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AriesGreyscale

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Posts posted by AriesGreyscale

  1. 3 hours ago, fr4gb4ll said:

    i concluded that since the depleted relic would be far less worth than the intact ones, and even the exceptional and flawless, as a matter of fact would be in some points less worth, that there is no sense that the intact relics would stay as they are.

    And that right there was your first logic error.

    The man said add a new type, not replace.
    4 + 1 = 5, not 4 + 1 - 1 = 4.

    The entire (very visible) point of the "Depleted" relic, that one makes, is that in exchange for no longer being able to get anything but common/brown rewards, you get some traces to put into other relics.
    By the by, that was your second logic error.  Xardis literally said:

    On 2020-01-25 at 8:57 AM, Xardis said:

    making that relic

    As he has not outlined a replacement for the relic refining system, the simplest way to make it is to refine it.
    Thus, refining an Intact relic into a Depleted one gives you traces, instead of talking them like the other options do.

    Have I assumed it would be an added option in the Void Relic Refining system?
    Yes, mostly because, OP said "making that relic" and everyone that does anything at all with relics knows that you "make" the others by refining an Intact into that other type.

    Could DE choose to make an entirely new system to let us "deplete" a relic, instead of just making that partiular option in refining give traces?
    Sure they could, but why would they? It is less work (and less chance for bugs) to change the amount of traces on one new refinement option to "give" instead of "take" traces.

     

    3 hours ago, fr4gb4ll said:

    they certainly did not have much foresight about the relic organisation (what parts are together in each relic) when they introduced them. the result is what we have here today: a total mess of dozents of relics that are partly redundant with their contend and even even differs in the relic class too (also for some parts they differ from common to uncommon and visa versa). and to make things worse, we warned them that this would happen right before the relics were released... so no incompetence, since the game is great afterall, but the lack of a certain foresight or common sense that many developers sadly have sometimes when it comes to usability of their programs...

    Now that is absolutely true.
    And is a typiacl case of "we kept it secret for so long that we were 90% done implementing it before we realized it needed proofreading"
    Had they bothered revealing it for c&c (comment and criticism, the very thing we're doing right now, even if we are both getting a bit pushy) any time at all prior to coding it in, it could have been saved.

    But, they didn't, and we got the feces-fiesta that is the current system.
    Including the useless Silver-rarity Forma Blueprint. (it has even been suggested that that should be a built forma instead, leaving all the common/brown ones as blueprints, and DE jst sits on their arses, twiddling their thumbs)

  2. 3 hours ago, (XB1)DA ZACHYZACHY said:

    Please change the gear wheel, for the sake of us console plans without those hot keys

    Well that's goddamn funny, because, y'see, we were told that the Gear Spiral was both requested by and intended for console players.

    We were quite happy without it.
    (before anyone throws a hissy, yes, we are better off after the change, when it doesn't bug out and remove half your carefully placed gear)

  3.  

    53 minutes ago, fr4gb4ll said:

    what is with the intact relics?

    Did you not read? Read it again:

    1 hour ago, AriesGreyscale said:

    Relic acquisition is unchanged. (you get them in the intact state)

     

    Next.

    53 minutes ago, fr4gb4ll said:

    what about the existing intact relics then

    Let's not assume DE is so utterly incompetent as to piss off literally every single player all at once. (even though they've occasionally come close to that)
    (though I am glad to see a healthy scepticism of DE's ability to not bork a good thing)
    At minimum, the demands for refunds would remove the entirety of their good PR, so they're not likely to do that.

    Clearly, existing Intact relics are left as, y'know, Intact Relics.

    53 minutes ago, fr4gb4ll said:

    ok, but when would it 'gives' this 20 traces?

    When refined.
    Sorry, I thought this one was so #*!%ing obvious that it didn't need mentioning.
    (since the only ways to get anything other than Intact is to refine one, or get lucky in a relic opening mission)

     

    53 minutes ago, fr4gb4ll said:

    this would set flawless one grade higher than radiant - in terms of costs and higher chances... it shouldn't get the same name then

    Agreed, I too think keeping the names but wildly reworking what they do is stupid.
    I would have renamed them, possibly to a relevant metal.
    Like, say the new Exeptional is, instead "Chrome", since it's mostly about the brown[Iron] and some of the silver[Tin, or even Nickel or Zinc, all silvery metals when polished]
    And it would have been the 50 pointer
    The new Flawless, following that model, would be "Electrum" (a metal made literally of both Gold and Silver)
    Oh, and I'd have made it be the 100 pointer
    Radiant, having unchanged reward percentages, would become the 25? pointer. (literally just a better Intact)

    But, it isn't my idea, so I try not to change it in respose to someone else's post.
    I am, however, defending it from blatant "reading comprehension" failures.

     

    53 minutes ago, fr4gb4ll said:

    so, the order would be what? depleted, (intact?), exceptional, radiant, flawless?

    Sure sems to be the idea.
    It's not the greatest re-work I've ever read, but it's something good.

  4. 36 minutes ago, fr4gb4ll said:

    this description is a bit confusing... so basically you suggest that the 'normal' relic reward you can get is in this 'depleted' condition and you what with it? spend 20 traces to get it into which condition? intact? and then it should drop only common rewards? the exceptional will only give a chance of common and uncommon rewards is clear enough, as is the thought of the flawless... radiant should stay as it is (or not)? and lastly, you should only have a limited number of relics you can upgrade?  -  is that the essence of it?

    I didn't have a problem reading it, he's saying the following (i'll use list format)

    RE-work Flawless and exceptional relics, and add one more state.
    Relic acquisition is unchanged. (you get them in the intact state)

    (new) "Depleted" gives you 20 traces, not taking them. (possibly fewer)
    but, it can only drop common rewards now. (IE 100% chance for common, no uncommon or rare)

    (rework) Exceptional loses "rare"/gold reward,
    gains 45% chance of "common"/brown and 55% chance of "uncommon"/silver reward. (much higher than even the current flawless can do)
    but, it would now cost 100 traces to refine.

    (rework) Flawless loses "common"/brown/bronze rewards,
    gains 66% chance of "uncommon"/silver, and 34% chance of "rare"/gold reward. (vastly highr gold chance than is currently possible)
    but would now cost 200 traces to refine.

    Radiant, it seems, is unchanged. (likely due to having made two generally better options.)

    There is still no way to conceivably use more relics than you gain just running the opening missions.

  5. On 2019-12-24 at 3:01 AM, parabashka said:

    red marker on remaining enemies appear only when you in 10 metres proximity

    That sounds like yet another case of someone using the wrong symbol when trying to define "outside/further-than/greater-than 10 meters distance, show marker".

    There's been a lot of those, one of the memorable ones was when Thermia Fratures first hit, one of the instrutional lines (in fat, the most instructional) would not play unless you were within spitting distance of the roaming Exploiter Orb near the Temple Of Profit.
    The line was pretty blatantly meant to play when you weren't anywhere near it, because it tells you to find her and take thermia from her mini-bots.

  6. 3 hours ago, Godzilla853 said:

    Not a bug that you can not equip it with the arcwing.

    It's a bit of a lore @#&$-up though, as supposedly the entire reason we couldn't use them in Plains/Vallis fartwing was that they were "too unweildly in atmosphere"
    Yet that problem is exactly what the gravimag is supposed to cure.

    Kinda by definition, you should be able to summon and use your gravimag'd archweapon in Plains/Vallis fartwing, but you can't.

  7. 18 hours ago, ArcKnight9202 said:

    I'm really not sure how you can solve the abort-farming in the Sentient Anomaly

    Easily, just don't allow aborting during that mission.
    Not that I think DE will ever do that, even though it would stop it.



    As for more direct Railjack feedback:
    I have to agree with a few people I've seen elsewhere suggesting the Tail-section and Engine Cowling (neither of which are actually quite what they claim to be) recovery and rebuild missions should be combined into one thing.
    That said, I think they should stay two acquisition missions, or one doubled-up mission, and only the rebuilding should be properly combined.


    Enemy fighters need to be greatly slowed in at least the first three missions, since the default guns are a dumpster fire of insufficiently damaging and slow-moving projectile.
    (well, slow moving compared to the thing you're shooting at)

    Where's the instruction on using the Archwing Cannon?
    I've got the gunnery rating to do it, and I've even had the opportunity, but there's no instruction on how.

    Minimap Icons for Forge, Exits, and Gunnery stations!!
    Oh, and how about a second set of gunnery stations, rear-ward of the existing ones?
    I'd even be fine with them being nothing more than alternate stations for the existing guns, and automatically disabling the other while in use. (and vice versa, the normal one would disable the secondary station)
    It's a wee bit of a run from all the way back in the forge after all.

  8. 4 minutes ago, -AxHx-Vile said:

    Or, you know, just make sure the reward screen is actually correct instead...

    Well, yes, but that's crazy talk. (I joke, I joke.)

    Seriously though, I'm assuming some of why it's still lying is that it's actually being hard to track down why it's lying.
    Untill DE actually does fix that, a log (even two logs) is a remarkably easy-to-implement bandaid.

  9. On 2019-12-17 at 8:18 AM, cruxers said:

    Quite a lot of players out there chase Codex completions

    I know I do.  To be fair though, a completed codex entry is the only in-game way to see what enemies drop what S#&$. (no, you don't get to see the percentages, just that they can drop a thing)

    I've gotten thoroughly tired of being forced to check the wiki (and deal with it's assault-ads) for every single enemy I don't yet have scanned, just to find the ones that drop the mods I don't yet have.
    (and no, the elitist cry of "remember better" don't cut it. If that S#&$ worked I wouldn't be here. I'd be an accountant.)

    • Like 2
  10. Eh, even with the nonsense that is the "see title" post, I'll second this.  I've had more than a few days where I'm certain I picked up [X] amount of item A, but my resources screen is saying "oh no you didn't", and I'd love to see where things went ploin-shaped.

    It usually winds up being a case of rewards screen lied, but sometimes it's just me making a math error.  I'd love to have a log file I can point to and show "here's where the screen feking lied".

    For that to work best though, we'd really need two logs, one of what the reward screen said, and one of what you actually got.

  11. 1 hour ago, taiiat said:

    when you roll Status it's still 440 Physical Damage vs 252 Corrosive Damage

    Wrong, it is 45 Impact vs 45 Puncture vs 20 Slash vs 252 Corrosive.
    Here, lemme 4x that for proc calculations.

    180 Impact vs 180 Puncture vs 80 Slash vs 252 Corrosive
    Frankly, those could be in any order, because the game reads the damage values the same way you or I would read a Pie-chart.
    Here, have a pie chart!

    Spoiler


    PR3dnMw.png

    And just to prove I'm not fudging it, here's the same chart but with the 4x'd for proccing damage values listed, instead of percentage.

    Spoiler

    3WM40O1.png


    IPS does not, and is not, calculated as a single homogenous brick for purposes of status proc. (why do you persist in thinking it does?)
    If it were, we wouldn't be seeing nearly as many elemental procs as we actually do in game.

  12. 10 minutes ago, (PS4)slova77 said:

    2+ years of plague star has resulted in no fixes for game breaking bugs

    Oh I know it, while I was never quite so unlucky as to have the Hemocyte get stuck in the boil, I have suffered repeatedly, through the overgrown zit not playing the death animations for any of it's heads untill you've dealt enough damage to kill all three twice over. (and even then it doesn't do it, it just stops moving, vanishes, and drops a particle pillar where it used to be)

    And allso thrugh the invisible (because it didn't do the attack animation) unlimited lifetime homing explosives that one-shot any frame. (yes, even a 100 stacks Nidus)
    EDIT: thinking on it, it even one-shot a Hildryn, it just wasn't mine or a friend's so I didn't really care.

    • Like 1
  13. Wormhole, much as I personally don't enjoy it (functionally a Nova main here, I just don't like mobility-only abilities) serves a purpose.

    Well, 2 really.

    The first is tormenting your friends/randos. (wormhole into wall anyone?  you really thought that was Volt's shtick)

    The second, and more important, is related to the Plains of Eidolon.  That godforsaken drone escort?  Yeah, that worthless pile of snot can use the wormhole.
    This can, and often does, massively speed up/trivialize an otherwise infuriating escort mission.

    To my knowledge, the only other way to do it, is with a switch-teleport Loki constantly running out way ahead, switching with it, then running back out ahead.

  14. 14 hours ago, SpringRocker said:

    Sorry, I don't think giving energy spam to all operator schools is the answer.

    Energy spam for all schools?  No, I must agree that that is a bit much.

    Energy generation at all for the other schools?  Oh god yes.
    (and while we're at it, correct Unairu to actually be about resisting damage, like it's description says it does, and, y'know, like it used to do)

    As it currently stands, to do any of the "high level" (lvl 110+ EDIT: 150+ enemies) you need to either:
    Be using Zenurik for it's multiple ways to gain Warframe energy.
    Be/have a Trinity spamming Energy Vampire on mooks.
    Bring Dethcube Sentinel and that one Simaris mod that makes him fart out an energy-orb after he helps kill 10 enemies (Energy Generator)
    EDIT: Or, do all three, Run Zenurik School, while playing Trinity with a Dethcube with Energy Generator.

    There are no other sustainable/usefull ways to get enough energy to keep using Warframe abilities in level 150+ fights.  (and certainly not in level 200+ fights)

    EDIT: I forgot about Harrow, but given how much better at energy generation trinity is, he'd need to be the guy running dethcube+zenurik

  15. 16 minutes ago, Iamabearlulz said:

    Using "converter" mods as glorified corrupted mods (ie like you've done above) only furthers the slash meta.

    I'm going to have to ask: And?

    Of sodding 'course it will, that was never in doubt.

    (allso, do note, OP proposed exactly this. The Conclave mods the one guy mentioned appear to actually add more of IPS)

    You want to fix the slash-damage-is-best-damage meta? Change the slash proc so it quits ignoring armor. EDIT: EX, stop making it deal "true" damage.
    There, the slash meta has died a grisly death.

    Viral and/or Corrosive becomes the next Meta. (you still need to either lower their HP pool, or strip their armor to kill them efficiently.)

  16. 2 hours ago, taiiat said:

    if you subtracted 50% Impact and added 50% Puncture, you would get less Impact Status relative to your Corrosive Status, but you'd gain the exact same amount of Puncture Status as you lost Impact Status.

    Except, the starting values aren't equal.

    6 hours ago, (PS4)Black-Cat-Jinx said:

    20 slash, 30 puncture, and 90 impact


    Taking 50% impact brings it from 90 to 45.
    adding 50% Puncture brings that from 30 to 45.

     

    45x4 is only 180.
    Corrosive is now hyper-dominant, at it's 300.

     

    Backup from the wiki:

    For example, if a weapon's damage is composed of 20 Impact, 5 puncture, 10 slash, 25 heat, and 50 corrosive; then its total proportional damage is (20 + 10 + 5) × 4 + 25 + 50 = 215. Therefore, the chance for the individual damage types to proc will be:

      Impact Puncture Slash Heat Corrosive
    Proportional Damage 80 20 40 25 50
    Chance for selection 37.2% 9.3% 18.6% 11.6% 23.3%


    Do note, despite talking about adding IPS together to figure out the math, the little chart proves that S#&$ don't matter. (it literally treats them as individual values that are 4x what they should be)

    In the wiki's example, trading 50% Impact for 50% more puncture would allso leave Corrosive as dominant.

    80-50%=40
    20+50%=30
    Only the damage value of an individual damage type matters, IPS is not calculated as a mono-bloc for purposes of what status-effect procs.

  17. 1 hour ago, taiiat said:

    just like your example makes.... you started with 140 Physical Damage, and you ended with 140 Physical Damage, so your Probability to apply Corrosive Status literally didn't change.

    Except, the chance of an elemental vs physical proc *did* change, as the game calculates each physical stat separately for proccing.

    The highest single damage type, not group, is the most likely to proc.
    So, in the example, it'll mostly fart out Impact procs, because the game does a 4x to Impact, Puncture, and slash (remember, each one individually, not as a group)
    In the modified example? mostly Corrosive, as the 300 *is* higher than any single physical damage type, even with the 4x proc bonus.

  18. 4 hours ago, NekroArts said:

    when spawning specters, their levels scales equal to the enemies level at that moment, plus ten.

    Is this *all* specters, or only the Cosmic?

    Because that's a smidgeon OP if it appies to the lowly Vapor Specter.
    And Clem.

  19. 3 hours ago, (XB1)Hyperion Rexx said:

    I just wish theyd8remove some of the damned clutter from the maps.   I get fed up getting stuck on boxes etc that are knee height. 

    Seconding this, too many "magnetic" crates, barrels, railings, and goddamn rocks.
    (magnetic as in, they actively reach out and grab your warframe/operator and hug you to them, not the damage type)

  20. 4 hours ago, StatisticianEMC2 said:

    I have a new Limbo suit, just completed. I went on two missions. On both of the missions loot would come to my location and even follow me around, but I could not actually pick it up. I could not affect enemies with damage at all except my leaping attacks could slam the ground and force enemies away (I think).

     

    Limbo's special passive is that rolling tears open a portal to (or from) the rift, that he travels through.
    Tap your run key, you'll do a forward roll, and this will either put you into the rift, or remove you from it.

    While in the rift, you cannot harm enemies outside the rift except via Abilities and some leap attacks.
    Nor, for that matter, can you interact with consoles or collect loot.

     

    Nearly everyone has asked that "the rift" do a better job of displaying that you're in it, so don't feel too bad that you've failed to realize what was happening.

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