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Scherhardt

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Posts posted by Scherhardt

  1. 11 hours ago, Robolaser said:

    When you use more than one mod for the same stat, they usualy don't multiply each other.

    Their values are added instead, before the total is then applied as a percentage.

    Here, ammo case's +25 is added to the -100 of your riven, then the the resulting -75 becomes -75% and is applied to your base max ammo.

    You would need a -125% riven for your max ammo to be 0 despite ammo case.

     

     

    Assuming it goes this way, then its a bug. I'm using a lato riven with 103% Ammo max negative with carrier equipped. Ammo max is at 0.

  2. 7 minutes ago, DarthBane1 said:

    You can kinda do that. 

     

    Riven mods element is given to either the first or last element. 

     

    For example, if you add heat mod then a cold+toxin riven it will be explosive toxin build. But if you do it Riven and THEN heat mod it goes cold and gas build. 

    What I mean is, having the dual elements on riven mod become independent meaning won't get affected by other elemental mods IF its dual. So ie from above, will allow me to have viral + corrosive combo

  3. For example, i have a cold + elec combo on my rivens > put on weapon > becomes corrosive > adds a cold + toxin combo to become viral. Instead of just simply adding the cold element to the existing corrosive element. I feel this would allow more diversity on weapon builds. I think in a way this will give more combinations to have value rather than only having DMG, MS, CD or CC to be the must have stats on MOST rivens.

  4. Fuma Shuriken - Throws a single glaive-sized shuriken that bounce off enemies. Has initial 300/500/700/900 damage. Each bounce diminish damage by 30%. Maximum of 10 bounces cannot be affected by mods. 100% Slash Proc. Can bounce on the same enemy. Not homing like before, must be aimed.

    Augment Deadly Shuriken - Initial hit ignores armor. Reduces armor by 30% on each hit, further reduces if bounced on the same enemy.

  5. I'm going to write this idea by step so it can be easier to understand. Here goes.

    - We get a blank "??? Riven Mod" from sortie. ??? = Weapon Typ(Rifle, Shotgun etcc.)

    - We equip blank Riven Mod to weapon of choice. It binds it to the weapon for good. You cannot remove it but you can move it.

        -Blank Riven Mods have 0 capacity cost until given stats later on.

        -Under actions button in the mod screen. We get a new option "Riven Fusion".

        -Riven Fusion option allows us to give the preferred stats to the blank riven mod.

             -When you open Riven Fusion screen, you are presented with 3 empty slots by which where you will put your normal mods in. Minimum of 2 mods.

                  -You cannot use rank 0 mods. Must be maxed. Fusion requires Kuva as payment. Mods are consumed in the process.

                  -Primed mods cannot be used in Riven Fusion.

                  -Empty slots are divided by Primary, Secondary and Tertiary.

                      -If mod is placed in Primary, mod stat gets 20% reduction.

                      -If mod is placed in Secondary, mod stat gets 40% reduction.

                      -If mod is placed in Tetriary, mod gets 60% reduction.

                  -After fusion e.g. Serration(165%) + Point Strike(150%) + Vital sense(120%).

                      -Will have 130% DMG + 90% CritC + 50% Crit DMG.

                  -Dual Stat Riven Mods Have 18 Drain maxed while Tri Stat Riven Mods consume 24.

                  -Newly fused riven mod starts at rank 0. Consumes just as much endo when fusing as Primed mods.

                  -Has a maxed rank of 10.

        -Unveiling no longer required but IMO blank riven mods should be rarer.

    That's all. What do you guys think? How would you change it?

  6. 27 minutes ago, --Q--XFA said:

    - I wish we are presented with 3 or more variations of a riven mod of a similar weapon then just pick the one that we want rather than getting 1.

    Come to think of it i think your idea is too generous for a grind game. Nonetheless, that's what we all players want. No one likes to grind.

    I'm sure since this idea revolves around having what stats you want, not random. But I could be wrong if you mean having 3 different riven mods on a particular weapon then its ok but not to be equipped at the same time.

    I don't think this is generous at all since you have to rank a new mod to use again since this idea consumes what you fuse. I think same grind but less RNG.

  7. Just putting this here, didn't see that there was a thread about this one. So i posted in fan concepts but no one was there.

    I'm going to write this idea by step so it can be easier to understand. Here goes.

    - We get a blank "??? Riven Mod" from sortie. ??? = Weapon Typ(Rifle, Shotgun etcc.)

    - We equip blank Riven Mod to weapon of choice. It binds it to the weapon for good. You cannot remove it but you can move it.

        -Blank Riven Mods have 0 capacity cost until given stats later on.

        -Under actions button in the mod screen. We get a new option "Riven Fusion".

        -Riven Fusion option allows us to give the preferred stats to the blank riven mod.

             -When you open Riven Fusion screen, you are presented with 3 empty slots by which where you will put your normal mods in. Minimum of 2 mods.

                  -You cannot use rank 0 mods. Must be maxed. Fusion requires Kuva as payment. Mods are consumed in the process.

                  -Primed mods cannot be used in Riven Fusion.

                  -Empty slots are divided by Primary, Secondary and Tertiary.

                      -If mod is placed in Primary, mod stat gets 20% reduction.

                      -If mod is placed in Secondary, mod stat gets 40% reduction.

                      -If mod is placed in Tetriary, mod gets 60% reduction.

                  -After fusion e.g. Serration(165%) + Point Strike(150%) + Vital sense(120%).

                      -Will have 130% DMG + 90% CritC + 50% Crit DMG.

                  -Dual Stat Riven Mods Have 18 Drain maxed while Tri Stat Riven Mods consume 24.

                  -Newly fused riven mod starts at rank 0. Consumes just as much endo when fusing as Primed mods.

                  -Has a maxed rank of 10.

        -Unveiling no longer required but IMO blank riven mods should be rarer.

    That's all. What do you guys think?

  8. I enjoyed like 80% of this update because most of it are QOL changes(i appreciate this greatly also the flawless perfomance throughout the whole quest despite having a couple of annoying bugs i think its OK)but with the exception of the Riven mods. I think they are just uneccesary powercreep that slowly kills the game. That said what happened to the Damage/Armor 3.0 plan? Is this just something for us veterans to look up to so we keep playing? I don't know but it triggers me when you guys(DE)add stuff that ruin the current meta.

    Long i've yearned for a deeper modding system but not like this. We can do alot more by just rebalancing values of mods so every build can be just as good as every other one. Whoever thought that riven mods were a good idea should try to visualize the future of warframe with it.

    Got one advice for the devs. Don't be scared to change stuff because this game is yours not ours. "We"only give feedback. Stop adding stuff just because you think WE want it. Add stuff if YOU want it. Like how you added AW in the game. Players never appreciated it because you didn't give it time to grow and get polished, never bothered to improve drops etc... Don't leave out your ideas deserted because with our feedback you can help your ideas be much better.

    Also focus system. 

     

  9. Ability 1

    Shield Charge - Toggle. Conjure Oberons shield and perform a controllable charge at a slow speed that increases momentum dealing radial damage in its path and AoE damage at the end. As you reach peak speeds you become more vulnerable to damage.

    Ability 2

    Holy Smite - Smash your shield to the ground and deal damage in a radius and heals allies near you for 30% the damage you dealt.

    Ability 3

    Divine Shield - Self Buff. Envelops yourself in energy and gives you additional and uninterrupted shield regen for the duration. Cannot be recast until it expires.

    Ability 4

    Guardian Force - Squad buff. Gives your allies 50% stagger and knockdown resistance, a percentage of your shields and a buff that if your shields get depleted it will explode for radiation damage equal to 2x the amount of shields you had. 7m radius buff. 10m explosion radius.

    Passive

    Everytime you or nearby allies cast abilities it gives you 8% max shields. Stacks indefinitely. Has 30 second duration.

  10. Hi guys, I'll keep this very short and straight. As it stands right now i think focus just makes no sense besides the lore part of it imo and its somewhat abusable buffs. 

    Just after DE anounced this focus system I've been hyped but then very disappointed after released. So far I have a million ideas how to make it better if DE takes the risk and if the community allows it to. As you may know from the title this requires augment mod from frames to be removed and to be shifted to respective schools.

    Heres one example on how they modify lokis abilities with each different school.

    Sry for the super bad format. Didn't know the spoiler tag works differently now.

     

    Madurai  They followed the path of Engage The Enemy. Their swift, uncompromising onslaught, holding nothing back and recklessly attacking their foes, could vanquish an opponent before he had the chance to steel himself. Speed and savagery characterized this school.

    Exploding Decoy - Explodes when destroyed dealing Radiation Damage.

    Raged Invisibility - Double combo multiplier on hit.

    Lethal Switch - After switch teleporting, gain a buff that increases melee damage by 50% for 5 seconds.

    Final Disarm - gives a self buff that after you die, you leave a decoy that explodes for double the damage of your first ability

     

    Vazarin  They trained to Counter the Enemy, and move with an opponent's attacks in order to nullify them. They maintained constant awareness in order to defend against all aggression.

    Moving Decoy - allows your decoy to move like a spectre but deal no damage.

    Staggering Invisibility - stuns enemies nearby 3m around for 5 seconds.

    Safeguard Switch - the augment.

    Desperate Disarm - disarmed light enemies will chase your moving decoy.

     

    Naramon  This discipline focused on Knowing the Enemy, and the tacticians of Naramon believed that to truly understand a foe would confer the greatest advantage upon a warrior.

    Deafening Decoy - while decoy is active it creates sound. Close enemies get scanned.

    Hushed Invisibility - the augment.

    Decoy Switch - works like normal switch but if used on your decoy. It refreshes duration and hp.

    Exposed Disarm - disarmed enemies take 70% less time to scan.

     

    Unairu  They pushed themselves to Outlast the Enemy, to withstand all aggression without retreat. They believed that if the enemy could not match their endurance, then a battle could be won without having even commenced.

    Enduring Decoy - draws aggro in a larger radius and has 4x normal shields/health.

    Revitalizing Invisibility - Instantly allows you to regenerate shields without downtime.

    Absorb Switch - gain 20% shields/health of the enemy you switch for 15 seconds.

    Irradiating Disarm - the augment, also forcibly make light enemies to engage your decoy for 3 seconds.

     

    Zenurik  They believed the clearest path to victory was to Dominate the Enemy. They sought to choke an opponent of all resources; that sheer strength could erase any resistance.

    Plagued Decoy - Increases duration of status effects of nearby enemies.

    Suscipere Invisibility - Increases status chance by 30% while invisible.

    Infected Switch - after switching the enemy will have radiation status and spreads it on nearby enemies near it.

    Weakening Disarm - reduces enemies damage by 5%. Stackable up to 30%.

    If you guys think its really hard to think about ideas on other frames abilities. Give me a frame. I will do my best.

  11. Seems related to my problem 'bout motion blur being buggy on low end systems.

    Thread here.

    I also get this when i try to fix my black spots issue. I just keep trying to min/max the game until its gone when motion blur is on.

  12. 1 hour ago, TheRoaringLion said:

    Wow that is really weird, I can't say if this is a issue on your system but I highly suspect it.

    I would recommend just disabling motion blur then because it bugs your gameplay.

    Although I would recommend to get a newer rig, this can't be the fix for everyone.

    I think it has to do something with your GPU ram or else that just does not enough RAM.

    I don't know but @[DE]Dmitri do you see how he can fix this?

    neither the less older drivers and hardware can be a pain tho, especially with older graphics cards.

     

    Chao, The Roaring Lion

    Well, i have quite a sum of games on this old rig namely Dota2,Warframe,Blade&Soul,DragonNest,PSO2 and a PS2 Emu. I ran each of them and only warframe has the issu and despite B&S being a much more demanding game I've come across nothing at all.

    I'm not sure, my RAM stays at 55-70% usage max when playing. I remember once this happened way back but it fixed itself after some update. So I'm pretty much half sure that game option is buggy on me.

    Settling on min/max band-aid fix for now since motion blur really makes the game feel smooth.

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