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Yasha-7HS

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Posts posted by Yasha-7HS

  1. Most tilesets are open, the one tile you mention is basically done in one bullet jump for me, and I honestly can't see a problem with Jupiter's tilesets versus something like Eris tilesets. While aesthetically accurate, is an absolute nightmare to play. Tiny collisions everywhere, walls all look the same, annoying tiny holes to walk through all the time, constant double hallways that all lead to the same place. 

  2. This is probably the most hilarious conspiracy theory I've ever seen on this forum. 

      

    15 minutes ago, Deluxe-Chimera said:

    Yeah, you can test both Excalibur

    Also entirely incorrect, as I just tested it. From 55 to 118 to 190 with zero, one and two procs(cold, slash) respectively on the same attack each time: a single standing combo at a controlled distance. 

      

      This, however is true. 

    1 hour ago, Deluxe-Chimera said:

    It's also worth remarking that Baruuk's waves are only affected by damage mods and damage buffs but it doesn't work with Condition overload,

     

    29 minutes ago, Melanholic7 said:

    Is this 100% a fact???? o_O but why tho??? this is weird 😞 

     

    • Like 1
  3. 1 hour ago, (NSW)Greybones said:

    Hi everyone. I was wondering about DPS calculation, and if it’s simply a matter of taking the Fire rate and multiplying it by the Total Damage, or if there’s something else I’d need to do (sometimes maths in Warframe scares me 😅)

    I know Multishot will most likely complicate things, but for my purposes I won’t be needing it very much, so that can be considered as not factoring in if it makes it easier.

    Warframe math should scare you. You should be TERRIFIED. Why, you ask? You DARE ask why!?

    One does not simply multiply fire rate and total damage, then generate an average between critical chance and multiply that by the critical damage, crit tiers and body multipliers. One must ALSO separate each and every element, divide and multiply them by all of their applicable hitpoint types and then add those together, but also remember that some elements against armor are TWICE as effective as their multiplier alone suggests, being that elements like puncture also ignores the same percentage of armor that it multiplies its own damage by and then all that divided by armor's reduction value. 

    Don't even get STARTED on how total damage multipliers effect procs, and how DOTs are both a total and burst damage increase. 

    It will NEVER be easy. The only choice is to become an algebra god. 

    • Like 1
  4. 1 hour ago, (XB1)Ghanji5963 said:

    “Hard R” in chat but yet people who blatantly spell it out in chat are fine.

    Likely, it sounds like just a forgotten phrase, and this entire thread seems like an overreaction. Hell, they could be using non-standard letters that look the same, as an english chat doesn't ban every similar looking letter from every language on earth, not to mention that kickbot is clearly just using user-defined filters as opposed to a competent script that does said variation inputting automatically. 

    Moderators are mostly not getting paid more or less just because people who pay for things in the game aren't banned. I pay more than most people, I get chat banned all the time and it's not going to affect my spending unless I'm permanently banned, in which case it's quite difficult to get in contact with people in order to trade but not impossible so. While moderation has been ridiculous in the past, the option you're arguing is entirely anarchy. It's just a system where most of the bad words are gone and people still have the ability to moderate posts themselves with a few simple filters and yet most people can't even manage that or keep themselves away from the chat. 

  5. 如果可以登录,请尝试在Warframe主网站上更改密码。 warframe.com 不幸的是,我不知道您会使用繁体中文还是简体中文,但是您应该进入以下论坛之一:https://forums.warframe.com/forum/1561-简体中文/ 

    https://forums.warframe.com/forum/1560-繁體中文/

    Rúguǒ kěyǐ dēnglù, qǐng chángshì zài Warframe zhǔ wǎngzhàn shàng gēnggǎi mìmǎ. Warframe.Com bùxìng de shì, wǒ bù zhīdào nín huì shǐyòng fántǐ zhōngwén háishì jiǎntǐ zhōngwén, dànshì nín yīnggāi jìnrù yǐxià lùntán zhī yī:

    https://forums.warframe.com/forum/1561-简体中文/ 

    https://forums.warframe.com/forum/1560-繁體中文/

  6. 15 hours ago, Doc-Orange said:

    Hi. After a short break I'm back. I missed the big RJ upgrade and I'm now reconfiguring my RJ. What is the actual turret meta for high level RJ missions?

    Thanks in advance

    The Min-maxing meta is an Apoc, likely a high fire rate or high status apoc, to proc the particle effect which increases the damage of everything else. It's reasonable to hit at distance, decently accurate, and isn't too punishing with its overheat. You can fire it quite well for sustained damage, and it increases the damage of your missiles, forward artillery, and all damaging abilities you have in your kit. In lower level content it kills fast enough and scales better against higher level content than just about everything else(though I guess this is past-tense since Scarlet Spear is over and there's nothing to scale that high anymore anyway.) while making things like FA actually able to destroy crewships at range without building for that specifically. 

  7. 14 minutes ago, (NSW)ONVEBAL said:

    I'm trying to understand here. How is an enemy that causes you to actually pay attention to what is going on around you forcing you to NOT use your head? I would suggest that set it and forget it abilities (that nobody wants nerfed in anyway shape or form) is more inline with not using your head. But maybe I'm wrong and the people that use these methods are paying super attention when they do that.

    Pay attention to what's going on? Please, explain to me how a Furious Javelin + Surging Dash specced Excalibur with base energy requirements juggling a Proton Set isn't already paying attention to the game, where as what you specifically want nerfs my playstyle, but does nothing about say, a Mirage running around with a Kuva Bramma or Inaros running around with Ignis or god-forbid a Nidus existing at all. Your suggestion does nothing for the majority of tactics that have been prevalent throughout the game, but everything against specific objective builds that are already weak in the first place. 

    A Mag or Banshee is already paying plenty of attention towards their gameplay and specific resources and now they have to pay even more attention. 

    A Rhino or Wukong isn't even effected by any of this, at all. They're just running around half-AFK with Ignis Wraith all the same, or twirling around with their ridiculous range riven'd Zaw just like before. 

    Unless your future response is "then the enemies just dispels Iron Skin or Ignore Wukong's passive" then congratulations, you've recreated an amalgam Nullifier except it's even worse against teams, for some reason. 

    • Like 1
  8. No. I'm fully biased against ability immunity, I don't care about the idea that it's a team concept -- considering that this clearly doesn't care that a solo aspect exists in this game -- an enemy that forces you to downgrade your play experience for any amount of time without forcing you to use your head at all is a bad decision. 

    They just have immunity to your abilities, and specifically head towards you. Might as well just put the Wolf of Saturn Six back as a permanent Assassin and give him ability immunity, then make it so that he chases you in every mission. 

     

     

    • Like 2
  9. Tenno: "Hey, yeah, I know you're supposed to be my greatest arch-nemesis with a solid motive and reason to hate me -- mainly because I shot you in the face -- but sometimes it just doesn't work out between two people and they gotta move on, you know?" 

    Lich: Vay Hek - Did you really think it would be this easy? - GIF on Imgur

    Unpopular opinion, I don't think you should be able to just get rid of a lich, rewards or not, and I have messed up during my 160 runs to get a kuva bramma the first day it came out, and had to kill not one, but two liches in order to continue running and neither weapons were anything I wanted. Just pay more attention. 

     

    • Like 3
  10. Kavats and Kubrows outside of arbitration I find are just fine. The downed state makes sense and considering just how much bleedout time they can have, anywhere from seven seconds to above two minutes, I believe it should be required for you to physically have to put effort into reviving them in turn for their powerful effects. 

    Sentinels, however, should be able to have Reawaken by default since all of their abilities are relatively weak and passive. Mainly just healing and utility(we're not talking about set mod stacking here), which we have an extreme number of options for. In this scenario Regen could stay the same, or decrease the time.

  11. 19 hours ago, (PS4)robotwars7 said:

    you sure you didn't mean to put Ironclad Charge there? I find that way more useful than Iron Shrapnel. sure, recasting is fine, but when I can run into enemies and then not have to worry about Iron Skin for a while, does recasting really even matter? I probably would have gone with Regen Molt for Saryn as an example there: no downsides whatsoever and it gives Saryn far greater survivability, just about every Saryn runs it.

    Personally I've seen far more Iron Shrapnel use than Ironclad, but that was more before shield gating. Mainly, it's a lot simpler for sub hour runs of anything to just simply decast and recast iron skin. 

    Undoubtedly, however, it's always going to be better to just have millions of armor but I find it's usually either Ironclad with Shrapnel or just shrapnel alone. 

  12. 1 hour ago, (PS4)LeBlingKing said:

    people who usually rely on the minimap to highlight enemies are those who do so for stealth reasons,

    I already disagree with this entirely. 

    Generally enemy radar is most useful in, well, just about every other mission type other than stealth based objectives. Why, you might ask. Knowing where enemies are in Defense, Interception, Disruption, Excavation, Survival and Exterminate missions are integral to being efficient. In the first four, it increases the speed of the mission and the integrity of your defense if you're not say, putting an Electric shield in the opposite way the enemy is spawning. In the last two, knowing where enemies are (anecdotally) increases their acquisition rate on your location as well as your acquisition rate on their location, speeding up the missions by a significant margin. 

    In the terms of stealth, I've always found the scanner to be more useful in 99% of situations. The 1% of times is when I'm too far from a tile transition where the game show me the outlines. 

    Onto the augments themselves: 

    While they all technically qualify for something new they're not healthy effects for the character in any way, shape, or form:

    First 12 just being extra/different spore damage types for what? The ability does more than enough damage, and has no need for specialization.

    Next 8 are self buffs that are all either in her kit, or pointless for her kit. Movement speed? She already has that. Holster speed very not good, being that it has an arbitrary cap when not hosting as well as not being needed for anything other than swapping from primary to secondary since melee has no swap time unless you're switching from primary to melee to secondary or vice-versa.

    The next 14 are pure buffs with no other interesting or useful purpose nor having any real synergy in her kit besides just giving Saryn more damage, speed or survivability which she needs none of. And yes, I do have the same criticism for similar augments like Surging Dash which just increases a stat that should've already had this effect as the base value and Teeming Virulence because Nidus, of all frames, OBVIOUSLY needed critical chance on random primary weapons instead of some interesting use in his kit... Obviously. Banes, again, no. The casts on self almost universally have bad effects other than Saryn turning herself invisible because a frame with overwhelming damage in wide areas just needs the ability to turn herself invisible because why not. We don't need Saryn to be great at wide area enemy clearing as well as producing more loot, that's absolutely absurd.

    All of the manual detonations are not worth the effects of losing any amount of your damage for slower scaling, and even if it doesn't it's just additional free utility that Saryn has no use for. What's the point of jamming enemy guns when they'll be damage staggered until they die in two and a half seconds? Bolstering Spore is ridiculous as Volt is in the game, and the augment would just make her a more selfish Toxic Volt and Anti-Sentient spores just makes negative sense. We have Operators, Shedu and Basmu, and Paracesis. Scarlet Spear alone already made me aware that sentients have trouble existing even with their resistances fully stacked and not stripped with just an Exodia Contagion Zaw while completely ignoring any of the stripping abilities.

    The best augment on this list is Spore Field, but when it's also taking most of the point of Mirage's Sleight of Hand with none of the downside. All of Mirage's loot turns into traps that the enemy can step in, which on kill can cause them to drop more loot and thus propagate this effect. Saryn would suddenly just have something extremely similar but with a better damage type and proc without needing loot to exist and/or losing loot just to use the ability. 

    Please do not misunderstand, augment creation is not easy. One does not simply pump out fifty good ideas. It's clearly difficult to pump out even one for a character that's already strong enough and has little need for anything additional in the first place.

    • Like 2
  13. It seems like it's all a test to see the community's opinion on having multiple Warframe augments for the same ability: whether or not it'd be balanced or worthwhile to have both at the same time. 

    Unfortunately, I'm of the opinion that some things should just be inherent, and that most of these augments would be fine by allowing two. Hysterical Assault being innate wouldn't be that much of a problem at all, or outright replacing Rip Line being that the ability isn't great in the first place. 

    Onto the main point, I'm assuming the idea of the cooldown is specifically so that you're not in Hysteria all the time with fantastic damage abilities while also invulnerable to damage. It turns from an ability designed for attrition to an ability meant to end fights quickly, quite literally like an anime move like Kaoiken. The energy drain should be removed, yes, but cooldown reductions make it a solid upgrade to Hysteria which should be avoided. We have enough augments that are straight up buffs where it's questionable to run the character without it. 

    *ahem*JZUY4ch.png

    • Like 2
  14. Personally I do think it needs a rework, but not why you're suggesting we do that. I was here during the unlimited standing and Focus days, I can undoubtedly tell you that being able to farm as much as I want incentive me to do so simply because I could and had little else  to do. If they just limit the amount that I can spend, well that doesn't stop me from having a million standing of everything at all times and then being set for any content they put out in the future now does it? Especially with relic packs I don't even have to farm relics ever, at all, for any reason. This is the same problem that we have with resources of any type, the most famous being Alloy Plates since just about everyone who played Void missions has dozens of millions and it's been how many years? 

    It's been limited for the health of the game as a whole so we don't have every new system absolutely adhere to the law of "we need to make a new resource so that veterans don't have it all immediately and casuals feel frustrated by the farm." The only alternative, clearly, was to make it frustrating for everyone at the same time. 

    On my other account I still have enough focus on Naramon to max every single tree and still have some left over and that was only after maybe a week of straight farms? Deception was hilarious. 

    • Like 1
  15. On 2020-05-19 at 5:45 PM, (NSW)Blackoween said:

    Fair enough, but those being the only options for instant shield recovery is weird. The main thing I mean is that there is currently no reason to mod for shield on most Frames, as Arcanes and the augur set are currently just better options, overshadowing almost anything else.

    That's simply because the system is, quite literally, brand new while all the Warframes are old. Shields were useless for a long time, so all of the frames were adapted to get around having less useful shields. This is why it makes sense to build shields on Mag and Volt, but not Excalibur or Wukong. 

    The more damage reduction and the more options you give shields to be restored above what we have currently in shield gating approaches to make it just... A better health bar. We'd have to move the reduction scaling so far down it might as well be flat anyway. Say, doubling the existing armor formula so Net / Net + 600 makes 300 give 33% DR and 600 give 50% versus 50% and 66%. However, it only takes a single mod to increase shields so that's too strong as well. Even if we boost the equation to + 900, Excalibur with Redirection gets to 45% with 740 shields and only a weakness to toxin while Excalibur with Steel Fiber gets to 61%... But still only has 300 health. Redirection by itself is contending with Vitality and Steel Fiber on a frame with quite good base armor, but average shields? Pushing the equation even lower means that we're going below 25% DR at average shields making them less useful again on most frames, and twice as bad on frames with low base shields like Wisp (225 at 30 in the +900 equation is 20%) 

    Assuming we don't go with scaling damage reduction, but buff the recharge speed mods to also have recharge delay you can go down to as low as starting recharge in 1.2 seconds and regenerating your full shield in 3 seconds at 300 maximum, or 4 seconds at 740 maximum. While this seems tame, it's still useless for most frames in the face of both having better abilities while also cutting shield recharge to 1 second. 

    Maybe we add regeneration on kill mods, but this also creates the problem of it just being another better health bar. You get one shot protection against everything that's not toxin, and you essentially can't run out unless you entirely lose the ability to kill anything at all. We're already seeing this with the sheer amount of level cap Rakta Dark Dagger videos which has just been making people purely unkillable against anything non-infested, and infested still have their own issues that make it hard for them to kill you in the first place. 

    What I meant with my original post is that currently, shields in their base state are in a fantastic place. Frames that don't use shields much are still seeing a fantastic improvement with just the augur set which has expanded usage of certain abilities and encourages usage of abilities in general. I know that personally, I only used Radial Javelin for Furious Javelin and the ability is both detrimental to survival and weak but compared to the previous version of shields it's far less likely to get you killed. Frames like Mag are seeing a ridiculous increase in usability due to not needing to solely focus on staying alive as what came naturally within her kit is now more useful than ever in keeping her alive against most threats for those who weren't as proficient in using a frame with such a low health value. Even frames like Ash and Limbo where it was incredibly recommended to use Rolling Guard for the downtime between ability casts see a decrease use in that mod in turn for something like Augur Secrets. @Bristoling A buff to shield recharge mods to decrease the delay would have zero effect on any of these frames because it's simply not worth equipping. There's no reason to buff a mod to a state where it's still less useful than options that already exist, it's not adding anything to these frames unless it also decreases >0 shield recharge delay to the point where it's less than .5 seconds [1/(1+2.3)= 0.3 seconds] and in that case we again have the problem where it's making the health bar pointless for anything that isn't toxin because your shields are never down. 

    At the absolute most the only buff shields currently need is something similar to 

    On 2020-05-19 at 6:26 PM, Shaburanigud said:

    Sometime ago, I proposed an idea to make shield gating the main defense point for shields.

    Shield would be divided into layers depending on how much shield you have. And every layer will activate it's own shield gating every time it breaks.

    For example, lets say a certain layer is 300 shields, and you have 750 shield.
    That gives you 2 layers + 50 extra shields. With this you can expect 2 shield gating barriers to protect you from damaging your health.
    it would boast the survivability of more fragile frames, as well as enable corpus enemies to be a lot more tougher against One-shot weapons such as the Kuva Bramma
    (Of course, for enemy shields, the mechanics should change. Like allowing 50% of the damage to pass through every layer rather than just 5%)

    Overshield should just act as a very buffy single layer in this regard.

    so that overshields as a mechanic in and of itself has a point. Probably nothing so extreme, as having essentially 3 extra lives on top of 4 revives is entirely ridiculous, but something like overshields gating your regular shields for .25 seconds or, similar to Hildyrn's shields, overshields prevent toxin from immediately killing you would be a massive buff that would make shields even more powerful. This specific buff would still would bordering on too powerful, even. 

    • Like 2
  16. Shield recharge delay doesn't need a change for two reasons. Arcanes, and the augur set. 

    Shields having a damage reduction based on the amount of maximum shields suddenly causes shields to scale exponentially better than health by applying two modifications with a single mod. It would be like if adding Vitality to Inaros also doubled his armor. The point of shields is not to tank the damage immediately, it's meant to be a constant barrier to your actual death which it currently functions as exactly. 

    Tenno and Corpus shields were already separated. 

    • Like 2
  17. Likely if you queue as a bounty in and of itself, it will kick you because you don't have the required resource to start it. Like trying to get into an arbitration or Sortie when you don't have the required nodes unlocked. 

    However, you don't need the bounty to be active in order to start the fight, it's a cave that's always loaded. 

  18. It took me about 3 minutes to find one, and every time there's this same challenge it always takes me about 3 minutes to find one. Even right after I've killed a different Tusk Thumper, it takes me one minute to leave, one minute to enter a new instance, and three more minutes to find one. I don't think you're actually looking for it, you're probably just blinking around at high altitudes at maximum speed expecting it to jump on your head. If you go too far, you'll mess up its spawn location.

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