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shut

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Posts posted by shut

  1. 7 hours ago, rapt0rman said:

    No status cap, or rather the original status cap +1 for the new lifted status. Dev Streams are rarely ever final, and actual release notes definitely take precedent.

    Cheers!

    I also just tested this myself ingame, and I can confirm that CO is scaling to at least 7 procs for me (as opposed to the 3 that the dev workshop stated). I haven't bothered testing with higher proc counts since that's a wee bit more difficult to do, but it really looks like CO doesn't have a status cap.

  2. 6 minutes ago, Shrapnel110 said:

    I also enjoy using the "melee with fire weapon input" option when having melee fully equipped, which works perfectly fine with this update.

    Okay, this is a little bit off topic, but-- I've been seeing people saying that they've been enjoying the "gunfire-button-for-melee" option since the update. Is it really that great?
    Like, I've been trying it out, and it works nicely when in "pure melee" mode, but the default behaviour (i.e. quick-switching to melee from guns) still has the problem of being unable to use Hold combos, no?

     

    OT:
    We need some more flexible Melee keybinds for sure. Instead of having a "gunfire-button-for-melee" option, we should instead have separate keybinds for quick melee (E by default) and "melee-mode melee" (E by default, but bindable to M1).

  3. 2 hours ago, Dragazer said:

    Unfortunately thats not the case. Many weapons were not properly compensated for the loss of combo multiplier. Gram prime went from 180 to 300 dmg. Galatine prime went from 165 to 280 dmg. Those are only 1.66x and 1.69x dmg increases respectively. Considering how easy it was to maintain a 3x or even 4x dmg boost with the combo multiplier, this is a huge nerf.

    Oh, yikes, I hadn't noticed that.
    That's... a damn shame. Heavy melees are still quite a bit slower than other weapons of the same speed, right? They should definitely have higher base damage to make up for that.

    I hope their stances still have good multipliers...

  4. So, as most of us know by now, Condition Overload has changed from:
    "multiplies final damage by 1.6 per status proc"
    to
    "adds +120% base damage per status proc". (Yes, it's additive with Primed Pressure Point. And yes, this is an indirect but extremely harsh nerf to Chroma.)

    But does anyone happen to know what the cap on CO stacks is post-U26? Or whether there is a cap?
    The melee dev workshop clearly stated that CO stacks up to 3 times, but the U26 patch notes contain this lovely table:
    70357b78c5c2cba9bad1df0dc9a95525.png
    which suggests that CO can still stack upon itself for a larger number of procs.

     

    So... which one is it?
    I'm too tired test this out ingame right now, but if anyone is able to do the testing (or if anyone has already done it), could you post your findings here?

  5. As someone pointed out on the first page, Condition Overload now stacks ADDITIVELY WITH BASE DAMAGE (i.e. adds on top of Pressure Point rather than multiplying it).

    Regarding communication: I have mixed feelings.

    • On one hand: y'all should've told us about this prior to the update. Your wording made it seem as though CO was still going to be multiplicative with other damage boosts, which I'm sure was deliberate.
    • On the other hand: I kinda understand why you didn't tell us about this prior to the update. There would've been an insane amount of backlash considering that nobody had actually tried it out yet.

    Regarding ingame balance: Still mixed feelings.

    • On one hand: CO builds are objectively much, much weaker than before. Pre-nerf CO was the only thing that made pure-status builds viable, but those are effectively no longer an option. 
      Assuming you've only got Primed Pressure Point equipped and are hitting a target with 4 procs, your effective damage multiplier has gone from 17.4x (base * PPP * 1.64) to 7.45x (base * (PPP + 1.2*4)). That's a bat-crap crazy loss in damage. And if you're running a build that stacks base damage (e.g. rivens, Spoiled Strike, Chroma, etc), then this loss in damage only becomes even more extreme as CO is increasingly subject to diminishing returns.
      I mean, Chroma mains ought to be on suicide watch right now, yikes. Their melee damage just decreased by about an order of magnitude (again), and their frame doesn't exactly have much utility to make up for it.
      Ironically, crit builds (the meta for melee) are affected by this change the least, since they tend to have less base damage stacked up (i.e. CO can have more of an effect in comparison)!
    • On the other hand: Pure-status builds got completely shat on, but so many weapons have had their base Crit+Status buffed that hybrid builds are easier to make than ever.
      Also, more importantly: Prior to the update, CO made some melee builds so powerful that there wasn't much reason to even think about using a gun. The gap between the two has dramatically decreased (which was obviously the intention of the nerf in the first place), and I mean this in a good way. It actually feels like there's a choice between melee and guns now... Pre-U26 meta builds like hybrid polearms are still powerful, but they no longer hopelessly outclass every ranged weapon.

     

    Overall... melee is more balanced now, but this came at the cost of build variety (with pure-Status builds being completely nonviable), and an indirect-but-harsh nerf to Chroma (with CO barely having any effect due to the extreme amounts of base damage).

    I think that CO should still be an overall damage multiplier, rather than a base damage boost. Tweak the numbers so that it's still balanced (e.g. "80% final damage per status, stacking up to 6 times" or something). The current formula makes pure-Status builds and Chroma unviable for melee, which is the opposite of the diversity that this update was striving towards.

    • Like 9
  6. 15 minutes ago, Dabluechimp said:

    Combo counter
    I like how fast the counter builds up compared to the old one
    but I feel as if I'm not actually getting 12x more damage

    Oh, that's because you're not. The "12x" only multiplies the damage of heavy attacks-- your regular attacks have 1x damage the entire time. (The ~3x buffs to base damage across the board makes up for that.)
    Blood Rush and Weeping Wounds still scale from this multiplier, though. (Specifically, this multiplier minus 1, according to the new Blood Rush / Weeping Wounds buff icons.)

     

    Regarding the crits... I haven't tested this myself, but I have a strong suspicion that Blood Rush now applies after other crit boosts, rather than before. So additive bonuses like cats and Harrow will no longer be multiplied by BR.
    It's a huge loss in damage, but IMO it's a bit of a well-deserved one (and I'm honestly surprised that interaction lasted for as long as it did). Additive crit chance sources turned literally any melee weapon into a red-crit monsters when combined with BR, whereas now it seems to behave more in line with how guns do.

  7. "ALIGN MELEE ATTACKS TO CAMERA" SETTING:

    I've been trying to bring this to your (DE's) attention for a while now, but unfortunately this wasn't addressed in the update.

    I play with this option disabled (as is standard in any "monster-hunting" type of game, e.g. Dark Souls / Monster Hunter / Dauntless / Vindictus). This worked fine with Melee 2.0 since most weapons/stances didn't have directional combos. However, now that every stance has its own "Forward" / "Forward Technique" attacks, the new melee style unfortunately doesn't support this option very well (i.e. all "forward" combos only activate when holding W, but not A,S,D).

    Could you give the "align melee attacks to camera" option a very quick review, so that it's properly compatible with Melee 3.0? The only change necessary is to let A,S,D activate the "forward" combos in addition to W when "align melee attacks to camera" is disabled.

     

     

    EDIT: Some general melee feedback:

    • Finishers have been moved to Contextual Use (X) instead of Melee (E).
      OH MY GOD
      HOLY CRAP
      tumblr_nm63ds5g3M1qcs7p4o1_500.gifv 
      ^ literally me right now
      THANK YOU DE, AND GOD BLESS YOUR SOULS
      MAY THE GROUND YOU WALK QUAKE AS YOU PASS

     

    Some feedback about stances themselves:

    • Some "Neutral" combos restrict movement too much, and should be switched with the "Forward" combos.
      When players use Neutral combos, it's often because they want to strafe left/right/backwards while attacking. However, most Neutral combos lock the player's legs, while the Forward combos will more-often let players WASD freely during the animation (despite W needing to be held to activate them).
      Some examples: 
      - Iron Phoenix (Longsword)
      - Carving Mantis (dual swords) 

      Simply switching the "Neutral" and "Forward" combos around would make the stances feel much more responsive to the player's inputs.
       
    • Many "Neutral" combos restrict leg movement, but they often shouldn't have to.
      I get locking the legs when the character is twirling/flipping/kicking/etc, but there are moves where the legs look like they should be freely controllable, yet the player cannot WASD during the animation. This is especially bad for "Neutral" combos, i.e. the combos where the player is most likely to want to WASD while attacking.
      The most egregious example I can think of:
      Swirling Tiger (dual swords); first attack of "Neutral" combo. (The worst part is, you used to be able to WASD during this move in Melee 2.0!)
       
    • (potentially difficult to implement, but) Add option to opt-out of certain combos?
      I know there are players who are going to love most of a stance except for a certain clunky combo that gets in the way. I think it'd be cool if players had stance-specific options to completely disable certain combos, or otherwise tweak the controls of that stance. Perhaps add customization options (saved locally for each individual stance) to the "Melee Combos" window?
      e.g. If someone loves Iron Phoenix but hates its Neutral Combo (as I do), then allow that combo to be disabled entirely (such that the Forward combo is activated instead).
      Here's a quick UI mockup:LX0EkVF.png

     

    EDIT2: Some feedback about specific stances:

    • Shimmering Blight (Polearms) is AMAZING.
      For those who haven't used it: It's missing a Forward combo and Tactical combo. Its Neutral combo allows full WASD movement, and both its Neutral and Forward Tactical combos have nice, wide hitboxes.
      It's simple. It's effective. It's hella fun. I am not being sarcastic when I ask that y'all please do not touch this stance further (aside from maybe a fix for the first Neutral swing stepping to the right for some reason-- same applies for Bleeding Willow).
      That being said...
       
    • Bleeding Willow (Polearms) feels like a strict downgrade to Shimmering Blight.
      Its Neutral combo is identical to Shimmering Blight's... but its Forward-Tactical combo, when compared to Shimmering Blight's,
      - has roughly the same speed
      - leaps roughly the same distance
      - has the same number of forced bleed procs (i.e. one)
      - does only a single hit on the first swing (albeit with a somewhat higher multiplier that doesn't quite make up for it), versus Shimmering Blight's many hits
      has a somewhat narrow hitbox on the first swing (versus Shimmering Blight's 360-degree helicopter twirl)
      does not inflict Lifted status, whereas Shimmering Blight does
      with no other significant advantage to back it up. I think it'd be great if Bleeding Willow's Forward Tactical combo, instead of being "mobile swing + a few stationary swings", was simply the last 3 swings of its pre-U26 "hold E" combo-- that is, three mobile swings in a row. Less power, more mobility-- just like before!
    • Like 4
  8. 9 minutes ago, xxswatelitexx said:

     

    You are misunderstanding, just because it has longer range it has no benefit to be used over other weapons.

    Why would you use a shorter range weapon - when a longer range weapon can hit more targets for more damage? 

     

    Each weapon type should have their own benefits so they have a reason to pick over the other. 

    Fists \ Daggers are short range \ small block - which means they need their own gimmick to be picked.

    You are misunderstanding. While this is all subject to change with Melee 3.0, polearms tend to have moderate attacking speeds and no stance multipliers to speak of (with the exception of Twirling Spire, which has big damage at the cost of nonexistent mobility). Shorter-ranged weapons, on the other hand, tend to hit much more quickly and with better stance multipliers... and if DE's Skana preview is any indication, mobility should no longer be a problem for them either. Basically, polearms will always be great for sweeping up crowds, whereas daggers will deal more single-target DPS as long as DE handles the stance multipliers well.

    In the end, both will (ideally) be equally viable, with players picking a type based on preference.

    • Like 2
  9. 14 minutes ago, xxswatelitexx said:

     

    Now divide that by half for daggers. 

    Now multiply that by 3x for every other weapon as well.

    Your argument is essentially disproved by the fact you failed to compare these weapons to their bigger counterparts. 

    The actual question is; WHY WOULD YOU PICK SHORT RANGE WEAPONS OVER LONG RANGE?

    And your answer just proves, you wouldn't because everything else does the same thing but 300% better. 

     

    You're misunderstanding.

    Range mods are becoming additive. Meaning that Primed Reach will add about +4.0m (current state of the mod from [DE]Bear's post in the workshop thread) to ALL weapons.
    Polearm has 3m at base? Now it's 7m.
    Dagger has 0.001m at base (hypothetically)? Now it's 4.001m-- which is still shorter than a polearm (obviously), but surprisingly long enough to carve up crowds of enemies at once.

     

    For comparison, a standard polearm with Primed Reach reaches about 5.5m in the game's current state, with only Orthos/Guandao/Cassowar/Zaws reaching beyond that. Staves and Lesion barely reach 4.2m with PR in the current state, which is literally shorter than the worst-case-scenario for post-Melee-3.0 daggers (assuming that Primed Reach will indeed be +4.0m on release).
    Suddenly, daggers are looking pretty good, no?

  10. Did you happen to see the gifs of Skana gameplay in the Melee 3.0 workshop thread? Base range seems to have been buffed by a crapton (i.e. the hitbox extends well past the physical model of the weapon), and Primed Reach becoming additive means that most melees can have nearly Polearm-like range if you build them that way. The mobility is hella nice too.

    EDIT:

    MP2-ProGamerMove.gif.b442a20fed732aa12cd

  11. Excalibur, but with a long-reaching melee weapon and negative STR. Use Slash Dash to get around, use Blind for stealth bonus damage from melee weapons (especially polearms/whips/gunblades/glaives, so you don't get sucked into Finisher attacks on every enemy), and never ever press 3 or 4. You'll also have fantastic CC, which works wonders on large maps.

    Also, Wukong.

  12. Rhino was going to be my go-to response. Stomp doesn't have quite the same duration as Divine Spears, but it reaches noticeably further and is very consistent in what it affects (i.e. literally anything and everything, including bosses with the caveat that it doesn't last as long against bosses). Definitely one of the most potent CC abilities in the game, and IMO the most reliable... provided that you don't build him exclusively as a tank or something (as 99% of rhino players apparently do). If you've got enough range+efficiency for his 1 to be worth using, Rhino can also be pretty darn fast compared to most other frames.

     

    For a less tanky option, I'm a big fan of Excalibur, with his incredible mobility (Slash Dash), invulnerability frames (Slash Dash), CC (Blind), and melee damage (Blind-- especially if using a long-ranged melee weapon that can attack without triggering Finishers). I personally just slap on Overextended and never touch his 3 or 4; you'll have enough mobility and CC to breeze through nearly every open-world mission.

    He tends to be a bit squishy against higher-leveled enemies, though, so you'll want to get used to moving around a lot and always have a reliable source of healing handy (e.g. Magus Elevate, Life Strike, etc).

     

    EDIT:

    If you happen to use a melee weapon as your main source of damage: you should consider using a Phantasma or some other gun that can rapidly spread Radiation procs on groups of enemies. It'll work great for Condition Overload, and the reliable radiation procs mean that you've got a good CC option with you at all times.
    If you don't mind sacrificing a gun slot, the CC really opens up the variety of frames that you can use as all-rounders, allowing you to take selfish frames (Ash, Wukong, Chroma, etc) into defense-oriented missions without a hitch!

    • Like 1
  13. Off the top of my head, Arcane Avenger and Kavats (especially Adarza) are your best bet. Kavat buffs are a bit sporadic and unreliable, and Arcane Avenger works best on tanky frames that can eat up a lot of small hits.

    Stacking the two together should push you into orange-crit territory, but I feel like you're going to need a Harrow if you want red crits on your nukor.

     

    EDIT: Come to think of it, do multiple Arcane Avengers stack on top of each other? You'd think this would be easy to google, but all of the results I've been getting are either conflicting or horribly outdated.
    If someone could confirm whether or not this is the case, that'd be great!

  14. 3 hours ago, JadeKaiser said:

    Yes, zaw hitboxes aren't the best. However, this isn't the thread for talking about zaw hitboxes in general, or the details of how they get warped oddly by Reach and its primed variant; this is about their range specifically.

    ...

    Nor do I want to see general hitbox discussion. This is about zaw base range

    This might come as a bit of a shock to you, but there's no way to accurately measure range if the hitboxes are so wonky that measurements become inconsistent. That's literally the reason I brought up hitboxes in the first place, my dude.

    3 hours ago, JadeKaiser said:

    Your focus on the polearms in particular is getting irritating, because I've said repeatedly both in the OP and otherwise that polearms are probably the one zaw type that I do not need to talk about for this, because I already know about them. As does pretty much everyone else.

    You know so much about polearms that you incorrectly "corrected" me in saying that zaw polearms have OrthosP-like range? Which, if I may add, started bringing the conversation to where it is right now? Common knowledge indeed.

    But yeah, regarding your point about me laser-focusing on polearms when you didn't request that information-- I'm realizing now that I misread your OP. I had somehow misinterpreted it as you requesting exact range information for the different Zaw categories, as opposed to strictly non-Polearm zaw categories. That's my bad.

    Honestly, though, I feel like I still would've posted all that polearm stuff even if I had read your OP correctly. Maybe I'm being a bit presumptuous, but in a thread requesting details about zaw ranges, I think it's good to bring up relevant information that people reading this thread might not have already known.

    3 hours ago, JadeKaiser said:

    stuff like measuring while Primed Reach is equipped being a necessary evil because most of the people who measure such things don't think of the fact that some people might want to know what the range is by default instead.

    Primed Reach is used because the uncertainty of measurement (i.e. ~0.1m if you're using a sniper scope) is constant regardless of how long the weapon is. You want the uncertainty to be small compared to the measurement itself.
    If you've got a weapon that reaches 100.0m, then a simulacrum test will tell you that it's "100.0m, give or take ~0.1m" (i.e. hella accurate); whereas if you've got a weapon that reaches 0.01m, then a simulacrum test will tell you that it's "0.01m, give or take ~0.1m" (i.e. hella inaccurate). Extreme example, but you get the idea.

    If it's base range you want, then divide by 2.65. (And yes, I have tested this out on a variety of non-Zaw weapon types-- the base ranges for the non-Zaw weapons have been incredibly consistent with the "PR range ÷ 2.65" prediction.)

     

    3 hours ago, JadeKaiser said:

    I don't want to see anybody mention polearms again

    Yes, mom.

  15. 1 hour ago, JadeKaiser said:

    Zaw hitboxes are a bit wonky and narrow vertically, yes. I believe your problem is that you're targeting a roller, which is really, really short. Your attacks are just swinging over the top.

    You'd think so, right? But nope, the "blind spot" on the hitbox is only for a narrow range of angles, facing the roller almost dead on.
    That is: the swing is an arc from your FoV's upper left to lower right, which means that you'd expect a huge "gap" on the lower left, no? As in, if you aim too far to the right, you'd eventually expect the polearm to just whoosh over the roller without ever coming into contact.

    That's not what's happening, though-- aiming more to the right of this "blind spot" that I'm describing (which, again, appears when facing the roller almost dead on) causes the zaw to start hitting again, which indicates that it's not as clear-cut an issue as "zaws have shorter vertical reach" or something. If it was, then I likely wouldn't have made that "wonky zaw hitboxes" thread back in November 2017, and I definitely wouldn't have reproduced its findings today. Not to mention that this isn't nearly the only blind spot; they seem to come and go depending on minute changes in distance.

    Similar issues will occasionally happen during regular gameplay, where a zaw swing completely "misses" a target within range despite having a clear line of sight. Wee bit frustrating.

  16. So I just tested out the Zaw Polearm hitboxes, using a Cyath+Seekalla zaw.

    jramOtw.gif

    The Zaw polearm hitboxes are still HELLA wonky. It still behaves almost exactly as I described in the thread I linked in my first post (literally November 2017), with the zaw hitting with okayish consistency at around 7.9m, but sometimes completely missing its target depending on where you're aiming. I'm literally in the Simulacrum now, swinging my zaw (Primed Reach, no riven) at a Roller Eximus (nice spherical hitbox) using the first hit of Shimmering Blight, and consistently missing at 7.0m from the target if I aim slightly to the right of dead-center. OrthosP still hits consistently at 8.1m, and (while this isn't measured nearly as accurately) its slide attacks still feel like they reach further than the Zaw's.

     

    10 minutes ago, JadeKaiser said:

    One of the big things with the consistency update I mentioned was a confirmation that all strikes are the same length, as I recall. It's completely down to the weapon type. I just wasn't certain if all the two-handed weapon types were the same as each other (and the same for all the one-handed ones). As I continue to experiment though, I think I can rule out the idea that they are the same; especially with crouching like you're saying, my stave and my polearms are starting to hit right as the waypoint reading goes from 8m to 7m, while my hammer and my heavy blade are starting to hit as it goes from 9m to 8m (quick reminder that my Primed Reach isn't maxed). It seems clear that staves and polearms are the same, and hammers and heavy blades are the same, but staves and polearms are shorter than hammers and heavy blades.

    Thanks for that tip with the crouching btw, it did help. Now I just need the actual numbers, and the info on one-handed weapons.

    Ooh, instead of relying on the waypoint marker, you should try using a sniper rifle scope as a measuring tape! It measures distance to the first decimal place, and you can more easily "target" parts of the enemy that are closest to you. Gives more accurate and more-consistent results that way.

    Also, yeah, I faintly recall that "consistency update" as well. I feel like polearms with Primed Reach have become "narrower" since that update (in the sense that slide attacks, for example, don't have nearly the same "vertical reach" that they did before), but I haven't really noticed any substantial difference in horizontal reach...

  17. 41 minutes ago, JadeKaiser said:

    Ah, this is actually a thing I would like to address, seeing as it seems you are running off of outdated info. The one thing that is actually well known is that all zaw polearms have identical range to the Orthos Prime, the previous longest range melee in the game (supposedly). This is something I have personally tested myself, and contrary to what you are saying it does appear to be consistently true.

    Oooh, interesting!
    The last time I tested this was a few months back, around the time that one of the devs (Sheldon, I think?) was answering a bunch of players' questions on stream about various game mechanics. I'll test this ingame in a bit, though-- if the Zaw hitboxes are indeed OrthosP-tier now, then that's a nice overall buff from what it was before!

     

    41 minutes ago, JadeKaiser said:

    That's why that isn't actually my question. The question is for all the other zaw types; whether different weapon types have different ranges, or if it's just down to all one-handed being the same and all two-handed being the same. And of course, what those ranges are, especially if the former is true.

    ...

    The main thing I'm asking is because base range on different zaw types is something that I always want to be able to check when I go to build a new one, because it's a big part of my decision as to whether or not it's actually worth the trouble to build and grind up a zaw of that type. But I can't find that info anywhere, except people harping over and over on the high range that polearm zaws have. Which doesn't help me when I'm deciding whether or not I should make a nikana zaw based on the weight of how much time it takes to build, guild, and forma a zaw compared to how much I will end up using it and its ability to actually hit enemies without me figuratively rubbing noses with them.

    Oh, I know, I was just kinda vomiting all of my knowledge about hitboxes at once. Again, I'm not sure about this either since I've never bothered testing it out.

    41 minutes ago, JadeKaiser said:

    For reference, my own personal testing seems to show that zaw hammers and heavy blades have a slightly longer reach than polearms (almost 9m for a standing single strike with my Primed Reach on, and my Primed Reach is 2 ranks short of maxed). This might be the result of having different stances, rather than the base number however. Especially as that initial strike with a heavy blade or a hammer is a lot easier to measure, as in some stances it doesn't include a step forward the way all the polearm stances do. Which actually makes me more inclined to think that heavy blade and hammer zaws have even more of a range advantage, with the way it comes out looking, but I don't want to bet on it.

    Hm... maybe the hammers and heavy blades ending up longer might actually be due to the Strikes being considered in the hitbox. The Rabvee and Dokrahm strikes look significantly longer than the strikes that give polearms/staves, so that would make sense. (Needs testing, though.)

    Also, this might be a bit of a no-brainer, but when testing polearms, have you tried crouching while attacking? The reason I chose the first swings of Shimmering Blight and Clashing Forest for my tests is partly that they give nice, clean swing arcs, and partly that they have "full freedom of leg movement" (WASD/sprint/crouch/etc), meaning that you can prevent the step from happening by simply crouching during the swing.

  18. 54 minutes ago, JadeKaiser said:

    Everybody and their mother knows that "zaw polearms are the farthest-reaching melee in the game,"

    Some polearms (OrthosPrime, Guandao, and Cassowar) actually reach significantly further at base! Whips as well, although their hitboxes tend to be buggy and unreliable without Primed Reach equipped.

     

    Regarding the base ranges of weapon categories-- the long story short is that Zaws seem to have incredibly wonky hitboxes that make an actual "base range" difficult to pin down, even with Primed Reach equipped. Non-zaw weapons will behave more consistently.
    Let's look at polearms and staves, for example-- When looking at a basic attack with seemingly-unmodified hitbox length (e.g. the first hit of Shimmering Blight for polearms, or the first hit of Clashing Forest for staves), the weapons seem to be split into four distinct categories. These are the ranges measured with a maxed Primed Reach, give or take ~0.1m:

    • 8.1m - Orthos Prime, Guandao, Cassowar
    • ???m - Zaw Polearms (they be buggy af, and haven't been fixed since literally 2017)
    • ???m - Zaw Staff (I've never tested, but I assume that they're similarly buggy)
    • 5.5m - Orthos, Kesheg, Tonbo, Sydon, and presumably all other Polearms aside from Lesion
    • 4.2m - Lesion, Amphis, Mk1-Bo, Bo Prime, Tipedo, and I assume all other Staves

    (Fun fact: I also tested out a few longswords/dualswords a while back, and interestingly, they also tended to be split into similar "length categories". Some swords like Dex Dakra and Twin Krokhur had Staff-like (4.2m) range, while other swords like Dual Ichor were shorter to the point that accurate measurements felt impossible.
    The long ones got hit with a stealth nerf since then, so as of the last time I tested them out, they're all the same (shorter) length now. Needs confirmation, though, it's been a while.)

    But yeah, with the Polearm and Staff and (outdated) Longsword/Dualsword range tests, it seems that the "base lengths" of weapons across categories might be more similar than we thought. Maybe to the point that certain weapons within the same "range category" (e.g. Lesion & staves & pre-nerf-DexDakra, assuming the consistent 4.2m isn't just a coincidence) might have straight-up identical hitboxes at base.
    I'm not sure about heavy blades, though. Haven't tested the ranges for those at all, Zaw or otherwise.

     

    Regarding whether Zaws have any "variance" within the same category based on grip... I've got no clue, but I'm curious about this as well. It seems that it'd be a bit difficult to calculate due to the inherent wonkiness of zaw hitboxes (for polearms, at least), but if anyone with a wide variety of Polearm grips or something could test it out, that'd be great!
    Come to think of it, I'm also kind of curious as to whether Strikes contribute to the hitbox as well...

     

    EDIT:
    Just to clarify, I've only really tested the ranges for the weapons that I listed above. As for lengths from heavy blades / longswords / daggers / etc (Zaw or otherwise), hopefully someone with more experience could enlighten us!

  19. I'm running into this issue as well! Cloudwalker seems to be retaining your momentum upon cast, with up/down momentum being retained throughout the ability, and horizontal momentum being reapplied at the end of it. It's really weird.

    Quoting myself from the main bug report thread:

    8 minutes ago, SortaRandom said:

    Wukong's Cloud Walker seems to "snapshot" the player's momentum during the cast, and somehow retain it throughout the duration of the ability.

    • Downward momentum is retained, and "pushes" Wukong downward at a constant speed. Resets upon touching the ground. Doesn't seem to care about momentum from ground slams, though.
    • Upward momentum is retained, and "pushes" Wukong upward at a constant speed. Cannot be canceled except by deactivating the ability, even when touching the ground or a ceiling.
    • Horizontal momentum seems to disappear immediately after the initial casting animation is complete (as it should), but deactivating the ability will immediately reintroduce this momentum to Wukong, launching him in whatever direction (and speed) he was moving at during the initial cast. Even momentum from certain melee attacks is retained in this manner. Can be canceled/prevented by letting go of WASD while Cloud Walker is active.

    A fix for this would be hugely appreciated!

     

    Also, Void Dashing seems to retain the operator's momentum as well, as per https://forums.warframe.com/topic/1124013-momentum-carried-over-in-void-dash-electricity-graphics-bug/. Horizontal momentum, at least-- it's hard to tell if vertical is retained since Void mode "dampens" vertical movement in a similar way to aimgliding. Maybe this is related?

  20. 8 hours ago, NyxOOX said:

    Emissives are broken on the Ember Graxx skin. The emissive colours themselves are working fine but the first energy colour is applying itself to the emissives.

    Piggybacking on top of this: a couple of the skins I use seem to have the same issue as well. That is, the emissives taking colours from Emissive 1&2 (as they should) but ALSO from Energy 1.

    I haven't tested this in great detail, but I'm noticing this on:

    - Wukong Mithra Skin
    - Volt Proto Skin
    - Hecaton Shotgun Skin (Nyx Deluxe)

    so far.

    --------------------------------

    Other bug: Wukong's Cloud Walker seems to "snapshot" the player's momentum during the cast, and somehow retain it throughout the duration of the ability.

    • Downward momentum is retained, and "pushes" Wukong downward at a constant speed. Resets upon touching the ground. Doesn't seem to care about momentum from ground slams, though.
    • Upward momentum is retained, and "pushes" Wukong upward at a constant speed. Cannot be canceled except by deactivating the ability, even when touching the ground or a ceiling.
    • Horizontal momentum seems to disappear immediately after the initial casting animation is complete (as it should), but deactivating the ability will immediately reintroduce this momentum to Wukong, launching him in whatever direction (and speed) he was moving at during the initial cast. Even momentum from certain melee attacks is retained in this manner. Can be canceled/prevented by letting go of WASD while Cloud Walker is active.

    A fix for this would be hugely appreciated!

    (ALSO: Not a Saint of Altra bug, but Cloud Walker's up/down ("Jump"/"crouch") movement still hasn't been affected by his rework. It's still extremely slow, takes time to accelerate, and is not affected by sprint speed.)

     

    EDIT:
    On top of this, Void Dashing seems to retain the operator's momentum as well, as per https://forums.warframe.com/topic/1124013-momentum-carried-over-in-void-dash-electricity-graphics-bug/. At least, horizontal momentum is retained-- it's hard to tell if vertical is also retained, since Void mode "dampens" vertical movement like how aimgliding does.
    Maybe the two issues are related?

     

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