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ShiraHagane

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Posts posted by ShiraHagane

  1. 7 minutes ago, (PS4)Crixus044 said:

    Ah yes, i see what you mean. It's still correct, I'm just accounting for damage types of the average enemy, not just baseline. Becauae the baseline will never happen in game

    there is no damage type which would cause 24537 armor to result in 99.6% damage reduction against ferrite armor, as that would require a -50% damage penalty, and no damage type has lower than -25%

    the damage reduction of 24537 armor is actually 98.8%

    edit: also, on a side note, chroma's base armor is 350, not 325

  2. Just now, NSDBL said:

    Why would you want to change that? With absolutely nothing but Entropy Burst it can reach 50% status chance, what's so bad about that? With this one mod you can literally make the Supra a hybrid bullet hose since you no longer need to dedicate that much mod capacity to status anymore and can work on crit, my Supra (Vandal) has no forma and has 40% crit and around 80%+ status, isn't that amazing enough for you?

    And yeah, energy's nice

    or you could use a single dual stat mod and get 48% status as well as 60% damage of your element of choice

  3. Back before the weapon balance pass, supra was a base damage weapon, unable to be built for either crit or status, with 2.5% crit chance/1.5x crit multiplier and 5% status chance

    The augment mod, Entropy Burst, served to make the supra status viable by adding a flat 20% status chance.

    But now that the supra has 30% base status, Entropy Burst is almost completely overshadowed by dual stats which add 18% status chance as well as 60% elemental damage.

    Some suggestions are:

    Weapon draws straight from maximum ammo supply, similar to how bows work (no reloading)

    something similar to the tetra mod where bullets ricochet

  4. 11 hours ago, (PS4)Crixus044 said:

    Yes it buffed total armour, while base armour is buffed by steel fiber, ice elemental ward and such.

    Chroma's base armor is 325. A 299% PS build with steel fiber and Ice color would be 325*(1+1.1+1.5*2.99) which is 2140.125 armor. Remember,  a multiplier is the percentage divided by 100. Multiply The base by scorn (1+3.5*2.99), and the armor you get is 24536.5331, rounded to 24,537. I have done the math (math major and renown WF math guy and theorycraft) this is a 99.6% DR, or better put as a 246.365311x EHp multiplier.

    Ehp is the amount of damage you can take before dying. With the 299% PS build and vitality+vigor (a popular combo, but not my personal choice), you get 207k EHp. That's how much damage you can take before dying.

    Nowadays, it's all additive, so the same build today WITH arcanes to help (since they can now be acquired a whole lot easier and thus a build standard), you get 325*(1+1.1+1.5*2.99+3.5*2.99) or 6741.25 armour, which is 95.74% DR. This is less than nidus, trinity, mirage, or mesa. His EHp now is 20.2k, while trinity sits at 180k, mesa sits at 92.5k, and nidus sits at 150k with extra lives and natural regen.

    A simple solution is to give Elemental Ward the total armor multiplier of before for all elementals, so he's tanky no matter what element, which greatly helps build diversity. Of course, I'd lower the vex armor base armor buff to around half to be fair. It really doesn't benefit teammates all that much. Only frames like rhino or valkyr really get the benefits,  so it's not hurting much. Btw, a level 200 corrupted bombard in Mot with the 3x damage boost yet have will 1 shot a chroma now unless you use an insane build like i do.

    thank you

    how are you calculating damage reduction?

  5. 6 minutes ago, (XB1)BigLithuanian said:

    Chroma still remains to be a top tier survival frame. It is just that his Vex armor buffs were way out of proportion in comparison to other armor giving frames. It is not so much a nerf as a balancing. Also I main Chroma but he was way to hard to kill prior and I will say that this was very necessary. There could be some rebalancing needed but that is up to DE.

    chroma isn't even the tankiest frame

    rhino could get higher eHP with ironclad charge

    nidus could get higher eHP (not evening mentioning undying) with parasitic link

    wukong is literally immortal

    inaros could get similar eHP with literally no upkeep, now he can get even more with the buff to arcane guardian

    trin can get higher eHP now as well

    even NOVA can get higher eHP than chroma

    edit: "could" as in the past tense, not the hypothetical, meaning before the nerf

  6. old ice chroma vs new ice chroma

    old ice chroma with 200 strength no armor mods: 9800 armor = 33.67 times effective health

    new ice chroma with 200 strength no armor mods: 3500 armor = 12.67 times effective health

    that's just over a third of his old effective health

     

    now for some other builds

    old ice chroma with 299 strength no armor mods: 20,090 armor = 67.97 times effective health

    new ice chroma with 299 strength no armor mods: 5232 armor = 18.44 times effective health

    that's less than a third, closer to a quarter of his old effective health

     

    old chroma with 200 strength and a ward other than ice and steel fiber: 5145 armor = 18.15 times effective health

    new chroma same condition: 2835 armor = 10.45 times effective health

    just over half of old effective health

     

    you can't argue with numbers, this is a straight nerf to every chroma build's survivability, and it wasn't even listed in the patch notes

  7. 5 minutes ago, Omega_DarkPotato said:

    10 damage, even if it accepts mods, even on a weapon that fires 50 rounds a second, is still really low. A single shot from my lex prime would out-damage it for a few seconds. I'd suggest boosting it's base damage to around 50-75, and perhaps tilt it's IPS into 40% puncture, 40% slash, and 20% impact.

     

    Also, that gatling gun better have infinite ammo or else I'll be really sad

    it's a channeled weapon, it has unlimited ammo so long as you have energy

    and don't forget that it scales with power strength and he has a damage and status boost ability, along with the status potential of 50 rounds per second, so 50 damage would probably be a bit too much, maybe 20-25

  8. 5 minutes ago, Blade_Wolf_16 said:

    Gara can be very helpfull to stun them and protect your Operator with MV. Using Exca's RB then use the Op is another way to get rid of them quickly.

    You're exaggerating. Sentients spawn a lot more than that and they never come alone. 

    They spawn every 5 minutes in groups of n + 1, n being the number of players in the squad

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