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(PSN)Unstar

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Everything posted by (PSN)Unstar

  1. 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!
  2. Yes, Adaptation applies to both Health and Shields. It doesn't apply to Overguard, however, which could be the source of some confusion.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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!
  8. 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!
  9. 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.
  10. NP, this game is filled with 1000 different special cases, it's nearly impossible to keep track of them all ^^
  11. 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.
  12. 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!
  13. 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?
  14. From my understanding of the melee system, I think this might be unavoidable. After an attack is started, any further presses of melee attack buttons will be treated as queuing the next action. So if the game treats each scroll "click" as an individual attack input, then the only way to prevent multiple attacks would be to make sure you only do a single scroll click. And depending on the mouse you use, that might be difficult. There might be a way to cancel a queued attack by doing something like jumping or dodging? Although that's probably not ideal for your needs either.
  15. Fun fact: "Daikyu" translates to "Big Q". Which makes sense, because when you pull back the string of a bow while an arrow is nocked, it looks like a Q!
  16. Even as a longtime player, I've found myself accidentally killing Synthesis Targets because my wires got crossed and I thought they were some kind of eximus or special enemy. There are so many different auras and special things that enemies can do in Warframe that if I haven't recently been reminded that Synthesis Targets are a thing, the animal brain can just default to "it's a special enemy, kill it before it does whatever it's thing is!" And it doesn't help that with a strong build you can kill them before Simaris even complains! Because of that, I wonder if a more holistic solution would be to bottom out the amount of damage Synthesis Targets do while making them invincible. That way there's no need to kill them because they're not a threat to you, and they won't die unless you take their picture. Seems like everyone wins and there wouldn't be anymore life-ending miscommunications.
  17. With respect, you're coming at this from an angle that will only obfuscate the problem. If you're genuinely concerned about Warframe's connection issues, hearing that there's someone who isn't having connection issues should pique your curiosity: what on earth is going on where a bunch of people are having issues and this person isn't? There's something happening there, something worth discovering. To dismiss that information is to dismiss factual data that would lead to a more accurate and holistic understanding of the problem. My experience is obviously not everyone's experience, but if I'm not getting disconnected and others are, one possible explanation could be that some aspects of the problem could be closer to their end. Doesn't guarantee it, but it's a worthwhile avenue to consider. Warframe's peer-to-peer connections are atypical and it's common for users to have connection issues if their router/modem or service provider isn't setup well to deal with it. Years ago I had issues, and after doing some research I bought a special router that was one of the few I could find that handled Warframe's needs well; that solved my issues. In the years since then, I've needed to move several times, and I found that different internet service providers seemed to result in a meaningful difference in connection issues for Warframe specifically. At my current location, I haven't even needed a special router, and in the nearly two thousand hours of Warframe since I obtained my PS5 at this address I can count the number of connection issues I've had on one hand; with near-trivial exceptions, things are buttery smooth. I won't pretend to know why, but presumably it has to do with either my service provider or which datacenter (if there are multiple, I don't even know) my geographic location (Pacific Northwest) means I'm being routed to. For those who are experiencing issues and curious about why that may be, I hope this post can plant the seeds of some possibilities you can look into. Hope it helps!
  18. I can only speak to my own experience, and in my experience it's not normal. I tend to play a lot of Warframe in my spare time and I can count on one hand the number of times this has happened to me in the past year.
  19. From what I've gathered, this is an issue that seems to have happened multiple times in the past few weeks: the www.warframe.com site recognizes you as being logged in, but somehow the forums.warframe.com site doesn't properly recognize that same login. This happened to me and at least one Xbox player from Friday through Saturday of last week; we tried a bunch of basic website trouble-shooting stuff but none of it helped. Then on Sunday the issue was resolved and the Warframe site automatically recognized me as being logged in. It doesn't seem like this affected all users, though; my best guess is that it only impacted users who needed a fresh log in. So when my Warframe account was automatically logged out (as tends to happen once every few days) and then I logged in again, that's when I started experiencing this problem. As some additional info, when on the Friday when I started experiencing this issue I opened a ticket with Support detailing my problem. I didn't see any replies (which seemed reasonable, as it was a weekend) when I checked on Saturday or Sunday. On Sunday since the situation was resolved, I updated the ticket with that information and wrote that the ticket could be closed. However, since then, the ticket hasn't been closed. This is only a guess, but my best guess is that this means that the overall issue is considered ongoing and not resolved.
  20. I've experienced a few periods where the Warframe servers went down over the past week or so, and was able to verify via the interwebs that others were experiencing it to. It's pretty abnormal for this to happen, so I don't know whether it's a coincidence or whether it has to do with migration tech, etc.
  21. From what I've gathered, this is an issue that seems to have happened multiple times in the past few weeks: the www.warframe.com site recognizes you as being logged in, but somehow the forums.warframe.com site doesn't properly recognize that same login. This happened to me and at least one Xbox player from Friday through Saturday of last week; we tried a bunch of basic website trouble-shooting stuff but none of it helped. Then on Sunday the issue was resolved and the Warframe site automatically recognized me as being logged in. It doesn't seem like this affected all users, though; my best guess is that it only impacted users who needed a fresh log in. So when my Warframe account was automatically logged out (as tends to happen once every few days) and then I logged in again, that's when I started experiencing this problem. As some additional info, when on the Friday when I started experiencing this issue I opened a ticket with Support detailing my problem. I didn't see any replies (which seemed reasonable, as it was a weekend) when I checked on Saturday or Sunday. On Sunday since the situation was resolved, I updated the ticket with that information and wrote that the ticket could be closed. However, since then, the ticket hasn't been closed. This is only a guess, but my best guess is that this means that the overall issue is considered ongoing and not resolved.
  22. Not among people who are intellectually honest. Whether you are seen as such is largely dependent upon you, so choose prudently.
  23. With respect, I made no error. You said "umbra mods are literally so overpowered that you cannot play this game without umbra mods", so I responded to that. But it sounds like you didn't genuinely mean that? So if anything, the error I made was believing that you meant the words you wrote.
  24. I'm going to operate in good faith and assume that you truly believe this. And assuming that's true, it makes sense why you would feel so overwhelmed that you'd want to quit the game. I don't know why you think this, but let me be plain: it is not true. You in no way need Umbra mods to play the game and complete all the content in it. Heck, you don't even need weapons to do most Steel Path content right now, because your Sentinel's Verglas can take care of that for you. A decently modded weapon is more than enough to get you through just about anything this game can throw at you. So take a step back and a deep breath. And after that, let's prove your claim: that Umbra mods are so overpowered that you can't play the game without them. Make one of your builds, but replace the Umbra mods with their normal counterparts. Then try them out. You'll discover one of two things; either: while they're mathematically less effective, your build is still more than capable of getting the job done ...or... that you were right, and the game cannot be played without Umbra mods. If you're honest, I already know which of these you'll discover. But don't take it from me; please, try it for yourself and prove it to yourself first-hand.
  25. Survivability note: Gloom makes Saryn an invincible tank, since her Spores trigger Gloom, meaning that she's always dealing more than enough damage to fully heal her. In practice, this means that unless an enemy can one-shot her health pool, Saryn cannot die. I will admit to being a bit confused on this part of the comparison. Am I missing some aspect of the Hydroid Rework? Because Saryn has a very unique playstyle where there's a wing of the map Saryn hasn't even been in and she's still managing to kill enemies 3 rooms deep into that wing. Correct me if I'm mistaken, but I don't think Hydroid does anything close to what Saryn does, with the lone commonalities being that they're both using Corrosive damage to kill things.
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