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Lyrae

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Posts posted by Lyrae

  1. Ember's Accelerant used to provide a casting speed multiplier of 50% and on recent testing this behaviour seems to no longer exist.

    I have video recorded Fireblast and World on Fire with and without Accelerant. My findings were that the animation length as well the time-to-impact damage display on enemies took the same number of frames (within margin of error), regardless of Accelerant.

    Can we have a developer confirmation regarding whether the ability is bugged or if the casting speed buff was removed?

    Here is one of the many pieces of footage I recorded, specifically the testing of Fireblast against a single, non-moving target -

     

  2. 1 hour ago, Suira said:

    Because I honestly haven't tested that before.

    Which is fair, and I completely understand why. You use what works and what has made the most rational sense from your experience.

    The odd thing is: That's how I first treated Draco without knowing people actually created groups around longer, lower level, waves. "What? Why?! But the enemies are so easy and so low level!" I would say. I had to test your methodology at one point, too. We're two sides of the same coin, you and I.

    A brief bit of math, as I'm not in a position to game until later this evening:

    Wave 1, Level 36, Butcher yields 50 x (1 + 0.1425 × 36 0.5 ) = 92.75 affinity

    Wave 4, Level 42, Butcher yields 50 x (1 + 0.1425 × 42 0.5 ) = 96.18 affinity

    So, for garbage-tier enemies there's around a 3.5% affinity difference per kill. What about the mid-tier enemies?

    Wave 1, Level 36, Heavy Gunner yields 500 x (1 + 0.1425 × 36 0.5 ) = 927.5 affinity

    Wave 4, Level 42, Heavy Gunner yields 500 x (1 + 0.1425 × 42 0.5 ) = 961.75 affinity

    Again, about 3.5% increase to the affinity gain. However, at this point the gains are starting to amount to larger chunks. Killing two level 42 Heavy Gunners produces almost enough extra affinity to make it seem as if you've also killed a Butcher somewhere. Two kills for the price of three.

    Now, because the higher waves produce more of these mid and high-tier units, they also produce more Eximus units. Eximus adds 450-500 additional base affinity gain.

    Wave 1, Level 36, Eximus Heavy Gunner yields 1000 x (1 + 0.1425 × 36 0.5) = 1855.5 affinity

    Wave 4, Level 42, Eximus Heavy Gunner yields 1000 x (1 + 0.1425 × 42 0.5) = 1923.51 affinity

    Naturally, another 3.5% increase between the two. Two Eximus kills now go beyond the affinity provided by an extra Butcher and begin to step near two-Butcher territory.

    But that's not it, either. Since higher level waves also produce more Eximus units, this means you'll also find more garbage-tier and mid-tier enemies that have their base affinity jump from 50 to 500 (due to Eximus status). For the Heavy Gunner, that was only a double increase to base affinity. For a Butcher, that's an increase of 1000%.

    I submit that the killing speed for Butchers and Heavy Gunners are the same for most weapons and warframes, most of which will not require an EV.

    A few final thoughts:

    • Although the affinity difference between levels is 3.5%, one must consider that more eximus will spawn at higher levels, and more mid-tier enemies. Essentially producing extra affinity out of thin air. So a true 3.5% calculation is not accurate, nor fair to either debater.
    • Capturing all four nodes gives ((300+300)*4)+600 = 3000 affinity or roughly 29 Level 36 Butchers. That's a sizable amount of Butchers.
    • Considering the prior point, it's not uncommon in a PUG to recapture multiple times and walk away with 6-8k worth of capture affinity per wave.
    • My personal timings on PUGs have shown similar affinity/15 minutes to a premade Draco, sometimes more or less.
    • Even if occasionally more efficient, it is possible that many players see the benefits of a premade outweighed by the boring and repetitive nature of them. Example for concept only: Why spend 15 minutes hitting one button for 1000 affinity when I can spend 15 minutes hitting all my buttons for 991 affinity?

    All this being said, I appreciate the work you put into testing and presenting your side of Draco. A sincere, no sarcasm, thank you. It isn't inaccurate nor uninformative and that earns my respect. But I urge those of us who are capable of these feats of testing to keep in mind the metrics we use (affinity per whatever) so that there can be accurate comparisons against other methods. It's already disheartening enough to see people reluctantly fall into premade groups they don't enjoy because they are insulted (not from you) for trying other methods that are are capable of being just as efficient.

    Thanks for being willing to hear the flip side of the coin.

  3. 5 hours ago, Suira said:

    The numbers matter per wave because you want to spend as little time in Draco so that you maximize efficiency. 1 or 2 waves in and then back out. It takes less than 14 minutes to do a draco run this way.

    How long do you think a full-cap, 4 wave, Draco takes? Or better yet - Why do you feel longer waves of lower level enemies will yield more experience than shorter waves of higher level enemies, if both concepts last for 14 minutes?

    It's simple math. e.g., Kill 1000 level 30 enemies for 1000 experience over 14 minutes or kill 800 level 40 enemies for 1000 experience over 14 minutes. (simplified example of the concept).

    The numbers per wave matters very little when what you're attempting to gauge is the amount of affinity gained over a set amount of time. What earns affinity faster than a mob at level 30? A mob at level 31 and greater.

  4. On 3/25/2016 at 10:25 AM, Suira said:

    How many kills do you average per wave?

    I find this to be an unacceptable question in a community that is often proud of their mathematical efforts. Yet the most frequently quoted measurement of efficiency, for Draco alone, is "kills per wave". Absurd.

    A majority of the frames and weapons can kill the enemies on wave 1 as quickly as they can on wave 8, most of which do not require an EV. Because time-to-kill is identical, at minimum waves 1 to 4, why are we not judging efficiency based on affinity/focus earned per minute or hour? When higher level enemies yield greater levels of affinity, why are we trying to encourage "wave kill" quantities that emphasis remaining on the lowest level enemies for as long as possible? As a matter of fact, on top of higher level enemies (yielding greater affinity) the further waves spawn an even greater number of Eximus units that die just as quickly as wave 1 but with additional affinity gains.

    Many of us have timed it, including the additional delay between spawns or the restarting of the mission after wave 4 or 8, and I'll summarize the data by saying: I'll stick with the PUGs that full-cap their way to wave 4, over the premade that sits on the Wave 1 enemy levels.

     

  5. Here's the thing about Fire Blast, it's a utility spell that offers a mixture of control with damage. Because of this it is also a spell I make tremendous use of in its current state.

    Consider the following:

    • The fire wave expands to 15 meters and has a 100% chance to proc Heat, as well as noticeable pushback with knockback.
    • Enemies that cross the fire ring are ignited with another 100% chance to proc Heat
    • The initial wave deals damage, and enemies within the ring's flames are damaged (but not if they are in the ring's center)
    • Due to point three, enemy AI will slow down, reroute, or completely stop as they treat it as a hazardous obstacle.
    • It can be cast during any form of movement

    Fire Blast has such a tremendous amount of crowd control and map route impact that I make use of it constantly. Risky team revive? Fire Blast will easily provide the time by chaining the knockback, heat proc into another heat proc if they approach. Toxic Ancients rolling on the outskirts? Drop it on top of the Cryopod as initial CC, ai-route deterrent, and let the ring provide even more time for you to return with a second heat proc. Two entrances to a room and you want a makeshift Hall of Death? Ring of fire in a doorway does a wonderful job of encouraging them to run around to the other entrance, or watch them burn through multiple heat procs.

    When people think of Ember in high level content they often include the Firequake augment but I don't often see Fire Blast mentioned for the greater duration of CC it provides. It should be mentioned.

     

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