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Gergow44

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Posts posted by Gergow44

  1. I have been working on this on and off for a while, while not something worth displaying, I thought I would put it up here too.

     

     

    Hepharos

    stats:
     health    (100)     300
     shield    (50)       150
     armor    (100)     100
     energy    (100)   150
     sprint    0.9


    frame:support your team by filling the map with blinding flares reducing enemy accuary, use void lens to almost double bulettjump distance
     or lock down tight corridors. Launch enemies into walls and off cliffs.

     

    1-Charibdys kick            25 en        casting animation, must be both feet on ground
    A slow windup spinning kick(the ability is a full second or two) that lifts enemies into the air around the warframe, as the kick is executed, enemies in a ~60degrees wide cone are punted with high speed. Enemies that entered the lifting field during the animation will be slowed and in the moment of the kick flung back gently.
    Kicked enemies are subject to an attack from a sparring weapon if one is equipped, and can suffer a proc from it.
    visual: very quick(speeds up towards completion) ~360 spin on leg closer to camera(clockwise when above left shoulder) lifting while leg opposite to view side to
    gut level, legbones ~horizontal lifting enemies shoulder level, pause\slowdown for a beat(0.4sec?), kick happens towards original cursor location
    dealing impact damage and launcing enemies towards the direction the crosshair was pointing when casting started. A moment with the leg extended(0.2sec?),
    feet goes back on ground normal stepping speed, enemies lifted but not launched fall down.
    >(while penultimate form is active, health cannot fall below 20% during kick chargeup, any extra damage taken is released as a nova when the lifted enemies are released)
     or(while penultimate form is active, lifted enemies are vulnerable to friendly fire, enemies entering the lift field are staggered back repedeatly and become vulnerable to friendly fire)
    >if warframe ab is disabled but armor is up:sparring attack w high knockdown


    Augment: Sudden strike(5 star)
    kicked enemy loses [5%] +5%/lvl (30%) armor, has [20%] +20%/lvl-max100% (100%) chance to recieve puncture proc. Lifted and dropped enemies have 15% +15%/lvl (90%) chance to suffer rad     proc.

    Augment: Thundering Kick(5 star)
    mag kick has an extra 50 +50/lvl (300°) degree radius on whitch enemy is ketting kicked away. enemies in the extra radius will be kicked away from the warframe rather than towards the     crosshair.

    Augment: Flint And Heel (5 star)
    enemies in the radius will recieve proc. from sparring weapon elements and a cold\heat\toxic\electric proc. based on energy color
    (duration stacks with weapon element proc.). Lasts 120% + 20% (220% proc duration) per level.

    Augment:precussive maintenance (3star)
    kicking a structure or deployable refills its health by 50>200 and recovers 25%>100% of the energy used in casting the ability

    Augment:void star spurs(5 star)(/fist of the north star reference)
    -15%(-90%)punt distance; inflicts a bleed proc on lifted enemies, damage increases with power str, enemy health, decreases with enemy armor and shields(protection halved on punted enemies). bleed lasts 1.5(9) seconds, if an enemy dies from this bleed, it explodes inflicting the remaining duration on other enemies within 1(6) meters with a 5%(30%) chanche to leave behind a health orb

    Agt:Centripetal Cutpurse (0star)
    Enemies lifted are pickpocketed (spawn one item from their loot table) on kick. One enemy can be pickpocketed only once, and not after Ivara's prowl has been used on them.


     


    2-gadget            25 or lower en        quiver style cast, one handed
    4 state
     1:mine. Thrown. 25 en
      Deals area damage(pwrSTR) when destroyed by tenno gunfire. Sticks to walls and enemies.
      visual: dark blocky shape with lighter colured spikes\warframe colour. brick the height of a roller with one of the small sides capped with a triangle?
      infinite\verylong duration, last one detonates when cap is reached?
      enemies in radius of the explosion lose 0.2%health per mine(scales with power str)

     2:flare. Thrown. 25 en
      Reduces accuary of enemies(pwrSTR) near(pwrDST) it or targeting into(?\trough) it, lights up enviroment
      (increase ambient cell brightness unless it messes up visuals+dynamic light if enabled),

     when a flare is socketed into mine: creates a proximity sensor(icon:gray square rotated 45°)(flare brick sokets on top of mine, stikyblades turn darker?) that shows up on the minimap, sending a signal to all nearby mines and flashing orange on the minimap(when enemies trigger proxy)(damaged by mines and melee attacks).

     when a flare is socketed into a proxy detector it creates a short lived noisemaker that draws enemies to it(and flashes enemies when meleed?).
          short duration(pwrDUR)

     3:vortex lens. Cast.  25 en
      Creates a disk with diameter 1 ignis length or smaller than volts carried shield height but wider than width(pwrDST) in front of the warframe,
      facing a point under the crosshair.
      shooting into the back of the lens with a projectile weapon redirects projectile to the target of the lens and resets+adds penetration(pwrSTR).
      Sooting at the front of the lens bounces projectiles off.
      moving trough from the back towards the facing of the lens launches players with similiar force to a bulett jump and ragdoll throws enemies,
      enemies entering from the lens moving towards the back will be staggered and ignited, gently pushed outside with a chanche of being knocked down upon exiting.
      High duration(pwrDUR)
       visual: disk looks like a lens from tennoside with bright edges, from the opposite side it is opaque and clouded by particle effect iceshards and fog spawning
       in the center(barely visible) and growing in size as it reaches the edge of the lens(shards about the size of a muzzleflash)
       (this effect disables with low graphical options, and reduced with more enemies in the cell)
        Augment:Autointerception-lenses are deployed in the direction you are moving instead of in front, and will face the same direction you were at the time of casting
        instead of a point on the map. distance launched is affected by power and range mods\effects
      ?limbo can banish to make it a rift access point on bulettjumping

     4:signal. Instant. no energy cost?
      Explodes mines. If no mines are present, during a slam attack recalls all deployed specters(switches recall on slam on and off)(evolva recall command style shrinking light circle centering on player), otherwise disables sentinel percept in the leftmost top slot if any are present.

     

     

    3-Penultimate Form            50-75 en    casting animation(?held)

     Drains shields to envelop the warframe in a carefully shaped shell, boosting armor(by shield drained),
     and putting the shields to sleep(no regen until hit by shield drain or restore abilities or magnetic damage\proc)
     energy drain (leech eximi, mag kick and voidwave) will restore warframe health at 1% per 1 energy.
     -20% energy gained from outside sources(energy balls, void traps, wf abilities, team restores)
     stalker dispel will strip it in four segments over 5 seconds, staggering the warframe each time. Nullifier bubbles quickly drain it with
     a low chance of cold proc every 10% drained.
     Can make sparring attacks while melee weapon is unavailable(glavie in flight\no weapon equipped), but deals no damage if the mission does not allow weapons.
     Augment: Crypto Stinger (3 stars)(exilus)
      can slide off consoles up to 0.5m +0.5/lvl (2m) without exiting them. reduces corpus time remaining by 5% +5%/lvl (20%). speeds up corpus tile turning by
      20% +20%/lvl (80%) and speeds up grineer needle by 5% +5%/lvl (20%). Allies within 2m will have 1% +1%/lvl (4%) chance to avoid setting off alarms on failed hack.
     Augment: repairs sentinel when cast
     Augment: -immune to rad proc
     Augment: -imm to stagger, faster kd recovery

     

    4-impediment protocol (?)        5 en        instant
     takes all energy, 80%spare clips, 90%shields 10%health from the warframe
     releases a horizontal expanding ring of void energy for 5+(1*extra energy consumed) meters
     1.5m below waist, 2.5m above, height scales with ab range, any ally it passes trough will have their shields and ammo restored, gain 100 energy
     and 40% health(no overheal, sentinels regain 100% health and shields)
     if the wave passes trough enemies they will grant a bit of extra affinity and recieve extra ground finisher damage( they do not get knocked down) for a few seconds, and are illuminated for that duration with a chance to be blinded
     if the original caster passes trough it, the warframe recieves a knockdown and recovers 5+(energy spent/2) energy.
    can be cast while knocked down

     

    passive:
     Calculated retribution
     while mag procd. every melee hit on an enemy accumulates stacks of fury(up to 2000).
     Chanelling your melee weapon for less than a second without swinging it will convert stacks into 2 energy per stack.
      secondary attack with a wielded melee or power attack with a gun wielded will convert up to 10 stacks into up to 20 energy.

     

  2. Went into operator mode after getting gassed by new loka, respawning and activating Ab3 on Nekros (no-shields infested spy, neptune spy mission I think)

    probable event 1: nekros deactivates Ab3 and I have to reactivate it
    probable event 2: nekros stays behind and loots anything that dies in his aura

    result:
     Most corpses in an area around the operator get despoiled using operator health

    stability\reproducability-untested. Just wanted to see if this was normal
    urgency-I am cool with this




    ? 250HP->~150HP every despoil from operator(probably a fraction of that, multiple corpses were despoiled almost simultaneously after a corridor cleaning blast), warframe seemed to be missing a small amount regardless of how many extra items were uncovered as operator (untersted)
    despoil stops when operator fails to refill health(150 seems to be too low to despoil another corpse, but if health orbs are ran over after, the ability works again)
    the area seemed a lot smaller than the +range modded nekros had in different missions, but it could have been just my percepcion





    https://forums.warframe.com/topic/1000392-will-nekros-still-desecrate-in-operator-mode/
    WIll Nekros still desecrate in operator mode?
    Asked by ArisaSensei 

    (XB1)D34thst41ker
    Normally, entering Operator mode makes your Frame invulnerable, completely ignoring all incoming damage. However, if you have a Channeled ability active, your Frame only ignores 90% of incoming damage. Since Desecrate is a Channeled ability, Nekros will take damage from enemies while you're in Operator mode, though Desecrate will still work as long as Nekros has Energy or Health. The problem is that Nekros isn't picking up Energy Orbs, so Desecrate will eventually run out. If you're using a Despoil build, the problem is that your Frame is not only taking damage, but also using health to power Desecrate; sooner or later, your Frame is going to get downed, and I believe that when that happens, you're automatically yanked out of Operator mode and put in a downed state.

    Short answer: yes, Nekros will Desecrate while you're in Operator mode, but it's generally not a thing you want to do.

  3. If I remember correctly I had about 180+ amethyst antitoxins, now it displays 20.

    Printed a new one, now 21. Somehow I lost a bunch of antitoxin. Not like I needed that much, but it was odd to see the number suddenly drop. The other ones seem to be lower too, the relative amount is roughly the same, rounded up.

  4. Regular infested maggots explode after having them latched on after a time. Is this intended behaviour? I used to carry them around in case I needed EnergyVampire targets.


    Edit: Levelled up red veil syndicate, before reward was offered I went to offerings, backed out, said I must choose a reward first, took me to reward selector, clicked on large team ammo restore, and the build menu showed with a purchase blueprint button I could not click( background was still reward menu).
    Edit: Every reward bring up unckickable purchase screen, restarting warframe...clickable after relog. I probably caused a script collosion.

  5. Do inbox messages get auto-deleted?
    I just decided to start the Sands of Inaros quest, but I found no messages in my inbox from Baro Ki'Teer.
    I printed the key, claimed it, may have set it as my active quest, then selected another quest.
    I suspect the Ki'Teer at relay message might have something to do with it.
    One possible solution could be adding a clientside script that checks mission stage, look for quest items, and if something is missing\present in an abnormal amount it asks the server to do a secondary check, and if it finds a problem it could ask the player if he wants an automatic report to be sent.

    Never mind. I did a few missions with the quest selected and Baro Ki'Teer resent the message.

  6. Can we get a percept that decreases pickup range for  health orbs, energy orbs and mission pickups,  but boosts credit pickup range?
    Now I am afraid to use shade\diriga on my clutch builds for fear of destroying "backup energy" after a mag proc\leech eximus wave.

  7. Recently my own computer became unusable, so I started using a family members. The computer is equipped with a wireless mouse and this mouse suffers from battery contact problems. This obviously hinders my ability to play the game, controll cutting out in the middle of battle and ciphers or orokin trials.

    In FromSoftware-s Dark Souls you can use the ijkl keygroup as secondary controlls( also unlike Warframe, that game lacks mouselock). I checked Warframe in game options, but did not see keybindings available for things that normally use analog controlls.

    While definetly not a problem, being able to turn 90˙ and swich between looking forward and looking down enough for a groundpound without relying on analog controlls would enhance my user experience.


    P.S.:great game and business model, hope your profits will be great.

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