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(XBOX)Catch Lightning

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Posts posted by (XBOX)Catch Lightning

  1. 3 minutes ago, FilibusterCrabz said:

    Why would you think that? This doesn't require any more interaction with their streams than the current system. It requires one more interaction with Twitch, but you don't even have to get back to your computer while the stream is still live to do that part.

    It would encourage people to at least "look" at their stream a second time.

  2. I've been working on a list of my Kuva Weapons: what element I have them in, what I want in them, and the math needed to get to 60%. I figured I'd share with the community my list in its current state. I suggest everyone setup a list like this is a notes app on their phone or something they frequently use and know well to quickly check. I sorted from highest % to lowest.

    I also decided which elements I felt were best for each (personal preference of course but the community generally agrees rad and toxic are typically best). (Ayanga is only in magnetic because I bought it from someone for the Vengeful Pull ephemera and since Ayanga is weaker than Grattler I see no reason to work on it). 

    Ogris is in fire because fire procs benefit from the initial proc doing high damage so it will stack with Nightwatch Napalm and make Nightwatch Napalm more than just CC but do some CRAZY damage adding 15% of weapon damage with each proc to the 60% weapon damage starting proc. 

    Headings are bold and underlined and subheadings underlined. Take careful note of the italicized section when doing fusion with weapons with lower percents than one you already have.

     

    Owned

    Radiation:
    Bramma 60%
    Seer 51.7%
    Drakgoon 33.2% (both about 32 so keep on burner)
    Brakk 26%

    Toxic:
    Nukor 59%
    Quartakk 48.1%
    Twin Stubbas 45.1%
    Karak 38.8%
    Shideg 38.4%
    Chakkhurr 38.2%

    Magnetic:
    Ayanga 59% 

    Fire:
    Ogris 43.0%

     

    Want

    Radiation:
    Tonkor

    Toxic:
    Hind
    Kraken

     

    Needs a buff:
    Drakgoon (too bad I have one)
    Kohm (skip it for now)

    In Foundry:
    Drakgoon

     

    Made of How Many Lich Weapons?:
    Maxed or near maxed 57%-60%:
    Bramma 2
    Nukor 1
    Ayanga 1

    Pretty high 45.1%-54.6%: ie. +10% almost maxed or max
    Seer 51.7%->56.9%->62.5% (2 needed at most)
    Quartakk 48.1%->52.9%->58.2%->64.0% (3 needed at most)
    Twin Stubbas 45.1%->49.6%->54.6%->60.0% (3 needed at most)

        Note: 45.1% is the minimum (not 45.0%) meaning the item will need no more than 3 fusions. 49.6% is minimum for no more than two fusions.

    Not Maxed and not on the way <45%:
    Chakkur 2 (38.2%)

    You may notice 54.7%-56.9% is in a weird spot. At that point adding any weapon will net less than a 10% bonus to cap at 60% but may still be worth it in my opinion. I haven't encountered one there yet but would probably not worry about upgrading it immediately. 

    I also noted that the Kuva Drakgoon and Kuva Kohm are actually WEAKER than their standard variants in most scenarios due to massively reduced damage for Drakgoon which can't reliably crit to compensate and Kohm which has worse falloff and was already pretty inaccurate so crit won't help much. I'd wait on these two to see a buff. I also don't believe the Nukor hype even with my 59% one and so I doubt it will get nerfed. That said don't build for too much status on it since most statuses cap out at 10 procs and it reaches that easy at 150% status chance with three different elements on it for me. Only the niche Harrow Avenger Build makes the Nukor a god weapon and it really limits your options on a weapon who's chains don't like to headshot. I haven't decided on a good all around Nukor build yet. Adding maxed primed pistol crit mods only double your effective DPS on Kuva Nukor (which is less than just slapping in Barrel Diffusion).

     

    Addendum:

    For weapons with unsatisfactory percents <45% and especially beneath 35%< you may choose to leave them in your Foundry without collecting so you can fuse them at the end to create 10% bonuses or you may choose to convert the Lich just because. This preserves weapon inventory slots and gives you an ally in missions sometimes. Be aware it may annoy some people to constantly see the foundry done building icon in the top right of the screen. You do get to keep the Lich ephemera if you convert and you can sell the Lich too for someone else to have their weapon as well as a COPY of their ephemera. Be aware Liches can only be traded ONCE they cannot be RESOLD EVER even if you convert them after buying them from someone else.

     

  3. Oh we agree completely. I guess my wording was just unclear. My band aid solution was just to slow down and weaken archwing weapons in archwing only missions. Or maybe just normalize enemy health. It's probably just because archwing missions only go up to level 27. But railjack goes up to 90. The jumping around with swords and headbutting corridors has to stop though.

    • Like 1
  4. Regular arching missions have been mangled due to Railjack changes. I just ran Salacia to get the ALU for the Razorback and it was nausea central. 

    Archwings move too slow in Railjack but too fast in standard archwing missions. The melee targeting is so aggressive I teleport around the map with each swing. And my half assed melee build one shots everything in Salacia. I personally think the best option might be the straight up scrap Archwing for Railjack. Maybe instead scale down the enemy ship health in railjack some more or bring in higher level better archwing missions.

    The 200m lock on range of melee weapons is far too much for the tight corridors of regular archwing but still doesn't always cut it in Railjack. 

     

    What is everyone else's thoughts now that archwing regualr missions are being run for the Razorback Armada?

     

    Also I still can't tell which non-archwing mods have affects in archwing. I used to see adaption but not any more. I still see Synth Fiber tho.

  5. I've now killed 25 larvalings for 7 Bramma, 3 Drakgoon, 2 Ogris, 4 Krakken, 1 Quartakk, 2 Hind, 1 Chakkur, 4 Kohm, and 1 Karak. Definitely not balanced at all.

    That's 0 Seer, 0 Shildeg, 0 Tonkor, 0 Nukor, 0 Ayanga, 0 Twin Stubbas, 0 Brakk.

    Half the weapons have not appeared once in 25 tries and the other half have appeared many times.

  6. As it stands it will take an average of 16 tries or so to get the Kuva Lich Weapon you want which is ridiculous. This doesn't even account for the fact you'll likely need multiple copies of it to fuse.

     

    I propose the weapons you have in your loadout somehow influence which weapon the Larvaling can have (percent can still be random since DE loves thier RNG). Maybe a hammer spawns Shildeg. Single pistols Seer. Dual Pistol Stubbas. If you have multiple weapons it can be any one of the three or maybe influenced by the one that delivered the final blow. In public games (god forbid you get a Lich that way) it can still be random or influenced by the killing blow weapon. A warframe power could cause it to be any of your three. Archweapon can create the Ayanga too.

    • Like 1
  7. It was that way in space in the past. Particle and Tear effects are good in Railjack. Blast doesn't even have an effect. 

    In Arching I'd rather have them too since most units are flesh or armor not anything weak to blast.

  8. They just need to scale up rewards and or kill codes rewarded by ground. Maybe 3 kill codes every three (out of nine) condrix "scans". Hard mode maybe rewarding these tripled rewards but enemy level starts at 60 then scales up on an asymptotic but mostly linear curve. Knock down the Sentient level from 60 to 35 though. They get too tanky to of fast. 

  9. The ESO drop tables are frankly terrible as the rotations are: A: 98% junk with only a vandal part being good. B: 89% junk with Vandal parts again only being any good. 90% junk with Peculiar Mods, Vandal Parts, and a mere 1% drop chance ephemera that isn't even tradable. Hardly rewards gameplay and doesn't even encourage trading due to overrare appearance. Not to mention very few team comps are viable to make it extra repetitive to play.

    Radiant relics are an absolute garbage reward for high level players. We have enough reactant for whatever we need already. And relic packs give us enough relics.

    The Arbitatrations are a great source for a rework. Those drop tables are always rewarding with exotic mods, arcanes, endo. With the rare reward being Aura Forma bp. Not bad. Not to mention with Vitus Essesnce to let me pick my own reward (even if the sculptures from the Arbiters are still too expensive tbh). This should be integrated as a separate inventory from semaris than his scanning one imo. Then again his scanning one is pretty junky and hard to level for high level players who only have daily missions to run for 20k standing at best with no clear way to get the rest of our 5-8k standing we could get. Maybe combine the two instead.

  10. If you perform a finisher immediately after being staggered. Such as when using Zakti, now the finisher performs but your character becomes locked unable to do anything but walk for about five seconds. It is 100% repeatable. I tested using Zakti and Skiajati and also noticed that I didn't turn invisible either when this happened despite Skiajati's passive. 

    This simply adds more insult to the Zakti nerf.

  11. Glaives are very weak post melee rework. And given I haven't seen any notices in the patch notes it seems that way they remain. 

    The first major issue is how bad they are to "dual wield" timed throws have practically no benefit and the changes to condition overload have severely weakened these weapons so dependent upon it. They need greater base damage buffs at the very least.

    The loss of your stance during dual wielding adds insult to injury and forces the use of a non-dual wieldable secondary to not hamper your ability to switch to melee conveniently. 

    • Like 1
  12. On 2020-04-28 at 11:03 PM, deamonlord5 said:

    I think at this point the dual wielding is just making glaives worse. Seeing as how dual wielding replaces the stance combos with just basic attacks you can't make use of the stance specific benefits like guaranteed procs and to do that you have to either switch to melee only, which makes it exceedingly frustrating to use a status secondary, or you need to have use a secondary weapon that doesn't support dual wielding. Either way dual wielding is a mechanic that became outdated ever since became possible to use combos outside of melee only mode.

    I'd personally be fine with it there was just someway to switch out of dual wielding like a toggle key or maybe have the option to turn it off in the gameplay settings since I'm guessing removing it completely might upset a few players. 

    Man they gotta fix that no stance when dual weilding nonsense.

  13. A look definitely needs to be taken at the AOE weapons and see to removing many of the weapons' stagger effects. Zakti being 1st for me in a need to remove stagger due to its conflict with its opening enemies to finishers. I can't finisher someone if I'm staggered too. 

    Staticor is also a weapon that shouldn't have such a HUGE stagger radius. Also damage falloff should be completely removed especially on weapons like Lenz which have an explosion delay.

  14. 3 hours ago, akots said:

    You need weapon, catalyst, mods, endo, forma, and time to level everything up. In many cases, you might want to get rivens, kuva to roll them or platinum to buy them if you so desire. It is not that simple overall. On the other hand, the operator needs huge amount of focus that can be acquired naturally just by playing over extended period of time and/or hunting eidolons. IMHO, these are all comparable and really a personal preference. However, both paths are fully viable and create a very nice synergy at the end point. WF has many tools at our disposal that are not mutually exclusive. It is not an alternative way to do the missions and more of a complementary aspect, a nice finishing touch if I may say so. IMO, it is not like "I can do this mission better and faster with a weapon than you can do with your operator" and more like "If I use weapons, frame powers, and operator weapon/powers, it is a whole new game out there".

    You are very right. I just felt like it was really outside the "main" path of the game. Beyond that there aren't too many synergistic arcanes. Like Trojan doesn't have one for Viral boosts. Unairu's wisp and armor stripping are the only relible offensive tools I feel like beyond the lightning ball of zenurik since Madurai feels... "Bad" to me.

  15. 8 hours ago, akots said:

    It is quite possible to cruise through the majority of kuva floods and sortie 3 contents with proper amp/magus setup without using any warframe powers or guns at all. High level lich mobs can be also dispatched quite efficiently. The operator falls short when dealing with the bosses or other bullet-spongy enemies. However, the whole setup works the best if using both as they do work in perfect synergy most of the time if planned and executed properly.

    It feels to me like it's a lot to ask to need 52 total arcanes to be viable. 21 for each operator arcane and 10 for an amp arcane. Meanwhile a catalyst is enough in a weapon which I won't mention to prevent DE nerfing it.

    • Like 1
  16. It seems to me to happen most often in Railjack and after the wait section for part 2 of the Exploiter Orb Fight. I suspect it has something to do with the start menu being open at some crucial loading time. But even when I avoid opening the start menu during these times it may still happen.

  17. On 2020-04-30 at 7:44 AM, freeformline said:

    It's literally the kills-per-second game mode, so I don't think it's unreasonable that cheese would be important to reach high levels. That said, I've soloed to zone 8 as a melee-only Valkyr on several occasions, so I don't think that's a critical problem.

    I'm gonna need you to link a full play through of that 8 zone melee only Valkyr uncut for me to believe you. 

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