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PublikDomain

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Everything posted by PublikDomain

  1. Each radshare has a 34.39% chance for at least one to be a Rare drop. After 15 radshares you'll have had a 99.82% chance of getting a Rare. Sounds high - but that's still a 1 in 556 chance to not get it. You've just been really unlucky.
  2. Wouldn't brute forcing in this case be slamming as many rounds as possible despite the lower rates and across multiple different missions? I'm not interested in brute forcing anything, I'm interested in minimizing my effort and having a chill time. I'd rather go to one place and farm everything I need with less effort, even if that means I end up being in a mission a few minutes longer than you. If there's any time I actually need to wait I'll just be alt-tabbed doing something else with my time. And I don't lol. If I get just one useful drop that's enough, I'm not sticking around to grind any more than I need to.
  3. But what if I want Neos and Axis? On Lua I can do A A A B B B etc. Opening Relic packs during PA season floods me with all the Liths and Mesos I need, and I find that Neos and Axis always run dry first. Lua is nice because it drops both. And once I get the Neo drop I'm looking for I can focus entirely on Axis, or if I get the last Axi I need I can focus entirely on Neos. It helps that the tileset is nicer to traverse compared to Uranus as well. And even on Uranus the C drop is still slightly diluted by Universal Medallions. Over a handful of missions this isn't something you'd likely notice, but over time it'll add up and all it takes to avoid that is ignoring the first two keys while you get kills for the third and fourth. Then the worst that happens is you get a C instead of a B, which on Lua is still gonna drop mostly Axis. And like I said, PUGs are PUGs so you're best off controlling drops by yourself or with a premade. PUGs will screw things up, sure, but that's why you don't trust PUGs to manage random and conflicting priorities.
  4. Mission rewards in endless modes pull from multiple drop tables following a rotating pattern. Using Survival as an example, at the 5 minute mark you get your first mission reward pulled from the "A" drop table. Then at the 10 minute mark you get a second "A" drop table reward. At 15 minutes you get a "B" reward. At 20 minutes you get a "C" reward. The "rotation" then repeats A A B C A A B C. Hence Rotation A, Rot C, etc. In the Disruption game mode the rotation depends on which round you're on and how many towers you successfully protect. It follows this pattern: Round 1 conduit defended 2 conduits defended 3 conduits defended 4 conduits defended 1 A A A B 2 A A B B 3 A B B C 4+ B B C C So if you protect 3 conduits on Round 3 you'll get a Drop Table B reward. This feature allows players to target specific drops in specific tables. Lua Disruption, for example, has these rewards right now: A B C Neo A11 14.29% Axi A17 14.29% Axi A17 12.42% Neo F3 14.29% Axi A18 14.29% Axi A18 12.42% Neo K6 14.29% Axi B7 14.29% Axi B7 12.42% Neo K7 14.29% Axi D5 14.29% Axi D5 12.42% Neo S18 14.29% Axi G11 14.29% Axi G11 12.42% Neo W1 14.29% Axi L6 14.29% Axi L6 12.42% Neo Z10 14.29% Axi P6 14.29% Axi P6 12.42% Lua Lens Blueprint 8.05% Universal Medallion 5.03% Because Drop Table C also includes Lua Lenses and Universal Medallions, it's actually more efficient to get drops from Drop Table B if you're looking for Axi Relics. You can defend four conduits for Round 1 and 2, and then only defend two Conduits for Round 3+. This way you always get the highest 14.29% drop rate. If you're looking for Neo Relics, it's best to only ever defend one conduit for the first three rounds and then reset. This saves you 13 "bad" drops for every 100 rounds of Disruption you do. I disagree with L3512 that it's faster to protect every tower, in part because since you can never get Neo Relics that way and also because you're just putting the key in moving on. In the 2 minutes it takes for the second Demolyst to arrive and explode you'll have found the final two keys which you can then finish quickly. But since PUGs are PUGs, if you want to do this you're better off solo or with a premade group so other players can't mess the patterns up.
  5. Extra-negative Trin was interesting last week. I also had a Banshee join a few weeks ago who was super impactful, along with a Dante who provided a ton of Overguard. But mostly I've been relying on Protea as my free pick so not a whole lot new to explore yet. I want to try Nyx next time she shows up as a frame pick, as well as Garuda. And if we get another easier week I want to try Yareli. I've found CC frames can be very helpful, and I haven't had any runs with defensive frames like Frost or Gara yet.
  6. Wait, you guys are getting to damage bosses with abilities?
  7. LoR was pretty simple mechanically and I don't remember it having nearly as many progression stoppers as JV. It ought to be fine.
  8. Many other (easier) modes already have this limitation. Maybe DA has no limit and EDA is limited to 30, like in SO/ESO.
  9. Which is why armor stripping doesn't affect these kinds of enemies to begin with... You shouldn't be able to just snap your fingers and skip 50-75% of every fight that's presented to you.
  10. Presumably, enemies immune to armor stripping would still be immune to armor stripping. They're immune to armor stripping because they're supposed to be walking bullet sponges, no? So why would they now become vulnerable? DE made the same exceptions for the upcoming Cold snap freezing and CD bonus, which won't affect those types of enemies either.
  11. DE has never really elaborated if every Tenno can control multiple Warframes or if this is just a Chosen One™ thing. If this is normal, then it's possible a single Tenno during the Old War would have had an arsenal of several Warframes to use, or they could control multiple Warframes but were assigned to only one specific unit. If it's not normal, then the player Operator is special and is potentially the only one that can do this. In any case, presumably it's the same for other Operators as it is for us: the Operator doesn't die, they just feel some pain and lose control of the now-inoperable frame. The frame can then be overcharged to revive it until it suffers too much damage (revive limit), or it can be abandoned and recovered later. But that's for Operator-controlled Warframes. There's also a lack of distinction in most of the Warframe quests about which kind of Warframe we're following. For example, Inaros could have been an Operator-controlled Warframe, but then the Orokin could have just yanked their Transference or killed the Operator. So outside of Harrow and Rell, it seems like most of the time during quests we're following one of the unique pre-Tenno Warframe. If the Warframe dies, it really does die, like Limbo, Titania, Inaros, and Sevagoth. In some cases we follow a Warframe we know was active while the Tenno were, like Titania, but there's no record of Silvana working with a Tenno so Titania was likely acting of her own accord.
  12. I'll edit my post to reflect that. I knew I heard a 700 somewhere :) So on a 100-point Armor scale that'd be 900 Max Armor for +900% EHP.
  13. It's a concern I have as well. Reducing the percentage of EHP that comes from Armor means increasing the percentage that comes from Health. If DE is going to buff Grineer Health so their EHP doesn't change much then we still have one damage type that gives everyone 4.25x more damage to that now-larger Health pool. Reducing EHP from Armor is a good thing on its own, but it could turn into a problem because DE doesn't want to touch Viral. There's a similar sort of issue with Shields. Making Shields more interactive is a good thing on its own, but armored enemies at high levels have dozens (or hundreds) of times more EHP than Shielded enemies. For example, lvl150 SP Tech has 260k EHP and a lvl150 SP Heavy Gunner has 7.1M EHP. If Armor changes are being offset by Health buffs then that Heavy Gunner will still have 27x more EHP than the Tech. If Shield Regen is expected to make up for that much of a gap it's going to need to be very, very quick. And the faster and more impactful they make Shield Regen, the more they're going to push players into a different one-note meta to defeat it. Either the Shield Regen isn't strong enough to make a difference, or it is strong enough to make a difference and they've just built a new meta. Currently that'd be a Toxin meta to bypass Shields directly, or if that's addressed then a Magnetic meta. And even if they add in "Resistance Variance", like in their example where Grineer on Earth are weak to Corrosive/Heat and Grineer on another planet are presumably weak to IE Radiation/Cold, because status effects can be so powerful on their own they're going to continue to dwarf the meager resistance/weakness benefits. By pushing everything to an extreme like this, DE's not fixing this: They're potentially making it worse. Instead of all status types being equally valuable and you use whatever status type you prefer, they're moving even more towards one or two types being a defined best that you're supposed to use.
  14. While Armor is being adjusted, can the formula be adjusted as well? Currently, the formula for Armor is DR = 1 - 300 / (Armor + 300). 300 Armor is 1 - 300/600, or 50% DR. 900 Armor is 1 - 300/1,200, or 75% DR. Another way to think of it is that every 300 Armor adds +100% EHP. 900 Armor (or 75% DR) means an enemy will have +300% (or 4x) more EHP than when it started. But what do you get from 2,700 Armor? When the numbers start to go up, this gets harder and harder to intuitively calculate on the fly. This also makes player Armor harder to understand: how much EHP am I actually getting when I add 450 Armor to go from 125 Armor to 575? If the formula for Armor is changed to DR = 1 - 100 / (Armor + 100) and base Armor values across the board are divided by 3, then Armor behaves in the exact same way as before but just at different increments. Now every 100 Armor is +100% EHP. An enemy with 900 Armor (a third of the new cap) would have the same +900% EHP. And this would make player Armor easier to understand: when I add 150 Armor to go from 40 Armor to 190 Armor I'm just adding +150% EHP. Some other things: Will Armor double-dipping be addressed? Currently, damage bonuses against Armored enemies increases the damage and decreases the effective Armor giving it a multiplicative benefit. By reducing the percentage of EHP Armored enemies have due to Armor you're also increasing the percentage of EHP they have due to Health. This is a good thing on its own, but since you aren't changing Viral this will only make the 4.25x damage multiplier it can provide that much more valuable. When even a single stack of Viral doubles damage, that far out-competes whatever paltry faction damage bonus that might have been present. As long as you refuse to address Viral's massive damage value it will remain on top. As you've likely already seen, just giving other damage types like Cold tacked-on damage buffs hasn't worked and you're about to try it again. If overall EHP amounts of Armored enemies are being preserved by adjusting Health, how does this affect faction scaling differences? Currently, a lvl150 SP Corpus Tech has 260k EHP. A lvl150 SP Heavy Gunner has 7.1M EHP, 27x more. If that's preserved, then Shield Regen alone will not be able to make up for that large of a difference unless it's ridiculously fast. Shield Regen sounds nice and should make Shielded enemies feel more dynamic, but it isn't going to be enough to make the unarmored factions sturdy. The Infested are notably absent from these changes. If Armored factions are being kept where they are and Shielded factions are being buffed with better regen, then the Infested will only fall even further behind. A lvl150 SP Ancient Healer has only 130k EHP, half that of the Tech and 1/54th that of the Heavy Gunner. The Infested might "hit hard" on paper, but that doesn't matter when they're instantly atomized. Toxin damage directly bypasses Shields, so all of your Shields changes could be meaningless. The stronger Shield regeneration is made, the more you're going to push players into a different one-note meta. Why use Magnetic to reduce Shields when Toxin ignores them? While you're at it, can the proc effects for Void, Radiation, and Magnetic be swapped around a little? Void should be the effect that causes enemies to go mad. Magnetic should be the effect that causes enemies to become bullet magnets. Radiation should be the effect that causes shields to get all wonky. Many of these changes are good and I'm glad that something is finally being done about the foundational scaling issues that have been present for so long. But I worry that the resistance to just nerfing Viral a little is going to leave it as the universal best status effect and require many more reworks to every other status type.
  15. Isn't that because Blast-innate weapons tend to already be AoE? Well like I said, Gas and Electric already do what I suggested for Blast. If it's fine dealing 0.5x Modded Base Damage over 6 ticks in 3m for Electric and Gas (up to 6m), then it should be fine dealing 1x Modded Base Damage over 1 tick in 1-6m (or however much).
  16. Blast should deal extra damage in an area proportional to the base damage of the shot. Because it's a blast. The concussion effect reducing enemy accuracy is fine and whatever but it's pretty much impossible to notice. Blast's core thing ought to be its blasts. Especially since getting Blast on most weapons means giving up both Viral and Heat, which are both very valuable. An AoE damage proc shouldn't be a problem either since Gas and Electric already do the same thing: extra AoE damage (just over time). Blast (and Gas and a few others) should also be able to proc off of surfaces. If I shoot the floor with an explosive bullet it still ought to, y'know, explode. Or make a Gas cloud. Or arc and zap things.
  17. Void Sling is just Void Dash but with input lag. It solves none of the things it was supposed to solve (like running into things, accuracy, anything), while also making itself slower and more complicated. The one technical thing it can do that Dash couldn't do on paper - variable distance travel - isn't even useful. I still want Dash back :(
  18. Also keep in mind the actual wording: It's not "10% of players are whales", it's "10% of players spend any money at all". I'd be really curious to see how that actually breaks down. 10% of who? The 60-million registered losers users? Because a lot of that total figure is going to be abandoned accounts who played a little and never continued. How much of that 10% are actually whales? What percentage of players spend plat? How many players are totally F2P but still engage in premium content like the market?
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