lukbradac
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Posts posted by lukbradac
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Last time I did it was with max range Volt and using his 4, so you can try it.
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Thanks mate.
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Name: Tempest
Once you hear the thunder and chains striking the ground, you won't run far away.
Base stats:
SpoilerMR: 9
Health: 250/600
Shield: 0
Armor: 550
Energy: 180/270
Sprint speed: 1,1
Abilities:SpoilerPassive: Restless storm
SpoilerWhile any ability active/ Cyclone alive, gains base +0,2 sprint speed, +1% life steal on damage caused by electricity (and elemental combos using electricity) and 20% bonus electricity damage (which cannot be part of any elemental combo, but is added to existing electricity damage).
Hit does 500 electricity => 5 health
Hit does 500 radiation (312,5 heat and 187,5 electricity) => 1,875 health
Hit does 500 radiation (innate damage, aka no mods or buffs) => 2,5 health
Health is recieved on hit.
Amount of health revieved is counted from total weapon/ability damage (not affected by target‘s resistances), aka weapon with 500 electricity causes target‘s 35 damage but health recieved is not 0,35 but 5.
Ability 1: Typhoon Chain
SpoilerSpoilerTake out the power of thunder and release it with each swing of chains leaving only ruin behind.
Damage distribution: 35% slash/ 15%punture/ 50% electricity
Total damage: 100/170/200/250
Slash damage: 35/60/70/87,5
Puncture damage: 15/25/30/37,5
Electricity damage: 50/85/100/125
Slam attack: 300
Slam attack radius: 5m
Slide attack: 450
Wall attack: 300
Crit chance: 20%
Crit multiplier: 2.4x
Status chance: 15%
Attack speed: 1.2
Block resistance: 80%
Channeling: Doubles damage, doubles energy drain and and adds +2% life steal
base range: 3 m (increased by both melee and warframe range mods)
modifiers works this way:
basic range + basic range x (1+power range) + (basic range x melee range mods)
example 1: 40% power range and +160% melee range mod
3 + 3 x 1,40 + 3 x 1,60 = 3 + 4,2 + 4,8 = 12 m
example 2: 200% range and + no melee range mod
3 + 3 x 3 + 3 x 0 = 12 m
example 3: 150% range and +60% melee range mod
3 + 3 x 2,5 + 3 x 0,6 = 12,3m
Energy: cast 25 energy
Energy/s 15
Initial energy cost affected by efficiency mods, drain affected by both duration and efficiency mods
Synergies:SpoilerCyclone: Heals Cyclone by 15% damage done, even if Cyclone is plundering/ assigned to anyone else than Tempest.
Storm Sphere: Does 2 times damage to Storm Sphere
Ability 2: Cyclone
SpoilerSpoilerSpoilerTempest summons his trusty sentinel to help him in battle.
Modes: Press to rotate, hold to select mode, hold again and aim at any ally
to assign Cyclone to them.
Attack mode:SpoilerCommand Cyclone to attack any enemy on sight.
If aiming, Cyclone will attack the same target. (Same for Tempest and his allies if Cyclone is assigned to them.)
Holding while aiming at enemy will ressult in Cyclone only attacking that chosen target.
Holding while aiming at Storm Sphere will set Cyclone to fly around Storm Sphere and attacking it.
Guard mode:
SpoilerCommand Cyclone to protect Tempest or any ally.
Cyclone adds +150 armor and +40% damage reduction
If assigned target gets bellow 75% health doubles armor and
damage reduction (+300 armor and and 80% dr)
If assigned target gets bellow 45% health, adds 5% health regeneration per second for 10s.
Holding while aiming at Storm Sphere will set in Cyclone
to fly around Storm Sphere while healing anyone in it with damage accumulated by Storm Sphere.
Plunder mode:
SpoilerCommand Cyclone to leave you and act on its own.
Cyclone can dash through enemies to heal himself or through
Tempest or any damaged ally to heal his/their wounds
Dash does 350 slash damage + 5% of target‘s max health
Dash heals 350 health points + 5% of target‘s max health
10% of damage dealt is converted to Cyclone‘s health
Cyclone also collects items during plundering.
Master mode:
SpoilerHold to recall Cyclone back from plundering or from assigned targets.
Duration: Till Cyclone is destroyed
Health: 1000/1350/1600/2000
Shield: 0
Armor: 300
Energy: 50 (to summon) / 25 (to change mode or to assign)
Uses same mods as other sentinels, can use same mods as other active sentinel
Has 4 Percept and 1 Vazarin polarity
Cyclone rifle:SpoilerHitscan
Accuracy: 100
Crit Chance: 20%
Crit Multiplier: 2,2x
Fire rate: 5
Magazine: 25
Noise: Alarming
Reload: 1,5
Status: 15%
Trigger: Auto
Damage: 40 electricity
Has 2 Madurai and 1 Naramon polarity
Synergies:SpoilerTyphoon Chain – Cyclone‘s presence adds 30 radiation damage to Typhoon Chain.
If assigned to ally, adds that damage bonus to the ally, till Typhoon Chian remains active. (Damage is added to abilites and weapons as base damage, doesn‘t change elemental combos, is olny boosted by „raw“ damage on normal mods and rivens)
Affected only by sentinel mods
Ability 3: Hurricane Mind
SpoilerSpoilerTempest enhances his and his allies killing capabilities.
+3/5/8/10% crit chance
+0,3/0,5/0,8/1 crit multiplier
+6/8/9/10% status chance
All bonuses are applied before mods and are applied to all weapons/abilities.
Examples: weapon with 10% cc 2x cd and 15% sc
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20% cc 3,0x cd and 25% sc, then mods would be applied
8/10/12/15s duration
Energy: 70
Synergies:
SpoilerCyclone – Hurricane Mind adds Cyclone‘s assigned target (if Tempest or an ally) +2% life steal
Cyclone pistol – Enhancements are doubled
Affected by all mods
Ability 4: Storm Sphere
SpoilerPress to create a sphere fueled by the raging storm, protecting any ally who steps in while blocking enemies on the outside.
Hold to release all absorbed damage in form of powerful beam of radiation.
Any ally who steps in is granted immunity to all damage (and status effects) while Storm Sphere is accumulating all incoming damage (ally can shoot sphere to increase its accumulated damage).
If Storm Sphere is not triggered manualy or is recasted, creates an explosion with double the range of speher itself and 1/3rd of accumulated damage as an explosion, rest of accumulated damage is stored for manual triggering.
Radius: 2/3,5/5/6m (from one side to another - 4/7/10/12m respectively)
Incoming damage block: 100% (not affected by ability strength)
Duration: 15/20/27,5/32s
Explosion damage: 200/300/400/500
Beam damage: 600/900/1200/1500
Beam range: length: 35m, thickness: 1m (wide) (beam can punch through any object)
Enemy damage multiplier: 2,5x
Ally damage multiplier: 1,5x
Energy cost: 100
Affected by all mods, only beam range is unaffected by range mods.
Art:
Will add Cyclone art later.
I'm not very good at drawing, but what I can do should be enough.
Sorry if you find some grammatical mistakes.
Would like to hear some feedback.
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It's OK to go for normal instead of prime frame but you will eventually want to get that prime for some mastery or better look. You can always just have prime blueprints in your inventory and craft them whenever you will like.
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They could do something like this to it: r0 - 30% chance 15% regen 2s
r1 - 50% chance 25% regen 4s
r2 - 75% chance 35% regen 6s
r3 - 100% chance 50% regen 8s
Duplicated mods for weapons.
in Weapons
Posted
Why can't we equip same mod on normal/exalted and companion weapons at the same time?
My theories: 1. Using same mod on 2 weapons simultaneously might be causing some conflicts in engine.
2. DE want us to grind more.
But why are we able to equip same mods on normal and exalted weapons?
From my point of view even if I take my 1st theory into account, this might be possible as normal and exalted can't be used at the same time unlike normal and companion and if we look little bit in the past, exalted weapons used same mods you had equiped on normal weapons.