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ekental

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Posts posted by ekental

  1. No it's still bugged.

    Just failed the 100 murex goal because of this.

    First hour, we got ~55 Murexes driven away. 1.5 hrs later and we were at 65/100.

    The entire time we had more than a 2:1 ground to space team ratio, around 10 ground:5 space teams. Looking at chat we could see a wall of codes transmitted, but very few would actually be received.
    My team started space. We got to our 15th murex before the bug struck. After waiting 20 minutes for 1 code we quit and went to ground to see if we could help out. 17 condrics later and the flotilla had ~5 more murexes driven away. By then it was clear the flotilla was going to fail because of this bug.

    Feels like total S#&$ to get 1/3 of the credit because of a bug. Not only do we roulette whether the flotilla is remotely competent but we need to RNG this bug too before we have a chance at the rewards.

  2. Assuming this is a bug:

    Archgun magazines regenerate in arbitrary discrete chunks of ~20-30 on some sort of regular timer. This seems to be independent of the weapon

    i.e. the Cyngus w/ a magazine of 30 regenerates as much ammo/tick as the Imp Vandal w/ a magazine of 300. The difference obviously being this will fill the Cyngus' magazine but not the Imp V's.

     

  3. After going through the entire chart the true limiting resource is Titanium.

    This is because you require 15k per part, or a total of 45k for your ship parts and 30k for the weapons assuming you craft the bare minimum, 75k Titanium total.

    A run of the lowest level earth mission nets you 1k(with booster) and takes 10-15 minutes. Extrapolate that out and you're at a minimum of 12.5 hrs of Titanium farming.

    The issue here is that unlike the other resources Titanium is only found via the rocks/red barrels floating in space. It is a tedious mining job that has no synergy with any content a player would run in a group, making it a solo task.

    That means it's highly unlikely for anyone to either want to or naturally obtain via play the Titanium necessary to craft their items.

    Do one to all of:

    • Let titanium drop in reasonably large quantities from defeated enemies as well as from rocks.
    • Lower the titanium cost of Mk III items.
    • Have whoever decides the resource costs grind them once from nothing(no upgraded Railjack either) before he makes decisions.
    • Base is invulnerable due to hack point being beyond an unopenable door. (First hack point listed to be in reactor room)

    ffdXrbu.jpg

    Mission had to be cancelled. 40 min wasted.

    • One of the bases (Asteroid Base?) has a crack that ships can get stuck in. Players can blind navigate through it and eventually, after hitting invisible walls etc, maybe make it to the last ship needed to complete the mission. (Below I'm stuck against an invisible wall, getting to that ship took 15-20 min)

    JdbnGJL.jpg

    • Sometimes my HUD disappears. Nothing I do will bring it back.
    • The vast majority of ship parts found are Zekt as they are drops from Outriders. Others seem to be rare from Crewships and Mission rewards.
    • Going into operator mode as you launch your Railjack if you were previously on your orbiter seems to TP you back to your non-existent orbiter and often permanently blackscreens you.
    • Going into operator mode before you launch your Railjack via the Dojo makes you unable to every use operator abilities till you go back and leave/re-etner the Dojo.
    • Blow up Crewship reactor -> leaving crewship -> teleports you to the objective. If that objective is a pulse turbine? you get stuck inside it.
    • Sometimes getting stuck in archwing mode and fly around inside ships in it. The weapon used while this happens is the warframe weapons however.
      • The opposite of being stuck in WF mode in space may also occur. This is rarer but far more detrimental. You will literally be running in space.
    • Sometimes after successful mission completion you go back to drydock and discover you've arbitrarily failed.
    • Railjack weapon stats aren't showing heat buildup properly for some weapons, specifically the Photor (it shows 0, it's not 0)
    • Kills/loot obtained inside ships/tilesets aren't shared between crew members. This often leads to anyone who stays on the ship for piloting/maintenance to be punished for doing so despite performing such a useful role.
      • All loot and XP should be shared between the group.
    • Sometimes Railjack recall will stop working. It will count down to 0 then stay there. You can't do another recall until you enter/exit the Railjack. If you're recalling because say.. you were just teleported inside a base due to another bug, your only option is unstuck. If you bug out again, you're screwed till the timer is up.
    • Subjective:
      • There needs to be a way to reliably get battle/tactical avionics. They are too useful to gate behind total RNG. No one should be punished for being unlucky.
      • There is massive variance between stats on ship parts. i.e. The Zekti Reactor III's Flux capacity can dip to +50, markedly less than Mk II variants. If this is intentional it's frankly, S#&$. A Mk III should be an upgrade over a Mk II. This is madness.
  4. After fighting for ~1 min while in operator mode Excal umbra appears to sit down and... refuse to contribute.

    I'd assume this is an anti-afk feature but I'd like confirmation, since it's nowhere in patch notes.

    I'd also note Excal's AI seems.. worse? He appears to actively avoid small vertical boxes and such, literally walking off them out of spite.wKvPvnp.jpg

     

  5. Toxin Procs: Each proc's damage and duration are individual, and each falls off according to its own timer.

    Heat Procs: Are now stackable & infinitely scalable.

    Each Heat proc refreshes the 50% armor debuff duration & increases the DoT dmg by the value of the new DoT's dmg. This NEVER falls off unless the heat DoT falls off. So the DoT can scale infinitely as more heat procs are applied assuming the previous condition is met.

     

    Proposed Toxin Procs: Each Proc increases the DoT dmg by the value of the new DoT's dmg, scaling infinitely just like Heat unless the proc fall off. No armor stripping should be associated with this proc.

     

    Why?

    Heat is now fantastically powerful due to the armor halving effect mitigating its weaknesses, providing self-synergy.

    This change would bring Toxin proc's DoT to the same ballpark as Heat and standardize status DoTs while keeping the design of Toxic procs (pure dmg DoT) the same.
    It also helps maintain the status quo of elemental appeal.

    Other Options

    Nerf Heat Proc's DoT to be the same as the Toxic Proc's: With each proc applying and falling off individually. Considering the effort spent revamping the entire element just for Ember I don't think this is the right solution.

    Remove infinite DoT dmg scaling: Cap the total sum of the dmg of DoT procs by element on a target to be equal to the sum of the dmg of some arbitrary # of DoT procs. Update Toxin proc's DoT to function the same as Heat's.

     

    What about Slashing DoTs?

    As this has the special true-dmg characteristic I'm not willing to advocate for its DoT being changed the same way because it's much harder to predict how that would effect the game.

  6. Gotta break down the post so lots of quoting:

    Quote

    I am very much aware of Kuva Kohm's armor stripping capabilities and 100% sc....but the thing is, from what I've gathered...it is more of a....hindrance than anything really...Are you aware that corrosive only applies its 75%dmg bonus to enemies WITH ferrite armor?

    Yes, armor stripping is a problem in theory. In a perfect world we would want mobs to get to 1 armor and keep them there, ala Shattering impact on Eidolons.

    Lets also note corrosive is not a 75% bonus, it's markedly more than that as it double dips for armor reduction pre-proc & on the 75% damage bonus itself. The wiki is a good resource here if you want a better understanding.

    Practically, lets consider what's happening when we look at a 100% status kohm vs one that isn't.

    A lvl 140 heavy gunner has ~13.3k Ferrite armor. ~98.7% DR.

    Either Kohm w/ Corrosive damage is going to get the bonus +75% until the target runs out of armor. We can ignore that part till that actually happens. Once it does the result is going to be dependent on how many Corrosive procs are on the mob. I understand fire is 1/2 armor for the duration as well, but lets just look at corrosive for a moment here to get the point across.

    deYYK7a.png

    So just going by feeling, looks like for the first dozen or so corrosive procs you're getting good returns. a 21.75% -> 32.36% increase in dmg per proc. We're gonna need ~35 procs to strip armor with Corrosive alone.
    Additionally we see armor DR% is a reciprocal function. A mob hits diminishing returns somewhere around 1200 armor, or maybe 900 depending on what your metric is.
    Finally this chart isn't right either as it shows %dmg taken without taking into account that Corrosive dmg bonus, it only illustrates the trend DR trend of armor as it's stripped.

    Until that point, both 100% status Kohms and any other variant using Corrosive will both get their bonus dmg applied. Difference is, the 100% status kohm will rack up the dmg increases much faster than the latter. If we reference the test video linked, ~25x faster.

    So the question is does the dmg taken via armor degradation from Corrosive outpaces higher raw damage output? More relevant, what level of enemy is armor stripping going to outdo raw damage?

    Clearly we can see if we threw a lvl 500 heavy gunner at a non-100% status kohm it would perform terribly compared to a 100% status one as ~129k armor will keep it at 99%+ DR for far too long. Conversely something without much ferrite armor but a lot of HP is going to take more damage with as little status chance as possible.

    Additionally with the new fire proc that should keep a lower status chance Kohm with fire on it more viable to a higher enemy level than a 100% status kohm. Which... just means the Kuva kohm, with its ability to have innate fire dmg is even more valuable.

    That's always been the eternal issue with armor and armor stripping weapons in this game. There's going to be a point where Armor stripping ala 100% status weapon is clearly, objectively better for DPS. That level of mob doesn't exist in normal content. You won't be running a sortie and seeing this, and even your test the level of mob is only tenuously at the old threshold of where people would seriously consider a 100% status weapon. Lets also note no one's fighting lvl 140 mobs with regularity either.

    In normal content that everyone will actually be running, a 100% status Kohm will be worse than a <100% status kohm.

    The problem is in normal content no one will want to be running a Kohm to kill trash in the first place. As noted before there are better weapons and frames than the Kohm for that sort of thing.

    The reason people obsess over the Kohm is because of its ability to deal with the edge cases of unusually high level (ala high armored) enemies so well. Just in case you're doing some lengthy arbitration run it is one of the few primary weapons that will be effective there after hours in it, and that's solely because of its ability to hit 100% status while being a shotgun.

    Which is why part of the misunderstanding here is what we even consider high lvl mobs and why:

    Quote

    2) It knocks enemies onto the ground constantly making it very hard to hit headshot 

    Is acceptable if you don't have a Riven, because you would rather being doing relevant dmg to a prone lvl 250+ mob via armor stripping than empty your entire clip and maybe not even kill it without a 100% status Kohm.

     

    We are typing about two different situations here.


    The Kohm is a specific tool and in specific situation it does something better than any other weapon in the game. It's not a generalist weapon, as it's completely overshadowed by so many other weapons and many WF abilities in that role, as noted in the my 1st post.

    Ok, but what if someone really wanted to use a Kohm for trash killing because they like it?

    Quote

    when it comes to rivens however, also like I've said, the riven disposition affects things harder than you'd think

    Let's note that I do understand how riven disposition works as I literally wrote out what the difference between the two was in my 1st post.

    Without a riven, even if you're just going to shoot low lvl trash and aren't running 100% status, the innate ele dmg is already THE reason to pick a Kuva Kohm over a kohm. As fire armor strips 50% you can pump more pure dmg on a Kuva Kohm than a regular one and get an ele. dmg bonus, almost the best of both worlds.

    With a riven regardless of your roll you will get ~71.4% Riven effectiveness on the Kuva Kohm. (1/1.4)

    Quote

    So even with only 11% crit, Kohm can potentially get to the same level of crits as Kuva Kohm. And it will always be like that beacue Kohm will always have a higher disposition.

    Regardless of the Riven roll we see 19% / 11% (Kuva vs Normal) = +72.7% > ~20.6% effectiveness reduction. So already we can see rolling crit/crit dmg nets you a better dmg bonus on the Kuva Kohm in comparison. So.. no you will not get to the same level of crits.

    Math for the non-believer:

    • a +120% crit rate Kohm riven is +85.7% on a Kuva Kohm. Or 24.2% vs 35.283% crit. You will crit 45.8% more often with the Kuva Kohm. As for the dmg you can refer to the previous post for how much better it'll do there.

    As a sidenote, just looking at the video you're losing ~20% dmg using Vigilante armaments instead of Blaze. I can see why you'd use it for status but if you're going for trash killing you may as well go for dmg. Time to kill on simulacrum mobs differences you see with one over the other is going to purely be because of the specific case of their level and your status procs at that point, which is contrary to the point your trying to make.

    If you have a Kohm, Multishot is where you'll get the most bang for your buck if dmg is all you care about. If you have a Kuva Kohm, you can pick any or all of MS/Crit/Critdmg, making the Kuva Kohm more versatile and easier to roll in that regard as well.

    How you compare and mod any weapon depends on understanding how you can maximize it for what you want to do (general vs high lvl). The tests done in video only show you how some specific builds compare. i.e. you found a specific status chance% + dmg that beat out the other builds against the specific case of a 140 Heavy Gunner.

    It doesn't inform comprehensive decisions on whether the Kuva Kohm is better than the Kohm.


    The tl;dr on the previous post is still accurate, nothings changed there. The Kuva Kohm will be better than the Kohm if you optimize it for any specific case you have (armor or not). You might match it with the right Kohm roll, but it's also much easier to roll the Kuva Kohm if all you want is dmg.

    • Like 1
  7. 1 hour ago, AdunSaveMe said:

    It kind of is a sidegrade though. It's not a great one, but it isn't a flat downgrade either.

     

    Technically the innate elemental dmg makes it an upgrade.

    Then again a Riven is cheap and if we account for that the normal variant is objectively better. So a clear downgrade on that end.

    This IS an over-reaction, but the ~4x dmg on the rocket impact on a single target feels like whoever "sidegraded" the stats of the weapon willfully missed the point or didn't bother giving it any thought.

    I guess that's what I'm unhappy with. feels like dev trolling on a weapon that sees no use to begin with. This was a chance to add another weapon to the "good" pile and it's like they winked knowingly at the players and then... didn't.

  8. 3 hours ago, SprinKah said:

    guess so, that's quite a feat, but hear this. Let's say you are bringing either Kohm/Kuva Kohm to a mission.

    without a riven, surely Kuva Kohm will probably do the job better than Kohm in most cases, and you're gonna be going through 0 armor enemies.

    But let's say you DO have a riven, whatever riven, it be multishot or damage or fire rate. because of how the disposition is now for the Kuva Kohm, it will definitely fall short in terms of dps. Kuva Kohm already has 10 less base dmg already, the 19% crit chance is nice but not exactly a number you'd call reliable. even the 11% on Kohm crits quite regularly

    So yeah, with whatever riven equipped, Kohm will probably become better stats-wise compared to Kuva Kohm, because it isn't a small difference, my riven got rekt rather hard witht he dispo, hence why my Kuva Kohm fell short in the video i recorded. I heard there's this one guy that had a 125% sc that got nerfed to 45%, I dunno if that's true though.

     

    The Kuva Kohm is way better than the normal variant. The whole point of the weapon, as mentioned is it can armor strip.

     

    Specifically, at 100% status, every pellet in a shotgun weapon will proc a status. At <100% status, your status chance is divided among the pellets shot.

    In your test you have ~3.8% status/pellet at full spool, compared to literally 100%/pellet; an utter waste of the Kuva Kohm's potential. Good on you for doing the science, but you had the wrong setup.

    That makes the Kuva Kohm a major, objectively better weapon compared to the normal Kohm on high level enemies. Especially if you do NOT have a riven, because a normal Kohm's dmg is going to be terrible without the armor strip. You'll literally be doing 8-20% dmg on the first few hits. (high level mobs)

    If you do have a Riven you absolutely want status chance, because it saves you slots & you can reach 100% status on a normal Kohm. This is going to be objectively better than dmg/multishot on high level enemies, as you'll likely 0 your enemy's armor in a single full hit spread.

    That will multiply your dmg on the next shot by ~10x on high level armored mobs. WAY more than any pure dmg Riven.

    Even better, a Kuva Kohm has innate elemental damage on it. Which means your procs will further weight in the elemental direction & if you use a sane pick for progenitor you don't need Blaze. Which basically saves you a mod slot right there.

    As for the Riven:

    On a normal Kohm you need +300% status to get to the 100% status threshold. That means your Riven breakpoints are multiples of 60%, and you NEED a +60% to even hit 100% status.
    On the Kuva Kohm you need +233.33% status. The disposition is lower, specifically ~71.4% effective compared to the normal Riven. Your 1st breakpoint is 53.33%, then 113.33%,etc afterwards. No riven is actually required to hit 100% status.

    For every breakpoint you reach, you save a mod.

    That means you can put whatever stat you can't take advantage of on, which is a major increase in damage. Specifically you could take advantage of Crit/Critdmg, which as mentioned is the only thing you wouldn't have space for otherwise.

    At base, 19% x2.3 on the Kuva Kohm with only +crit/critdmg mods you get x2.21 dmg avg. (after all other mods)
    At base, 11% x2.3 on the Kohm, same as above you get x1.70 dmg avg. (after all other mods)
    So the Kuva Kohm on crit/crit dmg alone is already 30% better, and that's assuming you could get a riven that would allow you to use crit/critdmg in the first place on the normal Kohm, no small feat.

    You could argue that pure dmg is better on lower level mobs and just use the Normal Kohm for its disposition. Sure thing, let me introduce you then to an Ignis, Saryn, Equinox, Volt, etc. All the ez options that will far outkill a player having to actually aim with a Kohm.

    tl;dr Kuva Kohm is better than the Kohm in all the ways that people care about. It doesn't require a riven to hit 100% status, it saves you a mod slot just by having one, more if you have a riven, and the riven roll itself is easier on the Kuva Kohm even after the disposition nerf.

    As for the Kuva Ogris. It's garbage.

  9. I don't understand why anyone would bother using this over the usual Ogris.

    The only advantages are its higher status chance and the semi-auto trigger.

    In every other way the normal Ogris is practically more useful, sporting a larger clip, better Riven disposition, and the exact same AoE damage.

     

    What is the logic behind buffing the damage of the rocket itself on a clearly large AoE splash weapon? The stats on the weapon seem so utterly thoughtless.

    Please consider, instead of increasing the rocket damage, any one or combination of:

    • Buffing the AoE dmg, as that's what the entire point of the weapon is.
    • Increasing the clip size/reload speed
    • A more elemental damage spread base

    Just... give players some encouragement to use the weapon. I don't mind if it's a sidegrade, just not a downgrade please.

    • Like 5
  10. Titania lost the ability to dash in Archwing (Razorwing mode). This cuts down on her mobility & most problematically makes her slower than the rest of her team. By far the greatest nerf to her kit.

    At least now pain threshold isn't worth slotting, since you never go fast enough to need it.

    Was this... intentional?

     

    EDIT: On reflection she never was able to dash in Razorwing, but she used to be much faster w/ RBlitz than she is now. Since I can't pin down if there's even a problem plz ignore for now, ty.

  11. I've seen both topics posted separately but one said it was fixed so wanted to necro to confirm it's not.

    • Cave fishing in Orb Vallis tends to spawn fish underground.
      • There IS water under here, you can look under the lip of the rock and see it. Just seems unfair to have fish spawn there however.
    • In these underground areas the pathetic SU fishing spears are only able to penetrate the surface tension of some water. Fish that escape into those areas are safe.

    WphzDZH.jpg

     

    Getting my exa brains has been frustrating. I shudder to imagine trying to catch the rare cave fish.

  12. Reproduction:

    1. Throw a Javlok at a mob and hit (stick) the Javlok into them.
    2. Mob dies to a proc that would make their corpse disappear (Corrosive)
    3. Javlok disappears with the corpse
    4. Queue 20 second CD

    Other thoughts:

    • Maybe it happens with all of the Stargate weapons?
    • Seems to happen every time
  13. As of the current patch, here is the result I get from a gas proc:

    oMuXz1L.png

    Here is the weapon used

    W1hjLZH.png

    Here are the rules for gas according to the wiki, and I tested this myself before the Silver Grove to confirm accuracy.

    Quote
    1. All enemies within 5 meters as well as the initial target receive Toxin b Toxin damage depending on the weapon's physical and Toxin b Toxin damage. (1/2 * (Physical + Toxin b Toxin) Dmg )
    2. Additionally, they get inflicted with a Toxin b Toxin DoT that deals 125% of the initial Toxin b Toxin damage per tick (9 ticks in 8 seconds).

    The damage numbers in the first screenie are as follows:

    • 699 Damage = PHYS DMG (96+16+48*1.25) + Gas (192*1.75) + Mag (192) = 700. Ok this checks out
    • 128 Damage Gas Proc = 1/2 * (PHYS (96+16+48) + Toxic (96)) = 128. Accurate
    • 102 Toxic DoT ticks = 1.25 * 128 = 160. Clearly different from expected.

    To test Toxic procs, if only Pistol Pestilence is put on the same weapon the result is:

    yxR2EZh.png

    • 268 Damage = PHYS DMG (96+16+48*1.25) + Toxic (96) = 268.
    • 128 Toxic Damage = PHYS DMG(96+16+48) + Toxic (96) *1/2 = 128.

    The confusing part:

    Now take this set of mods:

    1afii7H.png

    Do the same test:

    zMISrOh.png

     

    Use the same rules and the breakdown is:

    • 2174 Damage = PHYS(268.8+44.8+134.4*1.25) + Toxic(672* 1.75) = 2176. 
    • 559 Gas proc = (PHYS(268.8+44.8+134.4) + Toxic (672)) * 1./2 = 560.
    • 700 Toxin Dot = 560*1.25 = 700. Same results as per the wiki's rules

    Result:

    The dot damage is within 5% of what the toxin damage component is though, so it's not a huge differential. Therefore I hesitate to call this a bug. This report then is mostly just a sanity check because the numbers are outside expected variance.

  14. I only use a Rank 2 Venom beefed up with Continuity and Focus.

    Because, call me crazy if you want, but through my experience with Saryn... spores are ginormous at Rank 2 while in Rank 3, lelz...

     

    This. For some reason the rank 3 Spores are just as big as the rank 1 spores. That's clearly a bug. When will it be fixed? who knows.

    As for hit detection, it looks like the bigger the mob, the easier it is for spores to get stuck inside the model and not pop. The problem is the big mobs are usually the ones that will give you the opportunity to proc Venom.

    Personally I still use rank 3 and just spam cast the right mob. With some practice you can figure out which mobs work better to proc the ability.

     

    As for DPS, Venom is hands down the best first tier ability, especially in high tier defense missions. The dmg you can pump out outstrips Miasma provided the mobs have enough hp for it to be worth it, and most importantly it will spread to pretty much 1 side of the map before everything runs out of HP.

  15. BullS#&$. Mag with crush is OP if we go by "can wipe out whole waves" criteria. So's Rhino (roar + stomp) and Saryn (if she gets a good cluster of enemies with miasma.)

    Ooooooor, people who bring up "OP" generally have no goddamn idea what makes something OP.

    Case in point: You. You're ignoring that AM drop is a gimmick that leaves you highly vulnerable for several seconds while you're frantically guiding your slow bomb to the enemy, doesn't deal armor ignoring damage, and doesn't stun enemies at the beginning of its animation like, say, miasma does.

    Getting huge damage figures with AM drop takes a lot of things going right for you as a player. Getting huge damage figures with most other high damage powers takes you hitting 4 and cackling madly.

     

    Actually I addressed those issues and I think you'd understand better if you read the previous post to completion.

     

    In short you're saying that AM drop leaves you highly vulnerable as it's slow and as such that makes up for the superfluous damage that it deals which is orders of magnitude better than any ult in the game, even though it's not even an ult.

     

    I'm saying all it takes is for you to hold down the button on a modded flux rifle for a single second. I'm not saying you need to stand out in the open so everyone can take a pot shot at you. There will be very few cases where you can't afford a single second and frankly most of the issues that come up usually stem from people trying to guide the bomb at medium range where everything shoots at them.

    The solution is to be either really far (under 50 m though) or really close so you either outrange everything or don't give anything enough time to retaliate.

     

    As for armor, you're right, it doesn't ignore armor, an issue that I addressed as well. Look at the numbers, holding down a flux rifle for 1 second on the AM Drop gives you 7x the dmg of Saryn's ult in the best case scenario, not mitigated by armor. If you take a look at the damage formulas pwnatron of Reddit data mined it's pretty clear that with that much damage this ability is at least as good Saryn's ult, for 1/2 the energy no less.

     

    I really don't understand why people think it takes extraordinary skill to use this ability when it goes wherever your cursor is pointed. Want it to go back to you? Point down. Forward? Point at the middle of your screen. It's completely controllable.

     

    I think the issue here is that many people aren't running the high level missions and so they see AM drop both slower and riskier, although for some reason we always compare it to another warframe's ult, which I think is already a problem.

     

    Granted in a generic mission Saryn can simply hit 4 and everything in 10m + mods dies.

    If that's what we're talking about here then any frame with a radial ult is viable because you're going by the lowest common denominator where everyone's ult will kill everything so you may as well bring the one with the most range. In that case you have AM Prime, with 2.5x the range of Miasma with it's own threshold of # of enemies till it becomes better than any other damage ult.

     

    Damage is relative, if everyone considers everything over 1k to be "huge damage" and stops counting there then there's a gross misunderstanding of scale going on here.

  16. Lets take a look. I'll only cover Antimatter Drop since the Antimatter Prime ability, while also potentially better than any other dmg ult assuming sufficient mob count, doesn't show the same difference in effect as AM Drop.

     

    So...

     

    Antimatter Drop inputs 100 + 4x the dmg thrown at it, affected by Focus. Compare that to Saryn's ult, which with a Constitution/Continuity/Focus (2 more mods in comparison) you can hit 1950 dmg (325dmg/tick * 6 ticks). Saryn's ignores armor.

     

    Lets say you throw on a flux rifle, which has 25m of range and is base, 200 DPS. Add in Serration(8), Split Chamber, Armor Pen/Ice/Fire or Lightning instead of Fire depending on what you're fighting (4) and you're at 893(base dmg) + 1786(3 elements) = 2679 dps.

     

    For the purposes of this I'm going to ignore crits.

    Now, all that damage is going straight to antimatter drop and being multiplied by x4 at max rank, which will convert it to Laser dmg.

     

    Throw your AM Drop -> Fire Flux Rifle ->:

    Time:
    1 Sec: 5.55 Saryn Ults

    2 Sec: 11.04 Saryn Ults

    3 Sec: 16.54 Saryn Ults

    4 Sec: 22.03 Saryn Ults

    etc etc etc.

     

    I'm not even counting Focus in here. This is the damage without a Focus mod at all. With Focus?

     

    Time:

    1 Sec: 7.21 Saryn Ults

    2 Sec: 14.35 Saryn Ults

    3 Sec: 21.50 Saryn Ults

    etc etc.

     

    Yes, this is mitigated by armor, but frankly this is a lot of damage (for 1/2 the energy no less), and all it requires is for you to hold down the left mouse button while you guide the AM Drop wherever you like. This doesn't even count the damage your team may or may not throw into it.

     

    So really, if you're fighting any group 5m or so away or further throwing this down is going to be at least as viable as Saryn's Ult. Even though it may not ignore armor the sheer damage values on this thing will just brute force it's way through whatever armor the mobs have.

    Granted on the highest defense waves you may encounter difficulties, but rest assured if you are then everyone else did long before you.

     

    So is this ability OP? Well yes, seems pretty clear here. The energy cost is low, the damage is astronomical, it doesn't require teamwork to use effectively, and only becomes better with it. It's also an obvious candidate to use with Antimatter Prime and requires fewer Mods to maximize its potential. Granted you need to do more than press a single button but figuring out how to use it is easy, because if it were truly hard it probably wouldn't have been an ability in the first place.

     

    It seems silly that people are afraid to even use the term OP. The idea of "OP" is to call attention to something that far outshines every other alternative.

    Of course you can use it in a PvE game because people want to feel like whatever they're using is going to contribute something comparable to everyone else.

     

    Now I understand that DE has made the decision that the newest frames will always be better than the rest because their aim is to make money, but I think there's room for them to do so without putting each new frame in it's own tier of effectiveness.

     

    Does that mean I'd like to see Nova nerfed? Actually I'd like to see the rest of the frames buffed. Once again I understand the desire for money but there are plenty of frames with wonky/outclasses/dubiously useful/downright useless skills that maybe they could focus on that a bit more.

     

     

  17. There's really only two possibilities here.

     

    The first is that the design team, or mechanics implementation team or whatever, is wholly incompetent. As in the idea was poorly thought out, poorly tested, or poorly implemented.

     

    The other is they want money.

    Here we have a change that makes us all less versatile. It forces us, as others have mentioned, to not only forma once, but lose mod points that we may have otherwise used to be flexible with different group compositions and loadouts. That then forces leveling multiple warframes or using a forma.

    Even assuming those this forces spending excessive amounts of time navigating menus and changing loadoats to optimize each session, or just running a universally useful Artifact (Energy/Amp).

     

    So rather than be insulting and assume design incompetence, I can only assume the other and guess that this is a case of making progressively smaller carrots on a stick for endgame, forcing more time investments and hopefully increasing the chances of getting some market activity.

     

    If we're going to have this change, what we desperately need before this Artifact change is a loadout change where we can have "Mod sets". Otherwise this change just makes more grind and busywork for all of us.

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