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MerlinSorcerer

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Posts posted by MerlinSorcerer

  1. My story:   

    1    Zenistar acquired on 300 or 500 login day maybe for me.   (My first pick was zenithmaybe, i dont remember)     Instant fell in love with the disc.    (disc could damage through walls!!!!)
    2     after using it 300-400 day: DE nerfing  the disc punchthrough so the flames blocked by every random pixel, loot or enemy. Very frustrating, but heeey. i love it. ! Keep using it anyway!
    3  With this new melee change we have 10 sec (not 40) disc duration,  or combo to 12x to reach 120 sec for the disc, but if some random enemy or pixel,loot blocks the disc, we need to rethrow it, LOSING the duration, and need to farm comboooo  again.   Aaaaannddd zenistar is gone, never using it. Im sad dissapointed, but i wont use it.

    tldr
    It was my number one "melee "  for almost 2-3 years.  And recent nerfs force me to not use it.
    Zenistar disc was not strong,  it needed 6-7 forma,  +riven  to "afk" for 40 sec against level 50-60 enemies.  with buff disc could killed maybe 120  but very loong time needed for this. I invested a lot in it. I dont care anymore.  DE force players to use what they think is meta,  and game losing the fun factor with every patch and new enemies.

    Status is useless because of the new enemy types, who are immune to everything, and have +99% dmg reduction.  
    good bye zenistar!  :   (    

     

    Sry for bad typos. 
      

    • Like 1
  2. 20 minutes ago, (NSW)Bayodrake said:

    Dear DE crew, thank you for opening this channel for our feedbacks.

    First thing I want to address is how poorly the "nerf" process has been handled on warframe in order to keep variety on weapon usage. It simply doesn't work.
    Every game has two or three weapons that are known to be the best in the game. That's how it is and that's how it has always been on every single game, being it single player, multiplayer, PvE or PvP and there's no problem with that, that's how long-time or advanced players are rewarded for their effort. When you say the Catchmoon is being used by about 50% of the advanced playerbase, it also says that the other 50% are getting the job done with other weapons, be it the pox (my personal favorite), the akjagara prime, the staticor, the tombfinger, the atomos and the list goes on. In absolutely no way the Catchmoon is necessary for completing objectives or being successful in Warframe and it astonishes me how you could interpret such data in that way as, once again, it only shows that the other half is clearly getting it together with the rest. Catchmoon is not overpowered, the other weapons are underpowered compared to it, albeit still efficient. In a game that prizes itself for the amount of content and freedom of progress and customization given to it's players, it's utterly shocking that your way to promote "variety" is removing options and not adding them. You are not giving us the chance to succeed with other weapons as there have been barely any buffs to the top secondaries if there was any at all, you are arbitrarily forcing us to abandon a playstyle or simply a favorite weapon to choose between others that weren't picked for a reason. It's not diversity, it's frustration. The Catchmoon is not an "exploit" or a "demand" on higher level content, so not bringing other options on par with it simply makes me wonder what kind of approach you are having towards the mechanics of Warframe.

    You see, I'm not a Catchmoon user myself. Check my profile, my number one is and always will be the Pox. I admit I was not looking so much into this massive issue because it wasn't my favorite weapon being nerfed, but my arrogance was met with due karma: Zenistar, my favorite melee weapon, has been nerfed to the ground. Once again, not a game breaking issue or a demand for high level content, but in this case, it's not even one of the most used melees. The Zaws, the whips, the Paracesis, the Redeemer Prime, the Arca Triton or the Jet Kittag are weapons I see used so much more than the Zenistar, so why simply take from us the opportunity of building a strategy or a gameplay niche around such an interesting and unique mechanic? Why simply dictate to us that we can't use this weapon anymore simply because you don't want to? The combo duration gimmick doesn't even come close to working and it's absurd that no one stopped to think that building a combo count with a heavy slow weapon as the Zenistar is not only a chore, but something that goes in the opposite direction of a playstyle using the disc throwing thing. You give us squishy frames, we have to deal with their  fragility in some way and setting some traps is the best of them, what are the odds we will go full front against heavy armored enemies using a Banshee, for example? The "afk" excuse is terrible because good luck trying to battle 100+ lvl enemies with only the Zenistar and 45 sec is VERY far from the time I would call "away from keyboard". You can drop Octavia's mallet for more time, bigger range, bigger duration and effectively kill everything around you without having to move an inch, but the issue is the Zenistar? And you can press 4 for Mesa and just refresh it a little while after it killed double the amount of enemies the Zeni would kill on the whole match. And no, it's not a case of nerfing Octavia or nerfing Mesa, it's a case of you simply don't removing options for those who have an individual albeit valid way of playing the game, being it camping, fully engaging the enemies, setting up traps, supporting, etc. That's what makes a game fun, the freedom to put yourself into your strategies and you know what we players do  when you take away the joy of playing a game? We stop playing it. 
     

    I personally agree with every letter in this post. Make it double, i quote you here again ! The last words are very deep and sad. : )

    ""The "afk" excuse is terrible because good luck trying to battle 100+ lvl enemies with only the Zenistar and 45 sec is VERY far from the time I would call "away from keyboard". You can drop Octavia's mallet for more time, bigger range, bigger duration and effectively kill everything around you without having to move an inch, but the issue is the Zenistar? And you can press 4 for Mesa and just refresh it a little while after it killed double the amount of enemies the Zeni would kill on the whole match. And no, it's not a case of nerfing Octavia or nerfing Mesa, it's a case of you simply don't removing options for those who have an individual albeit valid way of playing the game, being it camping, fully engaging the enemies, setting up traps, supporting, etc. That's what makes a game fun, the freedom to put yourself into your strategies and you know what we players do  when you take away the joy of playing a game? We stop playing it. "

     

    I loved warframe for freedom, but now slowly DE takes away freedom and the only thing remains is number1tank+number1metaweapon for every mission, and no use of other frames or weaker weapons.  

     

     

    • Like 1
  3. 12 hours ago, AbeoLogos said:

    After the update I ran into an odd situation where after swapping between my primary and secondary weapons, in either direction, I would sometimes not be able to fire them or use melee attacks. I could still switch between weapons as reflected in my UI, but using them was impossible. My warframe's arms looked like the might be stuck mid reload animation, but I can't be sure. Moving between run and sprint animations also seemed stilted. Using a warframe ability would break out of the glitch. The issues was reproducible, happening over a dozen times in one mission, but I couldn't nail down how to do it on command. It seemed to happen more often when switching weapons immediately after a reload, but still didn't happen every time.

    I was using a Corinth, Catchmoon kitgun, telos boltace, and Wisp with her noble animation set. Was doing a orokin vault run in derelict exterminate, with all 4 keys equipped, if that matters. I think this is an animation lock issue, hope this helps track down the issue, and sorry I couldn't be more exact.

     

    Update: I did a bit more testing with the same loadout except the Fulmin instead of the Corinth. First, going operator mode also breaks out of the fire lock. I confirmed that the effect almost always triggers if I swap my weapons ~.2 seconds after a reload, or the Fulmin hitting max charge. It still triggers other times, but it seems almost random. Last, if I triggered the effect by reloading and switching away from my kitgun, the fulmin wouldn't fire, and if I switched back to the kitgun it wouldn't fire. However, if I triggered the effect by recharging and switching away from the fulmin, the kitgun wouldn't fire, and if I switched back to the fulmin it would fire like normal.

    Hope that helps.

    I want to add to this.
    I could reproduce this problem with zenith and khora easily.   
    Not always as mentioned above but its quite easy to not be able to use weapons at all when using an animation which "hides" the weapon.   Like khora 1 or 4.   
    How i did this:
    Setting zenith to semi, shoot a few bullets, reload and immediately spam khora 1 1 1 1 and the semi-auto change button at the same time can make the zenith stuck, and not able to shoot or reload or do anything until its changed again and reloaded properly.
    It can happen during reload + ctrl-space jumps too. 
    Im happy that its not just a zenith related bug,  but sad, because a lot of weapons has different fire modes, but in that way a single weapon can become useless because it could not be used if we hit the buttons too fast after a reload.
    (and thats what they want... to hit the buttons fast or else you die.!)

  4. On 2019-07-30 at 6:14 PM, (XB1)EternalDrk Mako said:

    it has trouble shooting through a lot of things honestly 

    Liar!
    Only maybe  a couple exceptions. 
    Like:
    1 The arms/legs of eidolons.
    2 a few tilesets.
    3 The giant orb spider body parts on Venus.
    4 The new Tank/jumpspider enemy on Plains of Eidolon
    5 any dead bodies
    Lephantis body parts, and any lephantis variants.
    7 Rampart from front.
    8 frost bubble or (gara wall?) shooting outside to the inside. 
    So basically you can shoot through  ANYTHING!  which is not important for the gameplay. 😄   
    Have fun. :D!

  5. 6 hours ago, CaTiO3 said:

    When selecting the alt fire mode the Zenith will occasionally automatically reload after one shot of the semi auto , which effectively limits the gun to fully auto. This has been around for over a month, and I've posted about it repeatedly. A hotfix a couple weeks ago indicated that it was fixed, but it is not. Some login reward.

    I posted this too since the rework ,almost 2 months old bug.   still no fix.   :)

  6. On 2019-07-17 at 12:49 AM, FRTE_alvarito2307 said:

    In fortuna , the secundary shoot of the Zenith (the shotgun) after shoot the first time it reload and not let shoot again if u dont throw the disc again but not always , the Knell if u shoot in the head force to reload instantly and doesn`t matter if u shoot in the head or the body . the zenith secundary shoot only happend in fortuna but the knell in all missions 

     

    Zenith bug exist since its rework.  1-2 month. I did not know about the knell but its very sad. ! 

  7. 9 hours ago, xXRampantXx said:

    That's not what the OP said.  What the OP said was switching back to auto on reload, which is not a bug, but the intended function of the Zenith.

    Oh, now i see. my bad. sorry.     
    Before the rework there was no switching back to auto, when reloading in semi mode.
    When the counter reached zero, the weapon went back to auto. 
    After rework reload makes weapon auto again, thats what OP talked about ( i still dont like this feature.)
    This new rework very bad and unusable in that way. 
    On top of that, there is the "you can only shoot once in semi mode then the gun automatically reloads for the rest of the mission"-bug . 

  8. 5 hours ago, xXRampantXx said:

    That is intentional, not a bug.  The semi-auto fire is only active as long as the radar disk is deployed, and said disk resets whenever the gun is reloaded.

    This is a bug.   switching to auto from 1 semi shot is really a bug,  which is now a month old bug, and still not fixed.
    I feel your sadness Montichelord. 😢 😄

  9. 22 hours ago, xXx_mtv_xXx said:

    Zenith alt fire is still broken! At some point it randomly starts reloading and going back to full auto each time you fire in semi. 

    This has still not been fixed despite the devs claiming it was fixed with 25.0.2

    I have been able to reproduce this bug both in the simulacrum and in missions, although I'm still not sure what exactly causes it. 

     

    ^^^  
    (((Fixed the Zenith sometimes Alt Firing/Reloading at the same time)))


    ITS NOT FIXED!   : ) thanks .

    • Like 1
  10. On 2019-05-16 at 6:25 PM, AlirezaDeadshot said:

    hello,

    i'm not sure if this is considered a bug or not,

    but after reloading zenith spam the alt fire button it'll keep playing the reload sound and keep reloading the weapon while normally it would only play the reload sound once and it wouldn't play any sounds when you used the alt fire to throw the disc.

    ZENITH REWORK BUGGED/UNUSABLE. (The Jovian Concord: Hotfix 25.0.2)

    Hi, as others mentioned on different forums i have to write it down too.    
    After the zenith rework, a bug still exists after latest patch .

    Before rework there was a bug when using alt fire during reload caused the zenith to stuck in semi mode "forever", or until the alt fire used again.
    Its nice that it was "patched", but it made the weapon even worse.

    Problem:
    Now if we press the alt fire multiple times during reload (by accident maybe) , the zenith stay in auto mode (disc not leave weapon), but after the animation, using  alt fire as usual (disc leaves), then shooting, makes the disc goes back and reloading zenith immediately, changes back to auto, instead of shooting in semi. This cannot be restored for the rest of the mission! The weapon can only be used in auto if this happens!. 
    If you want to reproduce the bug:
    1. shoot out a few bullets(left click)   
    2. press reload  (R)  
          2.5   during reload animation press the alt fire (middle mouse) several times. spam it.
    3. if reloading finished press the alt fire again once.   (now the disc flies out as usual and the weapon becomes semi)
    4. If you shoot again in semi, you lose 3 ammo  and the weapon reloading automatically and goes back to auto mode.
    ...
    If you goes through 1-4 you will stay in this cycle for the rest of the mission, and cant make zenith working in semi mode.
    (sometimes using alt fire multiple times without reloading fix it, but its not a reliable way to use a weapon. 

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

    Apart from the bug, the new ammo system instead of duration makes the weapon  nerve-trying.
    Before rework if i threw the disc, i had the option to reload as much as i want during the 30sec semi mode.
    Now if i throw the disc, and reload for whatever reason (maybe i have 1 free sec to reload between killing 100 hostile target), the disc comes back, and i have to throw it again to enable semi mode. Which is frustrating, and makes reload time "longer" with the alt fire pressing.

    My suggestions would be the these:
    1. Make semi-auto switchable instant (like argonak, or tiberon) And make the highlighter duration based. (switching mode highlight crit spots for 30 sec.)
    OR----------------------------------
    2. Bring the old system back.  (using alt fire throws a disc for 30-40 sec highlights headshots, reload whenever we want).
    OR--------------------------------
    3. Stay with this rework, but let us reload anytime during alt fire mode.
    Return the disc when we out of TOTAL AMMO (not the clip) or when we leave the disc further than 100 m (like the zenistar disc auto returns when we run from it).

    I dont think the current rework is user friendly because pressing alt fire after every reload is really exhausting.

    Thanks for reading.   

    I posted this to weapons bug  forum and to the 1094905-the-jovian-concord-update-25-bug-report-megathread forum too, so maybe you can meet this post again:).

    I love zenith and i dont want to lose it.  

  11. ZENITH REWORK BUGGED/UNUSABLE. (The Jovian Concord: Hotfix 25.0.2)

    Hi, as others mentioned on different forums i have to write it down too.    
    After the zenith rework, a bug still exists after latest patch .

    Before rework there was a bug when using alt fire during reload caused the zenith to stuck in semi mode "forever", or until the alt fire used again.
    Its nice that it was "patched", but it made the weapon even worse.

    Problem:
    Now if we press the alt fire multiple times during reload (by accident maybe) , the zenith stay in auto mode (disc not leave weapon), but after the animation, using  alt fire as usual (disc leaves), then shooting, makes the disc goes back and reloading zenith immediately, changes back to auto, instead of shooting in semi. This cannot be restored for the rest of the mission! The weapon can only be used in auto if this happens!. 
    If you want to reproduce the bug:
    1. shoot out a few bullets(left click)   
    2. press reload  (R)  
          2.5   during reload animation press the alt fire (middle mouse) several times. spam it.
    3. if reloading finished press the alt fire again once.   (now the disc flies out as usual and the weapon becomes semi)
    4. If you shoot again in semi, you lose 3 ammo  and the weapon reloading automatically and goes back to auto mode.
    ...
    If you goes through 1-4 you will stay in this cycle for the rest of the mission, and cant make zenith working in semi mode.
    (sometimes using alt fire multiple times without reloading fix it, but its not a reliable way to use a weapon. 

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

    Apart from the bug, the new ammo system instead of duration makes the weapon  nerve-trying.
    Before rework if i threw the disc, i had the option to reload as much as i want during the 30sec semi mode.
    Now if i throw the disc, and reload for whatever reason (maybe i have 1 free sec to reload between killing 100 hostile target), the disc comes back, and i have to throw it again to enable semi mode. Which is frustrating, and makes reload time "longer" with the alt fire pressing.

    My suggestions would be the these:
    1. Make semi-auto switchable instant (like argonak, or tiberon) And make the highlighter duration based. (switching mode highlight crit spots for 30 sec.)
    OR----------------------------------
    2. Bring the old system back.  (using alt fire throws a disc for 30-40 sec highlights headshots, reload whenever we want).
    OR--------------------------------
    3. Stay with this rework, but let us reload anytime during alt fire mode.
    Return the disc when we out of TOTAL AMMO (not the clip) or when we leave the disc further than 100 m (like the zenistar disc auto returns when we run from it).

    I dont think the current rework is user friendly because pressing alt fire after every reload is really exhausting.

    Thanks for reading.   

    I posted this to weapons bug  forum and to the 1094905-the-jovian-concord-update-25-bug-report-megathread forum too, so maybe you can meet this post :).

    I love zenith and i dont want to lose it.  

     

  12. ZENITH REWORK BUGGED/UNUSABLE. (The Jovian Concord: Hotfix 25.0.2)

    Hi, as others mentioned on different forums i have to write it down too.    
    After the zenith rework, a bug still exists after latest patch .

    Before rework there was a bug when using alt fire during reload caused the zenith to stuck in semi mode "forever", or until the alt fire used again.
    Its nice that it was "patched", but it made the weapon even worse.

    Problem:
    Now if we press the alt fire multiple times during reload (by accident maybe) , the zenith stay in auto mode (disc not leave weapon), but after the animation, using  alt fire as usual (disc leaves), then shooting, makes the disc goes back and reloading zenith immediately, changes back to auto, instead of shooting in semi. This cannot be restored for the rest of the mission! The weapon can only be used in auto if this happens!. 
    If you want to reproduce the bug:
    1. shoot out a few bullets(left click)   
    2. press reload  (R)  
          2.5   during reload animation press the alt fire (middle mouse) several times. spam it.
    3. if reloading finished press the alt fire again once.   (now the disc flies out as usual and the weapon becomes semi)
    4. If you shoot again in semi, you lose 3 ammo  and the weapon reloading automatically and goes back to auto mode.
    ...
    If you goes through 1-4 you will stay in this cycle for the rest of the mission, and cant make zenith working in semi mode.
    (sometimes using alt fire multiple times without reloading fix it, but its not a reliable way to use a weapon. 

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

    Apart from the bug, the new ammo system instead of duration makes the weapon  nerve-trying.
    Before rework if i threw the disc, i had the option to reload as much as i want during the 30sec semi mode.
    Now if i throw the disc, and reload for whatever reason (maybe i have 1 free sec to reload between killing 100 hostile target), the disc comes back, and i have to throw it again to enable semi mode. Which is frustrating, and makes reload time "longer" with the alt fire pressing.

    My suggestions would be the these:
    1. Make semi-auto switchable instant (like argonak, or tiberon) And make the highlighter duration based. (switching mode highlight crit spots for 30 sec.)
    OR----------------------------------
    2. Bring the old system back.  (using alt fire throws a disc for 30-40 sec highlights headshots, reload whenever we want).
    OR--------------------------------
    3. Stay with this rework, but let us reload anytime during alt fire mode.
    Return the disc when we out of TOTAL AMMO (not the clip) or when we leave the disc further than 100 m (like the zenistar disc auto returns when we run from it).

    I dont think the current rework is user friendly because pressing alt fire after every reload is really exhausting.

    Thanks for reading.   

    I posted this to weapons bug  forum and to the 1094905-the-jovian-concord-update-25-bug-report-megathread forum too, so maybe you can meet this post :).

    I love zenith and i dont want to lose it.  

  13. ZENITH REWORK BUGGED/UNUSABLE. (The Jovian Concord: Hotfix 25.0.2)

    Hi, as others mentioned on different forums i have to write it down too.    
    After the zenith rework, a bug still exists after latest patch .

    Before rework there was a bug when using alt fire during reload caused the zenith to stuck in semi mode "forever", or until the alt fire used again.
    Its nice that it was "patched", but it made the weapon even worse.

    Problem:
    Now if we press the alt fire multiple times during reload (by accident maybe) , the zenith stay in auto mode (disc not leave weapon), but after the animation, using  alt fire as usual (disc leaves), then shooting, makes the disc goes back and reloading zenith immediately, changes back to auto, instead of shooting in semi. This cannot be restored for the rest of the mission! The weapon can only be used in auto if this happens!. 
    If you want to reproduce the bug:
    1. shoot out a few bullets(left click)   
    2. press reload  (R)  
          2.5   during reload animation press the alt fire (middle mouse) several times. spam it.
    3. if reloading finished press the alt fire again once.   (now the disc flies out as usual and the weapon becomes semi)
    4. If you shoot again in semi, you lose 3 ammo  and the weapon reloading automatically and goes back to auto mode.
    ...
    If you goes through 1-4 you will stay in this cycle for the rest of the mission, and cant make zenith working in semi mode.
    (sometimes using alt fire multiple times without reloading fix it, but its not a reliable way to use a weapon. 

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

    Apart from the bug, the new ammo system instead of duration makes the weapon  nerve-trying.
    Before rework if i threw the disc, i had the option to reload as much as i want during the 30sec semi mode.
    Now if i throw the disc, and reload for whatever reason (maybe i have 1 free sec to reload between killing 100 hostile target), the disc comes back, and i have to throw it again to enable semi mode. Which is frustrating, and makes reload time "longer" with the alt fire pressing.

    My suggestions would be the these:
    1. Make semi-auto switchable instant (like argonak, or tiberon) And make the highlighter duration based. (switching mode highlight crit spots for 30 sec.)
    OR----------------------------------
    2. Bring the old system back.  (using alt fire throws a disc for 30-40 sec highlights headshots, reload whenever we want).
    OR--------------------------------
    3. Stay with this rework, but let us reload anytime during alt fire mode.
    Return the disc when we out of TOTAL AMMO (not the clip) or when we leave the disc further than 100 m (like the zenistar disc auto returns when we run from it).

    I dont think the current rework is user friendly because pressing alt fire after every reload is really exhausting.

    Thanks for reading.   

    I posted this to weapons bug  forum and to the 1094905-the-jovian-concord-update-25-bug-report-megathread forum too, so maybe you can meet this post :).

    I love zenith and i dont want to lose it.  

  14. On 2018-08-01 at 12:13 AM, Zzzentak said:

    Some bugs really need a fix BEFORE the next NIDUS SKIN.

    As DE knows, Shade bugs and makes helmets disappear.

    And Shade Prisma is no less than making the whole warframe disappear.

    Yes, "its a free to play", "it's been ages", "it's old news",etc. etc. etc.

    Just fix it, that's all ! BEFORE next Nidus skin...

    Topic "ARCHIVED" six months ago... no it's not, and wont be :

     

     

    I experienced a lot shade bugs, but not this ( "i am totaly invisible whit him not like loki invisibility , this is total invisible") , since i started to play the game and  used shade on EVERY mission.

    At first part of warframes dissappeared, head, torso,  only torso remained, only legs remained, armor removed, from saryn, or khora (xxx) or frost . But they come back with another shade effect (when he made you invisible again and back.)  so i dont cared about it a lot.

    But later on and i think it comed with sacrifice patch, or before sacrifice, the game become "unplayable" with shade, and now i choosed to use other sentient.

    In almos every mission, my character dissapear  and i can only see the aim circle. I dont know when im parkouring, that where is my leg or  head  to jump correctly and maneuver .

    I hoped that they fix it. but after almost 2 years it become worst, so i gave up. : )   

    I have played  1950 hours  and  Shade used in 72%.  you can imagine how much i like him   : )    

     

  15. 5 hours ago, [DE]Rebecca said:

     

     

    What happens if you have almost half-a-million people watching TennoLive and many of them expecting a Twitch Drop?

    Well, the answer is kind of complicated, but you've waited long enough for some closure so please read this quick post for the dirty details:

    a) We had many more people watching than anticipated and our servers could not keep up with the data coming from Twitch.
    b) Since we cannot turn back time, we have no way of knowing who was actually watching.
    c) We have a very generous solution in spite of b).

    Anyone who has logged into Warframe in the past 7 days on any platform with a Twitch linked account and did not receive the Ash Prime Drop will receive one! 

    We will let you know when the script is finished, should be some time this week!

    Thank you. 

    Edit:

    Script is in progress and should be done within 2-6 hours on all platforms!

    ^^^^^^^^

    THAT's^ why DE is the best. !    

  16. 15 hours ago, Mover-NeRo said:

    So my biggest issue is now to actualy spread the spores. Once you get some dmg on it and you try to recast it on new enemy it simply kill him and you will not get the chance to pop the spores. This leads to casting spores too manny times and its totaly not energy efficient. My soulution:

    • Let us pop the spores with weapons 1-3 sec after the target dies. Decay will start at target death like it is now. 
    • OR start the Spore dmg ticks after 1 sec (basicly give us time to pop it)
    • OR  some kind of energy refund

    I totally agree with this.  Everything is fine with the saryn spore rework.   (maybe too powerful compared to the old spores, but thats not the main problem)

    My suggestion would be:   
    If a spore kills an enemy. -> the spores spread at full range to everyone -> TOTAL  damage reduced by 80% (or 2%/each newly affected enemies capped at 80%) and starts growing again with the maximum 10 host.  (depending on ability str, like with the decaying mechanism.)

  17. 3 hours ago, Robolaser said:

    In that video you used uncharged shots. The stats shown in the arsenal are for full charge, from my experience shots not fully charged can't be pushed to "real" 100% even with 4x60, nanoapp, shotgun savvy, and a 155.3% riven.

    Also see patch notes from update 22.12:

    • Mastery Rank increased from 3 to 5
    • Quick shot damage increased from 35 to 40 (per pellet)
    • Status chance increased from 10% to 23% (charged)
    • Increased Projectile Speed
    • Reduced charge time from 1 to .5 secs
    • Projectile lifetime reduced from 4 secs to 2
    • Damage of charged shot decreased from 90 to 70 (per pellet)

    Your riven is excellent, especially for a viral build. Just use fully charged shots vs heavy units, it'll work much much better.

    Aha...  it could explain everything,  if uncharged shots has 10% status chance.

    I assumed from the wiki, and from the in game stats  that there is no difference  in  charged//uncharged shot status
    http://warframe.wikia.com/wiki/Drakgoon

    Well i can play in peace now.  Thanks for the explanation,  and im waiting for a much more clearer in game/ wikia  description on drakgoon.     

     

     

  18. 1 hour ago, Grimmstyler said:

    @MerlinSorcerer Riven doesn't have -Slash..

    Its - CD..

     

    4 hours ago, RealPandemonium said:

    Works fine with 4x elemental status + Nano Applicator + Shotgun Savvy, for both charged and uncharged shots.  My guess is that it's a bug related to your negative Slash damage.  Maybe it's counting in the proc distribution and creating null procs?

    Unfortunately i dont have nano applicator, so i cant redo your test.   But i added ++critical damage to my build  so its not  0.0x crit dmg but 1,2x.  but i was still able too shot  damage pelletts without status, so i dont think its the negative CD's  fault.
    I will inform you when i have a chance to test it with nano applicator and without a riven,  but  its not in the near future so thanks for testing.    :):)

  19. I could not quote this properly. so i copied everything down here. :D sorry..   
    i linked a 30 sec video about the status "bugs".  It happened with the same mentioned build a lot.. 
    (100% status drakgoon with  4x60% chance mod +  1 riven with +119% chance)

    3-4 pellett hits heavy gunner in chest but NO status at all. 
    i hope you can see it in the video near the end.   at 22-23 sec when i shot him.
    https://streamable.com/rxg9e

     

     

     

     

      6 hours ago, RealPandemonium said:

    Shotgun status chance is the likelihood of landing a proc if all pellet hit.  Once you hit 100% status BEFORE multishot mods are added, all pellets will proc status. 

    Physical damage types are also weighted x4 when it comes to proc distribution.  Because your riven removes most of your weapon's physical damage, around 78% of your procs will be Corrosive procs.  However, because your pre-multishot status chance is below 100%, you will not have a strong proc rate in general.  Eviscerators also have Alloy armor, which has no weakness to Corrosive damage and reduces it at the standard rate.

    You need at least 235% combined status chance bonus from mods to get to 100% on Drakgoon, btw.  Use Nano-Applicator, and that riven will actually turn the Drakgoon into an armor-stripping machine!

     

      On 2018-05-17 at 11:39 AM, MerlinSorcerer said:

    I have built a 100% status drakgoon with  4x60% chance mod +  1 riven with +119% chance.  Arsenal Shows  100% WITHOUT multishots.   

    BUT  not every pellet causes status.

    Anyone can explain it? (is there a status chance difference in charged vs uncharged shots?

    Because numerous times i can see 3-4 pellett causing dmg.  but  they dont do anything else other than damage.

     

      19 hours ago, MerlinSorcerer said:

    Here is a screenshot with build.  and a dmg without status effect.

    Maybe its a simalucrum bug, or not.. I took the weapon to sorties with loki to test it. and i was able to do a damage tick without status effect.

    https://imgur.com/wpqDyXU

    https://imgur.com/ZXwRNw9

  20. 3 minutes ago, Grimmstyler said:

    I've actually noticed on a 100% Status Chance build on Boar Prime with Multishot does not proc 100% each pellet.. I dunno without Multishot.. cause my Riven has Multishot and Status Chance..

    Maybe it's dilution of Status Chance due to # of pellets? But 100% Status Chance before Multishot should Force every projectile at 100%..

    I know  multishot gives false status information in arsenal,  but i dont know where to contact with the developers  about this issue.  :D 

    the support faq took me to the forums.

    its  maybe not so important to fix it .    

    Anyway,  i wont use pellet shotguns until this  "feature" fixed.   I bought  this riven  for lot-lot-lot plat  and i wont get a refund. so sad. 

  21. I have built a 100% status drakgoon with  4x60% chance mod +  1 riven with +119% chance.  Arsenal Shows  100% WITHOUT multishots.   

    BUT  not every pellet causes status.

    Anyone can explain it? (is there a status chance difference in charged vs uncharged shots?

    Because numerous times i can see 3-4 pellett causing dmg.  but  they dont do anything else other than damage.

  22. WTB godlike zenith RIVEN with near these stats (+-10%)  if possible.

         

    (not! elemental, just pure damage) Damage_150%+    multishot_90%+       Status chance or duration 90%        with or without a good negative.for 760-1200 platinum.

    So to clarify, i would like to see all of these stats  on the same riven at the same time :) 

    Damage +150%

    multishot +90%

    Status chance or duration 90%

    with or without a good negative   (like zoom  or  ammo )

     

    Thanks a lot. Have a nice Day.    

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