(PSN)Unstar
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During the countdown before official Warframe streams they play music, and among the songs I've heard is one that is a dance beat that periodically interjects phrases from Cephalon Suda like "curious", "interesting", and "data". Looking for more information on this song because I have a hankering for some beats!
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Does Adaptation's DR apply to shields, post shield rework?
(PSN)Unstar replied to Agall's question in Players helping Players
Yes, Adaptation applies to both Health and Shields. It doesn't apply to Overguard, however, which could be the source of some confusion. -
Prove to me this actually exists and I'll agree with you I'm torn between two different interpretations of your statement, so apologies that I'm giving you both answers. If you're asking for proof that the tips section exists: You can access it by going to the Warframe menu and choosing Abilities. It will show you a full-screen Diorama of your frame, with the abilities and passive listed towards the bottom. On the right-hand side of the screen is Tips "button" that on hover will show tips you can cycle through. Sometimes these are beginner tips, but sometimes they detail nuanced functionality that isn't made explicit in actual Ability descriptions. If you're asking for proof that Molecular Prime inherits weapon traits: AznvasionPlays has a few videos with builds that rely on this technique: https://www.youtube.com/watch?v=5RCIu8U83H8&pp=ygUUYXpudmFzaW9uc1BsYXlzIG5vdmE%3D https://www.youtube.com/watch?v=adAKTk86o6Q&pp=ygUUYXpudmFzaW9uc1BsYXlzIG5vdmE%3D https://www.youtube.com/watch?v=5bjbsOUL6w0&pp=ygUUYXpudmFzaW9uc1BsYXlzIG5vdmE%3D I made a thread documenting what I know about this trait from both research and the limited testing I've done (unfortunately, nobody has responded with more information yet): https://forums.warframe.com/topic/1380749-molecular-prime-what-does-and-doesnt-the-explosion-inherit-from-attacks-and-abilities/ All of that is stuff you can test and verify yourself, which is probably the best way to prove to yourself it exists if the videos aren't enough. Personally, I think the easiest place to start is with the Bronco if you have the Dizzying Rounds mod, as the binary-ness of "being open to finishers" is so easy to measure and see for yourself.
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The Basic Idea Let's say you want both Electric and Cold on one of your weapons. Generally speaking, this isn't something you can do, because two primary elements will combine into a secondary element. So here's the idea: a new type of mod functionality that prevents the previous element from combining. For simplicity's sake, let's call these mods Blockers. So let's say these are the mods on the top row of your weapon: Mod 1: +90% Electric Mod 2: +55% Attack Speed Mod 3: Blocker Mod 4: +90% Cold The Blocker "locks in" the element that preceded it, preventing it from being combined. And by doing this, you'd be able to have both of these primary elements on your weapon without them combining into a secondary element. Balance At least the way I'm thinking of them, the idea would be that you are giving up the direct power you could have put into a mod slot to instead have the benefits of having two (or perhaps more, depending on implementation) primary elements on your weapon. Because of that, I don't imagine Blocker mods as being the kind of thing that would become part of the generic meta builds used on most weapons. Rather, I see them as a way to do interesting things for specific builds, the kind of things players who enjoy buildcraft and combos could have fun playing with. And in some of those cases, there might be situations where these mods could be meta on certain weapons.* So, how to balance these mods? Maybe Blockers should have minor stat buffs (for example, +40% Fire Rate) in addition to having the Blocker functionality. Or maybe it's worth having it just be a Blocker and nothing else. Maybe it's even worth having Blockers be Corrupted mods that give a downside in addition to their Blocker functionality? That's a bigger question than I personally have an answer to, so I'm happy to trust DE with that aspect if they ever decide to make mods like this. Anyway, this seemed like something that could potentially be interesting, so I thought I'd send it down the pipeline Thanks for taking the time to consider it! *Just to provide one tangible example, Dual Ichors Incarnon with Melee Influence benefits from having both Toxin and Electricity, and depending on the implementation, I can see a build that can provide both of those becoming the meta for that weapon.
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Arcane personal use Priority list for Gargoyles Cry finale
(PSN)Unstar replied to Void2258's topic in General Discussion
Personally, if we're talking about use, I would recommend Aegis over Barrier. I use both on my Hildryn, but if I had to choose only one, Aegis gives stronger returns. It's also what I use on my Mag when I'm having her shield tank. But yeah, Grace is great for health tanks if you just want to passively be alive, and the same goes for Aegis with shield-tanks. So my recommendation list is: Energize - Keeps your energy comfy, great for just about every Warframe; one of my default choices unless 2 other arcanes seem perfect for what I want. Grace - Keeps your health tanks surviving comfy without any effort. Aegis - Gives some additional comfy to your shield tanks, lessening your upkeep needs. Guardian - Keeps your non-health tanks surviving comfy by adding some durability for those first few shots on your health, giving Adaptation some time to kick in. Trickery - For Ash players who like his 4, you will always be invisible for free. That's comfy! Barrier - Never die as Hildryn even more than you already don't. Comfy comfy. Velocity - For Mesa players. The theme is generally "comfy". If you like being comfy, these are what I'd go for. -
I was unemployed after getting laid off and my spouse got me a PS4. I didn't feel comfortable spending money to buy any games, so I tried the handful of free-to-play games that were available. I didn't expect any of them to be good, but I was hoping. And here we are 6 years later, with Warframe being my main hobby.
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Update: it's been a stressful few days, but I'm relieved to report that the ban on my account has been investigated and lifted. That said, I hope that this bug can be investigated and resolved, because I'd like to be able to upgrade new mods that I get without worrying that I could lose access to my account again. I really don't want to go through this again.
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In my opinion, one of the biggest difference-makers between having a stressful time and a fun time in Warframe is knowing this fact: the game is not designed with the expectation that you farm everything yourself. You certainly can try to farm it all yourself, but statistically you're going to have a bad time because a lot of items have very low drop rates. That means that to farm everything yourself, you'll inevitably need to spend hours playing game modes you would never voluntarily play. And that means you're not going to be having fun, which is really counter to the point of playing video games for most people. Broadly speaking, what you should do instead of farming every last thing is just play the game. In basically any content you play, you have the chance of getting rare drops. This means that regardless of what game modes you're playing, you will accumulate rare drops over time. If you don't need the rare drops you receive, someone else does. So play the content you enjoy and play it an amount that you enjoy, then trade your loot for either stuff you do want or platinum that you can use to buy the stuff you want. I hope you consider this, and I hope it leads you to a better Warframe experience! Good luck!
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I recently learned that when a Molecular Primed enemy is killed, the resulting explosion inherits some of the traits from the weapon or ability that dealt the killing blow. For example, if you kill an primed enemy with a Bronco modded with Dizzying Rounds (shots to enemies within 8m open them to finishers), the explosion considers itself to be a shot from the Bronco, and thus every enemy hit by the explosion that's also within 8 meters will be opened to finishers. Similarly, if you're equipped with an Argonak with Amalgam Argonak Metal Auger (dagger hits strip 6 armor) and kill a primed enemy with a dagger, the explosion will be considered a dagger and thus strip 6 armor from every enemy it hits. This is a really cool trait, but I've been having trouble finding information on the precise details of what does and doesn't transfer to the explosion. There's so much that could transfer over that I don't feel like I have the bandwidth to test it all myself, and since it seems that at least some people have looked into this, I'm hoping I've just been searching in the wrong places. For the most part, I've only been able to find build videos that vaguely talk about how this inheritance works in regard to the specific build, but don't really go into depth about what the full potential of this inheritance is. Our community is full of inquisitive people who love to tinker and run tests, so it seems like someone would have documented this in detail somewhere...right? Some things I already know: Explosions can benefit from the Phenmor's +2000% perk. Enemies killed by the explosion will cause post-death explosions when the original killing weapon was modded with mods like Vulcan Blitz. Killing primed enemies with a melee weapon will result in the explosion building combo counter. Killing primed enemies with melee or primary weapons will allow the explosion's kills to trigger Primary Dexterity or Primary Deadhead, respectively. From my testing, it seems like Finishers to primed enemies don't pass on the trait of being Finishing Damage (which would bypass armor), because armored enemies take significantly less damage. Explosion radius does not get modified by mods like Fulmination. Bane mods do modify explosion damage. So here are some questions: Do damage mods treat the explosion's damage (base 800 Blast) as being the base weapon damage that mods from your weapon then modify? So for example, if my weapon is modded with +100% Impact damage and +50% Heat damage, would the explosion deal 800 Blast damage and 400 Heat damage, since the base damage has no Impact damage to modify? Normally abilities can't crit, so I'm unsure whether crit chance or crit damage play any role. Do they, and if so how do they work? I feel like I see yellow numbers from the explosions sometimes, but I'm not sure if I'm misattributing where these are coming from. It seems like the explosion has the ability to proc status because when you use Xata's Whisper, some (but not all) of the enemies the explosion hits get Void Bubbles. Does that mean that the base explosion has a status chance that gets modified by mods, or does the base status chance come from somewhere else? Any idea what that base status chance is? Do ability traits get passed on if a primed enemy is killed by a damaging ability? This one is hard to test without a hefty Helminth budget. Are there other things that can get passed on that haven't been mentioned here? I want to know it all! Thanks for contributing anything you know, Tenno!
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Saturday night around 10pm PST, I was sifting through my mods in search of mods I had never upgraded so that I could upgrade them. This process starts 22 minutes into the video below. This goes normally up until 27 minutes into the video, when I try to upgrade a single copy of "Bane of Murmur". This is when the weird bug happens. While the UI shows that I had only selected a single copy of "Bane of Murmur", when I finalize the upgrade, this is what happens: The cost to upgrade a single copy of "Bane of Murmur" is subtracted from my Endo. I still have 11 unranked copies of "Bane of Murmur", the same as when I started. Before the upgrade attempt, the spot 2 to the left of "Bane of Murmur" held my single max-rank copy of "Bane of Corrupted". After the upgrade attempt, this spot shows 10 max-rank copies of "Bane of Murmur". This is odd for a variety of reasons, including that normally when a mod is upgraded with mods sorted alphabetically, the UI puts the newly upgraded mod adjacent to its unranked siblings. So yes, in addition to upgrading the single mode I wanted upgraded, this bug appears to have manifested 9 max-ranked mods and 1 unranked mod from scratch. (I have no idea if my max-rank "Bane of Corrupted" is still there) But I only know that now after reviewing the video. At the time, I assumed that due to either a bug or a misclick, 10 of my mods had been upgraded instead of 1. Not the world's biggest Endo loss, so I sold 9 to try to cut my losses. Now fellow Tenno, before you run out and try to make this happen for yourself, know this: I received a ban notification within the next 3 minutes. My best guess is that the system detected that items had been spawned from nowhere and it took what it deemed to be appropriate action. I've already made a Support Ticket to get my account back, so hopefully that goes smoothly. But to my fellow Tenno, I'd recommend not upgrading any mods until this issue can be fixed. Seems like it probably has a low probability of happening, but when it does it sure is a bummer! My hope is that this ticket provides DE with a solid foundation to look into this bug so that it doesn't happen to anyone else. Thanks for taking the time to look into this, DE!
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In the past week or two there have been a few times when I've been unable to connect to the servers, and during those times I've seen other users posting in various locations about having the same difficulties. Since then, I've heard that DE verified that this has been related to their cross-save migration efforts. But last night I was unable to connect to the servers, and 8 hours later I'm still unable to connect to them. That being the case, I'm surprised that I haven't seen others posting about it. So I wanted to ask my fellow Tenno: are you able to connect to the Warframe servers? Thanks for helping provide some insight into troubleshooting this issue.
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NP, this game is filled with 1000 different special cases, it's nearly impossible to keep track of them all ^^
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This is true for many of them, but not all of them. Innodem, for example, requires 5x by default, and has an optional upgrade to make that 3x instead.
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The UI for Incarnon Melee could honestly use a bit of work. All the pieces are there, but they're harder to parse than their primary and secondary equivalents. Setting that aside, I can explain how it works to you. Different Incarnon weapons have different combo requirements to transform into their Incarnon state. Some require 5x combo, some require 6x combo, and there are some that have optional upgrades that drop it down to 3x combo. You can tell how much combo any given Incarnon weapon requires by going to your Arsenal, equipping the weapon, and then on the right side of the screen you will see the weapon's upgrade nodes. Hover over the top-most node and it will tell you how much combo you need. In-mission, you can see when you have enough combo to transform because your combo meter will start glowing; this will be very hard to miss if you're looking for it as it's a vivid effect. Once you see this effect, you can press the heavy attack button, and doing a heavy attack will transform your weapon for a certain amount of time, after which it will revert back to its normal state. When your Incarnon weapon is in its transformed state, one of your buffs will be the amount of time you have left in Incarnon state. If you can't tell which one it is, you can pause the game and cursor over your buffs to get pop-up information about them. Hope this helps!
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Request: Allow dojo light levels to be adjustable.
(PSN)Unstar replied to CephalonAzure's topic in General Discussion
If I understand you correctly, your request is already in the game. It's been years since I adjusted my dojo so I'm not 100% sure where to find it, but each individual room has a floating device you can make appear that lets you adjust the color and intensity of the lights, including allowing you to make dark rooms. If you can't find this in the normal decorating menu, you may be able to access it from the terminal that comes with every room?