stats while in channeling mode.
The stats scale with the combo multiplier as well as negative channeling efficiency.
The boost the channeled weapon will receive is based on the weapon's deposition and channeling damage.
The stats can be boosted multiplicative or additive (to base weapon stats before other mods) by:SpoilerIncreases Status Chance
Increases Critical Chance
Increases Attack Range
Increases Attack Speed
Decreases Channeling Efficiency by 25% per combo multiplier
Example: 2.0 channeling damage Riven Desposition 4/5. Increases all parameters base by 8% per combo multiplierCan we also have a channeling FX that shows the channeling weapon's range?
Thank you all who has considered putting a lot of time developing this game, and looking forward to see what you can do next! -
To make the tenno endure their operators in the fight of the queens. One Tenno I had to make suffer, (was one of my clan mates I was helping through the glitches) has told me more horrifying stories than what I want them to endure.
The bug in The War Within has an odd progression 'stop' where before you try to take over an Orokin Maw:
-Operator was supposed to be given a three sentence choice response, but was not given. ( You can simply press enter and everything goes dark. skipping the intentional three sentence response)
-Your operator still looked like the Grineer Queen trying to grip you while hopelessly finding the Orokin Maw to take over.
-Room is totally pitch dark and only a few sources only show (bluelights no flames)
-Was greeted by an awkward Wire-Framed highlighted door which is where you drop your Maw.
Other small bugs while replaying the quest entirely are:
-My sentinel was kinda laying on its back while floating
-In some Maw areas when you die, the one that killed you simply disappeared.
-When playing the clips of Teshin (not the player but the npc) at reservoir AND The Grineer Queens, has somewhat of a broken music playback.
-In some cases, Inaros Anubis neuropics has somewhat dissapeared during the fight of the queens, and succession of mission.
--(Meaning, I am still not seeing my Anubis neuropics while fighting a random mission, this didnt happen before TWW, it happened at fight and afterward)
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As I am an Orokin Soldier called the Dax. We soldiers of the old carried our pride in our staffs. Here is one of our glorious weapons of choice:
Weapon Name: Mulinello
Weapon Faction: Orokin
Weapon type: Staff (or polearms)
Weapon Grip type: Bleeding Willow
Brief Description: The Orokin Soldiers once used this staff to clear away unwanted foes who are harder, more different than they were. They devised this weapon to switch status types to control the battlefield like none other. When every enemy is killed by a certain proc that was active, it will stack like a combo counter and expires like it as well. And will proc that singular status only,
Here is our glorious staff of the old waysSpoiler -
On 2/22/2017 at 6:40 PM, (PS4)jFresh215 said:
first off, this is hilarious to me for some reason and 2ndly, I love the idea of mag procs getting a rework for a little CC.
yes sadly, i didnt thought of getting the name teshin before his icon.... :'(
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Hencewhy we make this selection, to revise (hopefully) the mag proc. For me, how impact worked on all enemies, at least the attraction or scrambler to all enemies should apply. And a rebalance needs to be in order because as someone mentioned above, its kinda unfair that we get hit the heaviest with mag procs.
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As much as we been poked by our fellow cupids of some of us has been immune by his prices of love. The magnet element has been least used or least favored. With that being said. Here is the idea:
With impact and blast doing knockdowns. And magnets only stealing shield. Why not add the love effect, I mean attraction. Enemies 5m away from the magnetized target gets attracted to the target. The idea to thus is to bring more crowd control and a useful element into the arsenal. Some people tend to fight more grineer or infested than the corpus and the magnet is taking dust.
With all respect from the lovey tenno and the not so cuddly Tenno. Happy valentines and egg hunting!
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9 minutes ago, ChuckMaverick said:
It's not that simple, as different strikes in different combos have different ranges.
As noted, the stance does different moves than their counterparts which affects ranges differently. however range enhancers remain clear as a static enhancer, did edit for clarification, thanks! :)
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The Melee Range Stat
As the title suggests, adding the range in the status menu can provide players with their melee.
We all know the radius on the weapon isn't a 2D radius but rather a 3D, spherical radius.4D If you are moving around a lot
While having said that:SpoilerThe default 0, 0, 0 point will be in the center of the Tenno while the melee can extend outward
The Minimum and Maximum range can be expressed in meters since it is default.
The range stats can be changed by via Stance and Range extending mods.
With range melee players choosing a weapon without guessing by killing enemies or using the Simulacrum.However, the Ancients seem to be affected way more than the other infested variants.
It will allow players to be informed of the weapon they chose to battle.
And to spreadfull out mayhemdamage to their loving enemies.
Thank you DE for your hard work and enthusiasm being brought into this game!
Edit: Stance mods have different movements which means different radius -
for those addressing the mutagen sample issues, isnt it where a great update will this occur? *ahem* phorid's refacing? That can be a probable course where mutagen is really high? (this is a thought not information) ODD has the best mutagen rate for the moment, we might be able to see more for the grand update sometime soon.
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If this is a harder variant mode, will they be progressed after the eximus units? Say an endless survival and that magic hour shows up with a lot of eximus units, will these new units show?
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Here is an idea that may benefit both me and my Pupils.
Specters having the categories of Defensive, Offensive, and Normality.
Normality allows them to use primarily on weapons.
Defensive such as aiding the Ally (allies).
Offensive, focusing on their warframe skills minus operator (unless you like seeing glory amounts of children)
Here is what I known from specters after research was done on U17. (I also have a link if you all wanted to see results, at the time i was WhiteKnightAce)
Specters have a 50 Energy cap making them not use 100 energy ultimate skills. They have a fast regenerate energy which only affects them, and no other source can provide them energy.
U16-18 allows specters to give affinity after each successful kill they make. Specter's AI should be based on player's skills on the game like Spammers, supporters, or just flawed out weapon users.For the link promised above:
http://imgur.com/a/SqEtj
Credit for DenmarkVessey for Screenshotting this (because my computer is low end) -
here is where I tested Specter Wars on and during U16-17
Specters do allow you to get affinity from kills after the U17. They arent energy spammers as far as I can tell, and this was before the passives were actually known.
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One way is to test specters, and see what they may be capable of. Any abilities that cost over 50 will never be activated and they have their own energy regen so no energy buffs can help there. with the warframe passives, it is an open field to be played with, except energy buffing is out of the question.
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On 1/14/2017 at 0:00 PM, AXCrusnik said:
Yeah been asking for this... It doesn't really make sense that there isn't any Kuva Raid mission on the fortress. They have to store that Kuva somewhere, unless the Grineer just eat it all before they leave the siphon site, and the Kuva Fortress seems like the place that would be.
Gluttonous Grinner, how thoughtful XD
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After the "Second Stream" an idea occured.
So for the Kuva, we had to go and find random nodes to get kuva. Why not allow a sabotage, or stealth such as spy to sneak away the kuva the Fortress had stored? -
On 1/12/2017 at 0:12 PM, Almighty_Jado said:
NOTE TO EVERYONE: Since Nidus has recently been hit with the nerf hammer, I think we can start to imagine some more powerful augments
sure he had been nerfed, it was expected to happen. Regardless the creeping larva (that will still pick up enemies) and the infstation of the victim turning ally is nice.
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On 1/8/2017 at 1:02 AM, DerkmeisterPrime said:
TIPEDO FTW
PRIMED FURY, BERSERKER, VOLT SPEED, WARCRY VALK, ARCANE STRIKE AND QUICKENING
8 sections per second if you literally build your squad around attack speed... not op... not at all
You can water it down to +25% chance to add 1/5 of a stack per critical hit. It doesn't feed it too quickly but is a fun augment to use. It can also limit to any infested weapon vs making every melee compatible. With someone mentioning Tipedo. Any high range weapon will still accomplish the same task, but by reducing he success rate and dd a second condition not so always common. Making it very fun to see
EDIT: oops.... I quoted wrong person but it still ties with this quote.
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On 1/5/2017 at 5:14 PM, Cyndocrit said:
Selective option where you can choose infested units. But what do you guys think should happen at 100 stacks?
Or can it also be triggered when holding down the ability button that you can use stacks to make the enemies mutilate. It is also much simpler if they mutilate the enemy they are munching on.
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On 1/3/2017 at 8:02 PM, PsiWarp said:
Very nice augments, I would use all of them if I had the slots x)
Here are some of mine:
Virulent Drag: Virulence augment - spawns a second eruption toward the caster once the first eruption reaches its limit. Virulence no longer staggers but pushes enemies along its path. Power Strength affects the push force.
Creeping Larva: Larva augment - on cast the larva instantly matures and float through the air at 2 / 3 / 4 / 5 m/s, constantly pulling in enemies while in flight or until it impacts a surface. Power Duration affects flight speed.
Parasitic Leech: Parasitic Link augment - damage transferred to a linked enemy also heals Nidus for 10% / 20% / 30% / 40%. If linked ally is incapacitated, expend 25 / 20 / 15 / 10 Mutation stacks to trigger Undying passive on ally. Power Strength affects healing.
Voracious: Ravenous augment - maggots burrow into their hosts, controlling them for 6 / 7 / 8 / 9 seconds before exploding from within. Power Duration affects mind control time. Maggots can still be detonated by Virulence if it hits mind-controlled enemies.
I do like your idea on the Voracious (Maggot, the Voracious XD) It reminds me like the flood very well. If it is on the corpus/grineer, would the maggots use the bodies to fire guns like the flood? or mutilate their bodies such as the infested charger? The healing on the Leech though is grossly overpowered. It can be 2%/4%/7%/10%, as static heal (no power strength) and can you also use Efficiency on Parasitic Leech to make mutagen costs less cost-y?
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15 hours ago, Cyndocrit said:
Ravenous Gestation: Maggots feed on the inside of enemies. The maggots will mature into predatory infested drones and burst out from the fetus that was formed within the target, fighting alongside Nidus until they are killed. Cost 10 mutation stacks to gestate infested drones.
Maybe possibly creating different class of infested drones using stacks.
For Example
Drone: 10 Stacks. Spawn a lightweight infested creature. Decent speed, strength, and agility, can climb walls and pounced enemies.
Medium Drone: 25 Stacks. Spawn lightly armored infested creature. Increased damage and health at the cost of some speed and agility, doesn't stick to walls as much as light infested.
Flying Drone: 30 Stacks. Spawn an infested creature capable with flight and long range attacks, can latch on enemies. Excellent speed and agility but very fragile.
Heavy Drone: 50 Stacks. Spawn a massive behemoth capable of sustaining high damage and attack enemies with devastating strength, can knock down and targets. Low speed (unless charging) and agility, but very powerful.
???: 100 Stacks?
All these infested are made from the Helminth Strain and take on a unique look and abilities compared to the infested we face. Think of them as xenomorphs.
I have a feeling you are adding Vauban's Utilities to the Nidus Skill pallet. If say a user uses the Ravenous aug, is it a once click and boom? or is it a Selective option where they choose a maggot/infested specter?
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On 1/3/2017 at 6:22 PM, Almighty_Jado said:
What we need is a more useful purpose for Magnetic
I agree, like an AoE effect:
"Magnetic reduces an enemies shield by 50% while having an attraction radius of 5m."
This can define magnet as a crowd control as well as hilarious group hugs.
All Systems Nominal. No Upnp or NAT detected (firewall fix?)
in General
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Hello esteemed tenno. After installing AVG Ultimate after my brother got a new computer (both running same ports) killed my sessions with him. My computer no matter ports arent working but every por on other computers are working. I couldn't adjust the IP from windows but it said to check my antivirus. So how does one look in avg and maske sure warframe is enabled through the ports?