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Everything posted by SortaRandom

  1. It isn't meant to be. The only point of Steel Path is to provide stronger/bulkier enemies for players who are in the mood to fight them. While this might not be ideal for the long-term health of the game, the alternative (i.e. a fundamental overhaul of all damage/health/energy/CC/modding/invisibility/invincibility mechanics for both players and enemies) is unfortunately a wee bit difficult to implement. So until that day comes, I'm more than satisfied with what Steel Path offers, and I would like to see it available for more game modes.
  2. I feel like "striking a balance" between casual players & elitists is a different topic entirely. OP is just requesting a Steel Path modifier for missions that don't already have a Steel Path modifier. This isn't doing anything that DE hasn't implemented already.
  3. As a note for new players: Ignis Wraith is a popular weapon that costs virtually nothing to buy due to sheer supply. There will always be people trying to make a quick buck by selling Ignis Wraith blueprints for exorbitant prices. Do not fall for these scams. EDIT: The creator of the Ignis Wraith Supply Center thread on reddit just posted an updated version! https://www.reddit.com/r/Warframe/comments/jr52k0/ignis_wraith_supply_center_mostly_pc_only/
  4. I'm not online very often, but if you need an Ignis Wraith blueprint and happen to catch me ingame, I'm more than happy to hand them out! Feel free to add me if I'm not online. Other sources of IgnisW blueprints: https://www.reddit.com/r/Warframe/comments/j6vr6o/free_ignis_wraith_supply_center_mostly_pc_only/
  5. That's basically the point. Pistol+glaive will continue to look dope af, but it removes the awkward lack of consistency that glaive gameplay had. (The only "inconsistency" remaining is that pistol+glaive will have is autoblock, which I personally think should be applied to most other 1-handed melee weapons as well.) I'm personally 1000% hyped for this!
  6. In favour of Guandao Prime: Does around ~25% more raw DPS than OrthosP (~45% more damage per swing, but 17% lower swing speed) when using the exact same build. (This is calculated assuming 12x combo with Blood Rush and Organ Shatter.) Enhancing crit stats (e.g. with a full Gladiator set on a Deconstructor) will negligibly widen this gap. With Berserker, OrthosP's speed is so high that combos break for many players (since they can't comfortably mash E fast enough to keep up with its swings). If this happens to you, then OrthosP's speed advantage is worthless. Thi
  7. Ah, that's a shame. I'd definitely prefer a launcher option instead of having to go through the whole set of ingame stutters every time. Thanks for the info though 😀
  8. This is awesome news!! Out of curiosity-- when you say "for your specific model of graphics card", will this be tied to the driver version as well? i.e. For someone who keeps their drivers up to date, will they have to go through each of the shader micro-stutters again each time they update their GPU driver? I'm only asking because this is the case on the Wii U emulator that I use, and it's a wee bit tedious to go through every time a new driver comes out 😢
  9. Honestly, instead of reintroducing wallrunning as a separate mechanic, I'd prefer if DE just made each wall-hop "shorter" so that it more closely resembles wallrunning. Like, if a single wall-hop takes ~0.6 seconds to do with the current system, then the shortened wall-hop could take ~0.3 seconds while moving the player at the same speed. Maybe with a bit less verticality when running horizontally, so there isn't as much "bobbing" up and down. That way, tapping spacebar once would produce more or less the same results as it does now (i.e. momentum canceling / jump resetting), while holdin
  10. I have no idea if this is caused by the Great Ensmallening changes, but yeah, as another HDD user, my game has been getting hella unstable as well. Like, the best case scenario these days is that I'll get a few "step lag" spikes (like, momentary screen freezing) several times in a mission or in my ship. But as I play the game for longer periods of time (>~30min; even less if I spend a nonzero amount of time in Open World or Railjack), the lag spikes will rapidly increase in frequency to the point that the game feels unplayable. It "feels" similar to memory leakage, but seems to be ramp
  11. I still can't wrap my head around how the texture quality is becoming noticeably more crisp, while the texture file size is being decreased by around ten friggin gigabytes. Yall at DE are wizards or something, i swear 🤯
  12. Literally already accounted for in both of our tests. Literally the point we're trying to make. Multishot demonstrably increases dot damage per proc. Literally unintelligible. Seriously, I have no idea what you're trying to say here. Ad hominems feed my soul 😌👌 Also, the irony of you accusing us of ignoring evidence is delicious. You know, considering that @taiiat and I have been the only ones providing evidence in this conversation (with easy-to-replicate testing methodologies and everything), and you've been consistently ignoring it. Like, page 2 literal
  13. This is a delayed response, but when playing today, I found myself missing the good ol' days (you know, mid-August) when my beam weapons played hitsounds upon contact. The clear audio feedback made gunplay with beam weapons feel a lot more satisfying. To be frank, the past ~month without beam hitsounds has been a very emotionally difficult time for me. I need my fix. 😂 I'm not sure if it's appropriate to directly quote devs for requests, but... is there any chance that beam weapon hitsounds could see a comeback? Preferably as a new Option or something?
  14. The visuals and optimization of this game never cease to blow my mind! I've enabled Deferred Rendering a few times and the difference in open worlds is night and day, but at the moment the performance cost is a bit too steep for my liking (dropping from >60FPS to a consistent ~40FPS on my system). I look forward to when the new lighting system is optimized even further! Thanks DE! EDIT: Also using a GTX 960, and this is a mood for me 😂
  15. Multishot doesn't influence the behaviour of each individual beam. You get bigger DoT numbers when more beams touch, and Multishot simply spawns more beams. The "double dipping" comes from the fact that: Multiple beams hitting at once increases DoT damage accordingly. Multiple beams hitting at once increases Status Chance accordingly; e.g. a Kuva Nukor with exactly 2.0 multishot will have precisely a 100% Status Chance assuming both beams hit. (And when I say precisely, I mean precisely. Each tick of damage will proc exactly once. You will never proc zero times, and you wil
  16. So it has no relation to the "multishot directly increases DoT damage per proc" claim, then. Gotcha. We've been through this (in the page that got deleted). Phage's added beams from +multishot don't overlap. When you're shooting with "a single beam of the phage" and get the same results regardless of multishot, it's because you're literally hitting with one (1) (uno) beam no matter how much multishot you add. Your Phage could have 100 beams, but if 99 of them miss, then of course it's going to behave as if a single beam is dealing damage. Because that's quite literally what's happ
  17. This is an excellent demonstration of procs stacking infinitely versus Warframes, but I don't see how this is relevant to (let alone evidence against) my "Multishot increases DoT damage per proc" claim in any way. I was literally still able to verify my above test (i.e. tapfire vs Tech, with and without multishot) on the Feyarch specters 😂 Oooh, using Gas is a great idea, thanks! I tested it on the Feyarch specter and saw that its tick damage stacks infinitely versus Warframes. Which is hilarious, but still unrelated to my claim. I replicated my tapfire-vs-Tech test (and di
  18. As with our previous pagelong bickering session that got deleted by a moderator-- I literally showed test results verifying this claim of mine. The full methodology is included, and you are free to replicate the test yourself at any time. Genuinely curious: Do you still think that I'm lying about what my testing showed? I'm gonna be totally honest with you: I don't fully understand what you're trying to say here.
  19. - Phantasma w/ Vicious Spread, purely for spreading statuses on a crowd - Tombfinger secondary - Orthos Prime (for most of my actual damage)
  20. I ran a really, really rough test a few hours ago (using a mostly-unmodded Phantasma with some toxin damage and status chance, with and without multishot, and then aggressively spraying a Kyta Raknoid point-blank with it) and got kinda similar results. With Hell's Chamber and Vigilante Armaments, I was getting toxin proc ticks of ~450 damage with ~140 procs active. With the same build minus all of the status mods, I was getting toxin proc ticks of ~85 damage with ~60 procs active. (SOMEWHERE AROUND THERE. I don't remember the actual numbers; this is a very rough ballpark.) In any case, if
  21. I think your calculations might be messing up because having more than 10 DoT procs active at the same time causes additional tick numbers to start to merge. You'll get more consistent results if you keep the number of active DoT procs below 10. holy crap i suck at reading lol Getting multiple perfectly-simultaneous DoT procs with >100% Status Chance will merge their numbers together as well. Like, if an Electric proc deals 20 damage per tick, then scoring three simultaneous Electric procs will produce a single DoT dealing 60 damage per tick. Maybe try tap-firing the weapon and deal
  22. Wukong and Wukong. (Or, should I say, Wukong+Wukong and Wukong+Wukong.) Mostly because I use melee for 99% of my damage. And WuClone can passively cover entire crowds in Heat+Magnetic+Viral+Radiation procs with a status-built Kuva Nukor, while I use melee for 99% of my damage. Absolutely god-tier damage against anything that isn't Status-immune, seemingly regardless of level or Steel Path modifiers Crowd control for days (Kuva Nukor radiation procs) Energy for days (by sheer virtue of hardly using any) Healing for days Bulky enough to take a few hits in Steel
  23. Oooh, I like this explanation! It makes a lot more sense when you think of the Veil as a literal, physical "veil" of thin, wispy gases colliding into each other. And most importantly, as you said-- since it was literally the name for Veil Proxima during the tennocon demo, it's probably canon. For those curious, here's a diagram of the heliosphere from wikipedia, where the Sun's constant outward stream of solar wind is kind of colliding with interstellar gases as we orbit the center of our galaxy: Okay, this quote is hella important-- this Cephalon fragment refe
  24. Oh, I know about the Albrecht lore entries; I mentioned them in a comment above XD Up till I read @TARINunit9's comment, my impression was that Albrecht's experiment was for using void magic to propel humanity through space at incredibly high speeds (where "realspace" and "void space" occupy the same physical space in separate planes of existence). But given what Railjack loading screens look like, yeah, it definitely makes more sense for the Void to be a dimension that humans/sentients use for rapidly "wormholing" across extreme distances, whereas simply flying through space the normal
  25. Oooh, interesting! I thought that interstellar travel had basically been solved at this point in the game's story, but it was only external inconveniences that prevented travel between the two stars. Namely, Sentients (and the lack of a habitable planet) being very hostile to humans, and the Void being very hostile to sentient genitalia.
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