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Ailyene

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Posts posted by Ailyene

  1. I think the mod is situational.  For me it only seems especially noticeable on already tanky frames and against specific factions like Corpus\Sentient that use primarily Puncture or single damage types.  Its not terrible against the others but the IPS spread and damage types matter.  (Adaptation is generally weaker vs. Slash and Toxin)


    One bug I noticed in testing is that it seems to permanently turn off for the rest of the mission if I die even once.

    Another bug is that it doesn't properly work sometimes, like it doesn't resist Impact as much as it should on shields.  At +90% resistance it resists 45% of impact damage instead of the expected 60%.  So there's probably other cases where it just doesn't do what its saying it does as well.


    I also want to correct the idea that this is 90% damage reduction against a particular damage type; its actually damage resistance stacked on top of pre-existing damage resistances (using Shield/Flesh health types from my testing).  Which is functionally the same for some damage types but also means its weaker\stronger against others.

    So for example on Warframe health: Toxin Resistance with a fully stacked Adaptation will go from -50% to 40% resistance, protecting from 60% of the Toxin damage (tested on Toxic Ancient and M.Osprey).

    It seems to also have some cap I don't fully understand on maximum resistance to prevent players from getting to 100% resistance with it alone too.  Seems to cap at 90% Damage Reduction (not resistance this time) against single damage type attacks where 90% Damage Type Resistance would add up to full immunity. (Such as Hysteria's self-damage which is pure Impact)

     

  2. Pretty sure that number of players is inaccurate, I've had it for a couple weeks now as well.  Almost certain loads of other achievement farmers have gotten long before me since I am not actually especially dedicated to farming achievements.

    Having played other games like GW2\FFXIV, I know that there's a significant number of people that will go very very far (especially) for a pointless achievement with far more dedication than I can imagine and this game probably has at least as large a population.

  3. I had the same issue during today's Sortie.

    Whenever there was an underwater sequence nothing would spawn and I'd be stuck at the end with nothing to kill.  In my case nothing ever spawned, so I had to restart the mission until it gave me an instance with no underwater zones.

  4. Since Hotfix 24.1.3 which included: "Fixed Kyta Raknoid spin beam removing invulnerability."

    I noticed that its immunity to Warframe powers now remains even after its shields are removed, after fighting it in both the field and simulacrum.  Unlike before the patch where removing its shields would remove its immunity to Warframe powers as well. 

    So I think that fix may have resulted in unintentional changes to its power immunity mechanic.

     

    Edit:

    Still an issue as of Hotfix 24.1.5.

     

  5. I don't really care if this gets nerfed or not but I don't like how its being judged with a Riven Mod as if the weapon comes with a +200% Damage\+200% Multishot Riven (or equivalent) in it by default.  The person replaced [Lethal Torrent] with their Riven Mod from what I can tell from their screenshot so I'm pretty sure it has +Multishot with +Damage to do almost three times more damage than standard.


    The opening post is misleading, only showing that rivens make an already strong weapon ridiculously strong against the second weakest ranged Grineer unit in the game.  They also got the 1-in-200 chance orange crit in the kill screenshot so its not clear if they'd only kill a 'level 165' Grineer one in 200 times even with Riven.

    If that same build was used against a Trooper (the actual weakest at that level, with less of both HP and Armor) it would fail to oneshot due to Ferrite Armor type, the thing almost every Grineer uses.  I takes me 11 shots to kill a level 160 Trooper compared to the 3 shots against an Elite Lancer without a Riven.

    Also I keep hearing him saying that it can oneshot OV mobs when without a Riven it can barely take off the shields off an Elite Overtaker after 7 minutes of scaling for me at the Temple of Profit. (level 125)

  6. I just tried it out myself, it works fine until dying once; then it just plain stops working.

     

    Level capped Terra Elite Overtaker (125) was doing ~1500 damage to my Inaros without Adaptation and ~150 damage to me with 90% Adaptation.

    Then I let myself die once and after that, it went back to 1.5k+ even at 90% resistance and kept killing me in ~4 hits.

     

    I had a similar experience to that at Eidolon Hunting too, after my first death it felt like just about everything kept killing me in one hit (at max resistance) when I tried tanking it with Adaptation.

  7. The pacing of Arbitrations is just really slow in general so I'm not sure if faster scaling would make it any more interesting for me, maybe others though.

     

    And I think Orb Vallis scaling depends on where you are fighting and which level of bounty (if any) you have so its not a constant.

    Like I can get level 125~136 mobs in 7 minutes at Temple of Profit with an active high level bounty while it takes more like 11 minutes at the Enrichment Labs.  I pretty much always take a high level bounty now before I test stuff in OV\farm toroids so it gets interesting faster.

  8. 8 hours ago, RWBY-WhiteRose said:

    Yes, it is. Decent damage + bonus multiplier = good.

    Also they can't be rad procced (10 raknoid kills and none were procced at any point), like other minibosses (I think).

    I just tested it out and they can be rad proc'd and for the full duration too.  Most bosses can be rad proc'd as well but for only 1/4th the normal duration.

    The weak points on the Raknoids are coded as 'head shot' damage multipliers which the Arca Plasmor and Catchmoon kitguns can't take advantage of which is why I am iffy on whether either would be a good weapon choice to use against it. 

    Of course with good mods either will be able to kill a low level Raknoid easily, there may just be more efficient options.

  9. Yeah, I just went to try to test a build and farm some toroids at the Temple of Profit just now and had to give up because everything kept getting stuck in the air.

    In my case almost all the stuck mobs were the ones wearing jetpacks (mostly Trenchers and maybe Provisors).

  10. I don't think this is a huge issue normally and I solo 90%+ of sorties knowing I can just press an ability button and alt-tab for a minute without any risk at all.  For most starmap\sortie missions I just need to know when to have a bit more situational awareness before depending entirely on powers.


    But in the Orb Vallis, I definitely feel like this is good advice if you are going for a 4 star alert level.  The constant stream of Comba/Scrambus, Raknoids, Raptors, and having Nullifier bubbles on everything make abilities less than completely reliable.

    Especially with how Kyta Raknoids after the last patch now having immunity to warframe powers until their shields + overshields are depleted preventing them from getting instant downed by powers like Peacemaker.  Also Scyto Raknoids see through stealth and Raptors can 'hear' through stealth making stealth no longer a god mode.

     

  11. The Terra Raptor Sx models unlike other Raptor units only have a hitbox on the smaller grey 'shrimp' shaped main body and the metal fins to either side of its head. 

    The top third of its body, wings, and head are all untargetable and take no damage.  Only its 'face side-fins', mid-lower body, and the Hyena carrying hook can take damage.

     

    Edit:

    Was Resolved on PC with Fortuna: Part 2

  12. I believe the damage reductions are all multiplicative with each other.

    Armor: Damage is reduced by 725/(725+300) = ~70% reduction (Ferrite Armor Type Modifiers Apply)

    Adaptation: 90% resistance is added on top of you natural health type multipliers (Shield/Flesh Health Type Modifiers Apply)

    Splinter Storm: Flat 90% reduction against all sources. (Not effected by Elements/Ect.)

     

    So if you get hit by 100,000 Electric Damage,  it gets fully reduced by all of them with no modification to a comfy 300 damage.

     

    And if you get hit by 100,000 Toxin Damage, from what I know it should work out like...

    Armor gets reduced to ~543.75 and damage gets magnified to 125,000 due to Ferrite weakness against it, that number then gets reduced ~64.4% to 44,500 by armor.

    Adaptation increases your Flesh resistance to Toxin from -50% to 40% reducing the damage to 26,700.

    Then Splinter Storm reduces that by 90% to a still lethal 2,670 damage.

    But if you toss an Ancient Specter into that, that 2,670 gets reduced again by 90% to 267 and Gara lives.

     

    There is no cap to the reduction I am aware of.

  13. For me its probably the (Eximus) Terra Elite Overtakers and Terra Shield Drones. 

    At level cap, the Overtakers can put out a constant stream of homing bolts that do up to 5.2k EHP of damage from ~80m away, and since I play medium-ish tanky frames like Warcry Valk and Oberon in Fortuna its always kind of jarring when I lose 90% of my HP out of the blue.  It has a high chance of proc'ing Electric and Blast for even more damage and knockdown too.

    And the Shield Drones that give nullifier bubbles to everything including each other.  Since the bubbles are considered 'shelter' to the AI, it results in the mobs and the Shield Drone producing the shield eventually stacking up their bubbles together into one mega bubble I am pretty much forced to run into to clear quickly.

  14. I just tried this boss with a Mk.1 Braton equipped with a single 60% elemental damage mod and ran out of ammo after only taking down its leg once. (need to take it down at least 5 times probably with that level of weapon to kill it)

    The leg's health regenerates to full in seconds if you don't focus one leg down quickly enough, making this a pure DPS race boss.  Stupid easy if you have the DPS but literally impossible if you don't.

    If that sounds like the reason you are falling rather than running into a bug (which seems to happen way too often for what is basically the first boss in the game), then you may need to either find a group or upgrade your mods.

     

  15. What kind of Riven mod do you have? 

    Yours is doing almost 3 times more damage than my riven-less one, it feels like why its strong for you might be because of rivens more than the actual weapon (which make anything OP). 

    Either that or I am totally missing something when it comes to modding this (just modding this like a normal secondary so I very well might be). 

    From your picture we use the same kitgun parts but you have like ~400% base damage more than me.

    As I said before, for me it takes the same number of shots to kill a level 160 Grineer Elite Lancer as a Lex Prime (though with headshots which this weapon doesn't get bonuses for) and I tried OV Survival at Temple of Profit like you suggested and it barely takes down the shields of an Elite Overtaker in a shot after 10 minutes of scaling.

  16. 2 hours against Jackal...  I think, maybe it bugged and was invincible? 

    Since it sometimes does that, it usually dies in under 5 minutes even with bad gear. 

    I haven't personally experienced it but I heard of bugs where he doesn't fall and become vulnerable even after his legs are broken, or sometimes he falls but his HP won't go down below a certain point, and other times his HP goes to 0 but he doesn't die.

    Edit:
    Looking through search, this boss sounds almost as glitchy as Lephantis.  In my opinion give it another shot, maybe read wiki if you think you are missing a mechanic somewhere.  And if its not dead in 10 minutes there's probably something bugged up somewhere, in that case, maybe try in a public group.

  17. Its my opinion that balance is just as important for a PvE game as a PvP game.


    However the specific kitgun while quite strong and stands among the strongest secondaries (in the simulacrum at minimum) isn't all that incredible without a riven mod I think.

    I am not MR27 so I cannot test against level 165 Grineer easily but without a riven it takes three shots for me to kill level 160 Grineer Elite Lancers (Weak vs. Radiation) the same as my non-riven'd Lex Prime (though with headshots) and it barely takes the shields off of an Elite Overtaker at point blank after 10 minutes in 'OV Survival' for me.

    One of the biggest demerits against it is that it does not appear to get headshot modifiers making it worse vs. single targets compared to a Pyrana Prime.  And the huge hitbox causes it to get caught up on just about anything not in either a straight hallway or an open world map for me so it feels like its a double edged sword.

    While strong and comparable to the best shotgun secondaries, there are weapons that do 10x+ the DPS of this gun the routinely get ignored. 

    Still might deserve a nerf if instead of other shotgun pistols its compared against the Arca Plasmor though, this just blows past that thing in every way (except hitbox).  Its just kind of weird when a secondary version of something does literally 5x the DPS.

     

    • Like 1
  18. I think they start out immune to Warframe powers and remain so until they charge overshields, which they will only do when their normal shields are almost gone.  Which explains why Peacemaker can't auto-murder them before they do anything (which is probably exactly the reason for it).

    But even after becoming vulnerable, I notice some attacks like Smite sometimes stop being able to damage it anyways and just loop around it until they expire rather than either hitting or being nullified which would definitely be a bug.

     

    Update:

    With Hotfix 24.1.2 its been made further clear they are supposed to be immune to Warframe powers until its Overshields are activated and then depleted.

    Anyways I'll quote the information I've found out about them that I've said before in another thread (that was asking about how to kill these) in-case that helps anyone understand these better.

    Spoiler

    Not sure if any of this helps anyone but what I've learned by randomly poking them has been:

    Their health seems immune to all normally shield bypassing damage (Slash/Toxin) until their shields are taken down which is interesting.  While its shields are up Slash procs are reduced to 0 while Toxin damage is taken to its shields instead.

    They cannot be targeted by almost any Warframe power (Energy Vampire, Molecular Prime, Smite, Peacemaker, ect.) until after they do their shield overcharge and then those overshields are depleted (before Hotfix 24.1.3).  The main exception seems to be that Exalted Weapons that are not auto-targeted work fine.

    *As of Hotfix 24.1.3 it seems to be permanently immune to warframe powers regardless of shield status. (This may be a bug)

    They will do their Shield Overcharge after you take down their normal shields to ~40% and remain invulnerable to most Warframe powers until the overshields are removed (before Hotfix 24.1.3), it will only do this once.  Though its radial magnetic beam attack that resembles Revenant's 'Dance Macabre' will refill a much smaller amount of shields/overshields on initial cast.

    They occasionally become invincible and teleport, they will always try to snipe with an Opticor-like shot after teleporting.  Waypointing it works well to tell where it is after it moves since it sometimes teleports over 100m away.

    Other weapons it has are standard energy bolts for mid-long range, multiple-launched Tesla mines that carpet an area and link up into a net, claw attacks at close-mid range which create energy waves like Exalted Blade, and the signature 'Dance Macabre' attack using its spinner.  Interestingly almost all its attacks are pure electric element including the claw attack, making Adaptation mod super effective against it.

    Main Body + Legs takes 75% damage and the Spinner on top takes 125% damage from Simulacrum testing.  The Spinner counts as a 'head' for mods/abilities/ect and additional damage on the Spinner is counted as a Head Shot Multiplier meaning Arca Plasmor and Catchmoon kitguns cannot take advantage of it.

    It has Proto-Shield and Robotic for both Health & Armor for health types and is additionally immune to Magnetic and Corrosive Procs.  Shattering Impact and Warframe Powers (after it becomes vulnerable to them) still work to strip its armor.

    Proto-Shields have a +25% weakness vs. Toxin damage type, something which could not be tested until now.

    Aggro-Type: Terra Corpus Heavy Mechanical (5 active attack slots). This means up to 5 can actively attack at once if you spawned in like 20 and those 'slots' are shared with Scyto Raknoid/Jackal/Raptors, kind of like how only 2 Techs/H.Gunner/Bombards/ect. are able to attack at the same time.

    Its non-standard Robotic (Armor Type) much like Cloned Flesh (Armor Type) mitigates Slash proc damage. (This may be a bug)

    It feels like if it gets a shield bubble it becomes permanently immune to all powers (including powers it does not normally resist like Exalted Blade/Artemis Bow) even after the shield drone is destroyed and the bubble is removed. (This may be a bug)

     

  19. Still worth submitting it as a bug maybe since they never made it clear, but I think it is probably intentional that they see invisible Warframes.

    The 'sonar' effect for them doesn't display unless you turn the AI off in the Simulacrum but I think they are constantly searching for invisible Warframes anyways and that animation tell not appearing is the real bug.

  20. On 2018-11-27 at 1:50 PM, Callback said:

    So it works on the elemental resistance system?  Wouldn't that give absolute immunity to certain types?  And allow invincibility to most types when fully stacked with aviator?

    Yeah, I think so for immunity against certain types.  Not sure how it stacks with Aviator though.

    I've had it seemingly go over 90% resistance against certain damage types in testing.  (Puncture vs. Shields and Impact vs. Health)

     

    Edit:

    Its not clear cut though, here's some more of my testing results on that:
     

    Spoiler

     

    In this example total damage reduction goes over 90% which should be impossible.

    Frontier Heavy Gunner Lvl.100 vs. Inaros,  Mostly Impact (Effectiveness -25% vs. Flesh)
    6820 -> 6602 = 218 (Rifle Butt) with No Adaption [0% DR]
    6820 -> 6798 = 22 (Rifle Butt) with 90% Adaption vs. Impact Only [90% DR]
    6820 -> 6805 = 15 (Rifle Butt) with 90% Adaption vs. Impact + Slash [93% DR]

     

    In this test its resisting total damage better on shields than health even though a smaller proportion of the total damage should be Puncture on shields due to weakness to Impact.  Showing stronger resistance than 90% to Puncture.

    Nullifier Lvl.50 vs. Harrow, (Primary Puncture)
    1110 -> 808  = 302 = Shield Damage with No Adaption [0% DR]
    1110 -> 1030 = 80 = Shield Damage with 90% Adaption [73.5% DR]

    Nullifier Lvl.50 vs. Inaros, (Primary Puncture)
    6820 -> 6555 = 265 with No Adaption [0% DR]
    6820 -> 6736 = 84 with 90% Adaption [68.3% DR]

     

    However Valkyr's self-damage from Hysteria which should be pure Impact, doesn't pass 90% reduction so its unclear if this is really how it works or if there's something more to it.

    Valkyr Hysteria Self-Damage (~10.5K worth of it)

    150 Shield + 740 -> 178 = 150 Shield + 562 Health Damage with No Adaption
    150 Shield + 740 -> 685 = 150 Shield + 55 Health Damage with 90% Adaption vs. Impact

     

     

    Edit 2:

    Yes, it can give 100% immunity when paired with Aviator.

    Charged up 10k damage on Valkyr's Hysteria and it totally negated all of it against my health when I was in the air.

    My shields still went down though, I think for some reason it resists only 45% of Impact on Shield instead of the expected 60%, so Aviator only gets it to 85%.  Testing shows that, Impact does indeed do 50% more damage on shields so there's something weird going on with that.

    Rail Moa Lvl.50 vs. Harrow, (Primary Impact)
    1110 -> 567 = 543 = Shield Damage with No Adaption [0% DR]
    1110 -> 811 = 299 = Shield Damage with 90% Adaption [45% DR]

     

     

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