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YagoXiten

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Posts posted by YagoXiten

  1. I am willing to buy Mutalist Cernos Riven mods with any stats that are >= MR 12 with less than 5 rerolls for 50p, or more, if the stats are good.

     

    Otherwise, I am interested in:

    Mandatory Stat(s):


    +Multishot  (The closer to 110%, the better.)

    Desired Stats (in order of highest to lowest priority):

    +Damage
    +Toxin
    +Critical Chance
    +Critical Damage
    +Status Chance
    +Fire Rate
    +Electric

    Stats I am willing to tolerate:

    -Flight Speed
    -Impact
    -Slash
    -Puncture
    -Heat
    -Cold
    -Ammo Maximum
    -Status Duration


    I have the following that I am willing to trade, if a worthy offer is made:

    Mutalist Cernos Acri-decitin: 94.9% Status Duration, 46.3% Magazine Capacity, 118.9% Critical Damage [Rerolls: 5]

    Mutalist Cernos Croni-concican: 81.8% Flight Speed, 56.8% Fire Rate, 74.2% Fire Rat

    Mutalist Cernos Puraata: 72.4% Damage to Infested, 259.3% Damage, -73.7% Impact

    Mutalist Cernos Sati-decidex: 80.3% Status Chance, 83.1% Multishot, 90.9% Status Duration

     

  2. 8 minutes ago, (PS4)B0XMAN517 said:

    I understand the nature of power creep and how it plays a vital role to their business model/progression; these are not the droids you're looking for weapons I'm talking about.

    Some weapons have decent damage related to their tier, the Dera Vandal is a great example of this. Then you have weapons and whole classes that objectively suck. These are some examples of what I'm talking about.

    • Mitter: Both of these variants have laughable stats and a cool mechanic that ends up making the weapon worse.
    • Daggers: They have a niche mod, which is great, but these weapons have sucked forever. Covert lethality has given use, but on a whole the stats are, objectively, very bad.
    • Dark Class weapons: Alert mastery fodder. There's some argument as to the usefulness of the split sword, but these are extremely underwhelming weapons that aren't worth a second look.

    At this point in the thread, I've realized that listing why every weapon is bad will take forever so 'm just going to list a couple more to further illustrate my point..

    • Karaks
    • Grinlok
    • Snipetons
    • Gorgons
    • Supra
    • Grinlok
    • Paracyst
    • Sobek
    • Hind
    • Tetras
    • Scythes
    • Gunblades
    • Caustacyst
    • Okina
    • Sheev
    • Twin Basolk
    • Mire

    TL;DR:I'm going to stop here because there's too many to list and I don't want this thread to turn into "noob, weapon X is great if you know how to use it" thread. I may have listed a weapon or two that doesn't fit the mastery fodder category by mistake, but I don't want that to detract from the point of this post. While some in my list may not fit, it doesn't change the fact that there are a lot of weapons, new and old, that just flat out suck no matter how you mod them.

     

     This isn't a rant post. I'm just very curious as to why DE continues to release objectively bad weapons.Do you agree with the post? Any theories as to why DE does this?

    Uhhhh, I hate to burst your bubble, but half of the weapons on your list don't belong there.The Paracyst, Sobek, Twin Basolk, Redeemer and Caustacyst are T4 viable. I believe the Prisma Gorgon is as well.

    EDIT:

    I just wanted to clarify that's more than 'a few' that aren't actually mastery fodder. That's half of your list.

    Furthermore, they keep some weapons awful because they want there to be a progression. They do not want every assault rifle to be equal to every other assault rifle. They want there to be a best assault rifle and a worst assault rifle, so that there is a sense of progression, and some power gating to keep the order you complete the star chart in relevant and obvious for newer players.

    The problem, however, is that the mastery system itself is silly, with some trash tier weapons, such as the Embolist, having higher mastery rank requirements than some top tier weapons.
     

  3. You clearly do not use the weapon much.

    They do, in fact, deal elemental damage.

     

    You can test this yourself by modding for Corrisve, spawning a Corpus Tech in the Simulacrum, firing an arrow at his feet, and kiting him into the cloud. It will damage his shield, which is indicated by blue numbers. They just have a forced 100% Toxin status chance, so you will see the Toxin proc and its damage as white values. You can get other status procs, and the cloud's status chance / crit chance are separate from arrow's. In other words, 100% status chance on the arrow =/= 100% status chance on cloud.

  4. 6 hours ago, taiiat said:

    why did you expect to get 10 hits from a single Melee Attack?

    it was a bug that it was doing that in the first place.

    Because the only thing that's changed is the Redeemer's scaling with the Shadow Debt mods. And, even with those and Bullet Dance, it was, at most, top tier competitive, and by no means the best. There are other melee weapons that strike multiple times with a single button press (such as the Kogake/Obex or whips with the Coiling Viper stance), and their hits count individually. 

    5 hours ago, ograzzt said:

    They definetly do stealth nerfs, but this time it obviously was a bug fix, not a nerf. 

    It's a very long standing 'bug' then.

  5. 5 hours ago, ograzzt said:

    They definetly do stealth nerfs, but this time it obviously was a bug fix, not a nerf. 

    It still is a nerf, and it still wasn't listed in the patch notes.

    As far as why this isn't a 'bug fix'? It was there for months. It was never discussed as a bug, it was never reported as a bug. It just was a thing. It was discussed many times on this forum as a positive point for the weapon, especially after the Shadow Debt mods came out.
     

  6. What it says on the tin.

    Redeemer's charge attacks and attacks made with Bullet Dance no longer increase the melee combo counter by 10 per attack. This is a massive nerf to the weapon, and had been that way for a considerable amount of time. They should change it back. It was not as if it were overpowered. I haven't had the time to test if it works with Electric Shield, but if they 'fixed' that, too, I'm going to be very upset. It was a very unique synergy that it had, and I'll miss it dearly.

  7. This is upsetting. It should still count as multiple hits. It was the one thing that pushed the weapon into top tier. And without it, it's not worth using on high level content anymore. This is a huge shame, it was one of my favorite weapons...

    EDIT:

    It'd been that way for a long time, so I've no idea why they'd change it now. It was a nice feature it had...

  8. 1 minute ago, Babellon said:

    it's interesting. They took the mod away and reduced range. people went nuts. They put the mod back and increased the range back to 12m, people still complain. What are you guys doing with sentinels that you're seriously taking up that amount of space? I have all the sentinels too, I barely use half the slots on it. Have never felt the need to have most of the precepts, only really increase life/shields/armor on the only one I used which was carrier. I have the scanner on helios. I'm not implying anything about peoples play habits, I just dont understand how you have so many mods in your sentinels that this mod is an issue....

    but reading some of these comments does demonstrate my point, no matter what Digital Extremes does people are going to find something wrong with it.

    I was happy with it before, I'm happy with vacuum now. I appreciate and respect what  you do DE,,I'm going to go play, this is why you're the professionals and I'm just a guy at a keyboard in my living room. You've got the patience of saints. 

    People's complaints haven't changed, really. It isn't too much of an issue, as far as mod space goes, since you can always take off something like Coolant Leak or Animal Instincts. It's a minor complaint. Still a valid one, however. The other complaint people have is that our little kitties and doggies do not get vacuum, and this makes them inferior in many people's eyes.

     

     

  9. Percentage armor reductions, such as those from Augments like Seeking Shuriken, abilities like Terrify, Corrosive status procs, and Corrosive Projection, all stack multiplicatively with each other. Whilst technically, you can never reduce an enemy's armor to 0 by stacking these, after a certain point rounding will occur and their armor will be treated as it were zero.

    The reason that you can reduce an enemy to no armor with four Corrosive Projection's is because Corrosive Projection stacks additively within your squad before it is applied.

     

  10. Sarpa has incredibly poor accuracy, and the Bullet Dance stance also hits things standing near you, for whatever reason. You can test this in the Simulacrum with a bunch of low level Butchers.

  11. Growing Power, Power Drift

    Natural Talent, Primed Continuity, Rift Torrent, Cataclysmic Continuum, Narrow-Minded, Intensify, Transient Fortitude, and one other mod of your choice.

    That's a pretty reliable build. You'll have some Energy problems if you're spamming Banish, but it shouldn't be too much of an issue. There's no defensive mods, but you can do without those. If any of that is a concern, replace Transient Fortitude with Fleeting Expertise, and replace Intensify with Quick Thinking, Redirection, or Vitality. You could also take out Cataclysmic Continuum for basically whatever you wanted.
     

  12. 2 hours ago, RealPandemonium said:

    Against armor-stripped Grineer an Electric status weapon will shred them with AOEs alongside its stuns.  Gas/Electric status weapons are among my favorites for non-Grineer factions, and actually perform even better against Grineer than they do against the other factions, provided armor has been stripped.  

    You're using Gas for the Status damage, which is going to be dealt as a Toxin proc, and Electric for the CC, and because Magnetic is even worse a damage type than Electric, and you don't gain anything from Cold if you're fighting targets with no armor, nor against shields, because of the Gas procs. You'd still probably be better off running more Gas damage than Electric, at least, in terms of DPS. Though the Electric status stun is nice. But that's the only real benefit Electric has.

  13. 3 minutes ago, FitzSimmons said:

    same as your build doesn't work for me at all, its matter of preferences. 

    ermm not really, especially with new aura, growing power, 30% from intensify + growing power = transient fortitude

    it means a lot to me especially with jat kittag on my hand.

    ermm does do heat and cold damage deal great damage on sortie level? i guess not. all pure elemental damage power are suck tbh, even for oberon hallowed ground + augment. if i dont play on sortie level, syndicate mission as example....shock can 1 hit kill corpus crewman, 2 hits on grineer iirc, when i need to get overshield on mid level....i couldn't they died easily with discharge except for heavy unit. 

     

    i've been dealing with math enough for today so i really not in the mood to calculate anything, unless you want to calculate them for me

     

    im too pure to think your words meant to attack me or not, so dont worry.

     

    and i dont think any beginner ever need riot shield in the first place. in their beginning of play warframe. 

    Heat damage is amazing against the Grineer at Sortie evels when you run 4x CP. Cold Damage can be paired with Corrosive when you do not have CP to help deal with both types of armor. Toxin damage is bonkers with 4x CP and a status weapon. Electric damage you would never run alone.



     

  14. 27 minutes ago, Insizer said:

    I main Volt and have since open beta first came out. I don't see him "riddled with issues" at all. The biggest issue imo is his description because he is not made for damage rather utility. It should read "buff to gunplay" rather than "alternative to gunplay". Frankly, he's one of the least problematic frames in the game. That's why I am confused as to why people are still in a tizzy over him apparently.

    Once you get past the disappointment over his damage capability caused by his element's innate weakness to one of the most common armor type in the game and his element's lack of super-effectiveness against pretty much everything else, then you find that he's a great jack-of-all-trades in the game, that he's like duct-tape. He's not the best solution for most anything, but he's an effective solution for basically everything.

    Sure, I'd like to see a new passive or a better version of his current passive, but he's more than alright where he is now.

    The reason we're in a tizzy over it isn't because Volt is bad. It's because Volt is not as good as he could be, and that the rework did very little to add to him.

    Shock's interactions are almost useless, the Riot Electric Shield feature is nigh unusable, he has one of the best and most fun melee steroids in the game, but is too squishy to utilize it, Shock doesn't scale in its stun or damage (and the stun can be unreliable, since it is proc based and certain enemy animations ignore it), and Discharge still feels lacking, offering nothing unique as far as room stun nukes go, and it can be unreliable for CC against clustered enemies.

    And finally, modding Volt doesn't present many options. Defensive mods are almost wasted, since they do little to help his fragility in Sortie level content (especially when melee and if you're camping in Electric Shield tents you might as well forgo them entirely), utility mods are amazing fun but add nothing to increase his scaling, and he doesn't scale particularly well with any of the stats. If you try to scale for the only one of his powers that is actually significantly affected by anything, Speed, you usually end up still wanting Fleeting Expertise, on top of Transient Fortitude and/or Blind Rage, which means you take Narrow-Minded and have a dead ability in Discharge. He's still good no matter how you build him, or what you do, but there isn't a whole lot of min/maxing potential or variance in playsyles, and that's a bit of a let down.

  15. 1 hour ago, RealPandemonium said:

    Actually, unlike Overload, Discharge doesn't deal more damage to clustered targets since it doesn't actually inflict any procs at all; the damage that each coil deals per target within its radius is always limited by the health cap but as long as all targets are within range of at least one coil, it will take the same number of casts to kill one enemy or X number of enemies of the same EHP.  

    Not exactly. Each target can deal a maximum of the health cap in damage before they are freed from the Tesla Coil effect. However, the more enemies clustered, the faster that health cap is reached. Your total damage might not increase, but your DPS does rather dramatically. And furthermore, there's also the Shock + Discharge effect, which releases an AoE pulse.

     

    7 minutes ago, Cytobel said:

    I would like to see procs tied back into Discharge.  It is an Ultimate, after all.  The spikes of damage caused by procs need not factor towards the HP cap either.  That'd give us a bit more real power to the ability without "reinventing the wheel".  Moreover it'd be hilarious to watch tesla'd foes randomly proc as their electronics overload (or whatever).  Point is, it'd be nice to have AND suspension of disbelief can fit in.

    @YagoXiten:  I made a mistake of oversimplification by simply using the term "armor" when I should've said "defense".  Point on the issue of DoT weirdness is that some aspects of how damage is computed wind up feeling very strange, thanks to a less than transparent mixture of enemy hp scaling, armor scaling, and a static set of resistances.  This of course ignores those weird edge cases with random modifiers (or whatever the hell is going on that was screwing with testing numbers on abilities when I tried it for myself).

    Honestly though, whether armor takes it's chunk of damage off right up front or per tick, it should balance the same.  I don't think the damage calculator is quite so clean and easy as that though.  I hate to say "it just feels off", but that's the case.  Mind you I'm all for defense having the advantage over damage.  It becomes more a problem when enemies scale beyond players so radically as they can often do in Warframe.

    Heck, because I'm falling back to "it feels off" we know I'm not bringing the full force of logic to bear here.  That's why I'm not telling you you're wrong.  Hell, I'd bet scaling was throwing my sense of the numbers quite badly.  On the other hand I'm not certain by what method mitigation takes its bites off incoming DoT ticks, or other damage for that matter.  I've read what was said and I've seen how the game does things; they don't always agree.

    What is happening is that, against Alloy armor, the enemy has effectively 1.5x the armor they usually do, and then after it is applied, your damage is halved.

     

    Assuming my memory is working correctly, a target with 200 Alloy armor hit for 1,000 Electric damage actually takes 250, because their armor is increased to 300, and then halved.

    5 minutes ago, Insizer said:

    Jesus, this thread just never dies, and I have no idea why. Volt is in a good place now.


    Volt's still riddled with issues. But he's no worse than he was before, so he's still alright.

  16. 16 hours ago, Cytobel said:

    THANK YOU.  I'm glad to see someone looking at what's really there with many of our arguments.

    As to the rest, I cringe when I hear people still referring to Discharge as "high damage".  This is blatantly false, but easy to mistake.  It's in fact a "big numbers" ability.

    The difference can be subtle, but here it is in a nutshell:  "high damage" wipes rooms quickly, whereas "big numbers" inflicts a ton of theoretical damage.

    Examples of high damage are somewhat a matter of perspective, but think of a well moded Vaykor Marelock with an appropriate elemental combo and a fitting spare element.  This is a pistol I recall massacring level 80ish Heavy Gunners with 1-2 headshots.  A Tigress is another good example of something that inflicts ridiculous damage when modded correctly.

    That "modded correctly" is part of the problem.  You cannot make use of mods to grant Discharge anything like an elemental combo, so it relies on impressive looking numbers that scale well with Strength.

    The issues are:  1) Discharge being a DoT means that Armor or other mitigation gets multiple cracks against the damage, making mitigation exponentially more potent,  2) without the benefit of an elemental combo you're stuck bashing away at a foe's shields and/or health with an element that gains no bonuses whatsoever against these hp pools, and 3) shields become actually good against electric damage due to its straight point-for-point trade.

    No, being able to slaughter robotic/mechanical isn't a thing, partially because of the shields issue, but mostly because there aren't many of them ACTUALLY weak to electricity.  Shields are a thing for Corpus (GODDAMN SHIELD OSPREYS), and I don't feel Rollers, Latchers, and/or Regulators are justification for electricity.

    MIND YOU, I'm NOT saying the ability is bad.  It's a good, if not dependable, CC.  It's a DoT that has potential numbers, large or small.  It's attached to a 'Frame with Electric Shield.  It simply isn't "high damage", and the health cap was attached to ensure it never truely becomes that.

    About 90% of what I look forward to in Damage 3.0 is what happens to make electricity more viable as damage.  That would solve some of the issues Volt suffers from right now, and we all know there are a multitude of little tweaks that we want AS WELL.  We've only discussed them for 65 FREAKING PAGES NOW, not like there is the possibility of misinterpretation......

    Unless that's what "generally well received" was all about...

    P.S., I'm not calling you out on this, not intentionally anyway.  It's something that keeps coming up and it's driving me crazier.  Thanks again for pointing out the issues of opinion vs fact.  Some of us have been left alone in this thread a little too long, and we're starting to feel like there's only a handful of us giving a crap about Volt.

     

    14 hours ago, voltocitygel said:

    Nope, I completely get it.

    And yes, one problem warframe has is that DoT's suffer, as you said, due to already broken armor levels working exponentially better. A damage over time ability / proc should work like toxin and slash procs do. 

    Hopefully 3.0 helps electric. It's a damage type with one of the best procs, but worst damage multipliers. 50% bonus against machinery and robotics, -50 vs alloy armor. Sure, it works in theory as a mostly unmodified damage type, but in practice it's a little different. Alloy armor destroys your damage potential against grineer, and shields render your bonus against robotics nil until you get through them. Electricity should have small - moderate bonuses against lots of enemy health types, if you ask me. Lots of metals conduct electricity, and lots of (well, all) electronics are sensitive to imbalanced electricity. 

    Even so, I love volt as is. I can still clear rooms with discharge (press 4, walk away), just.... Not as high level as I think it should work against.

    There's some serious misconceptions about how armor affects damage over time abilities. It does not affect them multiple times.

    For example:

    Against an enemy with 300 ferrite armor, 1,000 Electric damage will only deal 500.

    Against an enemy with 300 ferrite armor, 100 Electric damage per second for ten seconds will deal 500 damage over the duration.

    In other words, multiple hits do not affect the way armor reduces damage.

    The reason why Electric damage is so bad against Alloy armor, is that the formula used for damage calculation effectively increases the armor of a target when you hit it with the wrong damage type, and ignores a portion of their armor when hitting a target with the correct damage type.

    If it weren't for the damage type issues, Discharge would actually be rather potent as a damage dealing ability. Even with it being dealt over time, it hits considerably hard against clusters of enemies, since it scales exponentially. Though the health cap does somewhat damper the exponential damage, and limit the usage of the CC effects.
     

     

     

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