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TVictorian

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Posts posted by TVictorian

  1. My favorite part of focus 1.0 was being able to pop out of my warframe as an invincible, if slow, manifestation of the operator, charge for a moment, and then start firin' mah laser. It might not have been effective, especially at higher levels, but it felt powerful and I loved it all the same. I started madurai and never stopped loving it, and it really made me sad to learn that my wonderful laser had been taken away with focus 2.0.

     

    13 hours ago, OoKeNnEtHoO said:

    Actually, a simple fix is to make it press 5 for current operator and hold 5 for old operator.

    Both modes in one.

    Also how I thought it would work. Sadly, was not to be.

  2. The augment really should be part of the base ability, maybe save for the damage multiplier, either we want to finish an enemy or we want to teleport to an object/ally for travel purposes. And if we teleport to an enemy, killing it isn't too much time spent. The animation really ought to be changed to just teleport into the finisher animation automatically, rather than next to the enemy and performing a finisher if possible.

  3. Overall, I'm very happy with many of these changes. Personally, I've been playing Ash for a long time and have learned to work with his marking mechanic, the speed of marking and the speed at which the clones can kill most enemies is astounding, much faster than aiming and shooting. I can clear whole rooms with clones faster than many players with the usual weapons, save for whip/polearm slide attackers. I do think that the marking mechanic is bad, and should be reworked into something that balances involvement with the power versus actual ability to kill enemies. I have simply learned to work with it rather than against it. I'd like to see a hydroid-style charge with an expanding radius of marks, where charging it takes no energy but energy per enemy marked applies as normal. Enemies near the center of the charge radius can have multiple marks applied to them, while those further away have only one. Make marks per-enemy rather than per mark, so you're not penalized for applying multiple marks to enemies in the center of the charge. Or, turn Bladestorm into a channeled ability with no individual mark costs, and make clones continually attack enemies as you mark them, while severely buffing the mark rate, so Ash has options to be a crowd-killer through mass-marks, or continually focus down single targets with repeated bladestorm attacks.

     

    As for Atlas, he's in a very good state now. But he could be better. My largest complaint is that rubble decays way too fast. Even when I am in the height of power with him, it still feels like I barely have any extra armor on. I'd like to see rubble not decay at all, and instead be used as an extra resource by his abilities. Make each of his abilities consume 1 stack of rubble if it's available when cast, for an additional effect. Something like increasing the max multiplier on Landslide to x6, expanding the view radius of Petrify, or buffing the stats of Rumblers, would give Atlas a lot more utility and give him options to either collect rubble passively with occasional ability casts and use weapons as a tanky brawler, or use abilities constantly to stack up rubble and then use it again as a combat caster. Additionally, while I can continually use Landslide very often for little cost, constantly casting Petrify at it's base 75 energy becomes very costly to sustain over time. I'm not fond of and never have been fond of Tectonics either, no matter how it's changed or buffed I think it will always be a fairly useless ability with minimal utility or combat applications.

  4. These are some pretty cool ideas overall, I massively support the changes to 2 and 3, but I don't think that giving every frame an exalted weapon is a solution to problems. Atlas should get something else, a "shake the earth" kind of ability perhaps, which will give him some nice and hopefully good damage AoE.

  5. This is neat, but doesn't really address the problems with Bladestorm. Namely the targeting mechanic that makes it so Ash can't compete with any sort of AoE frames that don't need line of sight and who can kill multiple people all at the same time, not one at a time(though this second point can almost be fixed by stacking attack speed).

     

    Adding a hydroid-style mechanic where it's charged by holding the button down and marking everyone within an expanding radius would bring it to the same power level as old Ash, without the brokenness of infinite bladestorm as more enemies entered the radius.

  6. 2 minutes ago, Kharaz said:

    This will result in less efficiency for Corrosive procs though since they reduce the net armor and not the targets max armor. So the efficiency of a corrosive proc against an enemy under the influence of 2 CPs is only 10%. As you can tell It will be even less with 3 CPs, so only a armor reduction of 7.5% for the first proc. 4 CPs would be overkill though in terms of the damage bonus with Corrosive since you strip the target of any armor then (except for sortie armor augment) thus losing the 75% damage bonus since the target no longer has armor to deal that bonus to.

    I am aware that CP changes it entirely. Organized runs are likely to have 3 or 4 CPs, and even unorganized runs are likely to have 2-4 CPs on. It is one of, if not the most, universally useful aura. My stance is that without any other factors like CP, corrosive is at the top.

    This thread is also about how to improve the less useful, less used, more underwhelming damage types, not the effects of those that are already at the top, so I'd appreciate if you had any feedback on that.

  7. 3 minutes ago, Kharaz said:

    Corrosive procs only reduce the targets current armor by 25% multiplicatively. So first proc 75% net armor, second procc 56.3% net armor, third hit 42.2% net armor. 

    So 2 CPs in a group is still more effective than aiming for corrosive procs and just blast the enemies with damage.

    Ah, must have gotten it mixed up in my head about how much of a percent corrosive reduced armor by.

    OP has been updated, thanks for reminding me.

    Also, due to armor scaling in this game, two CPs still leaves 40% of enemy armor intact, and due to armor scaling in long runs that will leave a lot left over. On fast status weapons like the Akstilletto Prime, Lesion, Sybaris Prime, Kohm, etc. lowering their armor further will be a DPS boost over viral on those long runs.

  8. Hurrah! Puncture and Impact are being improved! Finally we'll be able to use these downtrodden damage types!

     

    Unfortunately, not really. The procs might be getting buffed, but they still aren't what we want. There are posts all over reddit about suggestions for what to do with puncture and impact procs, but those can be addressed later. That's not the main point of my thread here. My point is, that as it stands, many damage types in the game are completely irrelevant, and in fact hurt the user, by their bonuses or penalties against certain health or armor types. By my own assessment, and others are of course free to disagree with my list, I've ranked each damage type based on its bonuses and penalties against certain health/armor types, as well as its procs.

     

    All information on how effective a certain physical or elemental type is against each type of health/armor is available through the wiki pages for those damage types, as well as the pages for each health or armor type listing each damage type's bonuses or penalties against them. Additionally: For the purposes of this list, I have also ranked according to how prominent those health and armor types are in the game. This means that, for the purposes of this list, Grineer Machinery and Infested Sinew do not exist, as they are only present on enemies that are weak to everything(rollers and regulators), a special archwing boss(Jordas Golem), and a dead event boss(hemocyte). Thus, bonuses and penalties against those two health types are not taken into account. Additionally, while infested, infested flesh, shield, and proto shield exist, they are not given as much consideration as Cloned Flesh, Flesh, Robotic, Fossilized, and Ferrite/Alloy Armor. Without further ado, the rankings:

     

    13: Impact: The absolute worst damage type in the game at the moment. It has a whopping -25% against Grineer Cloned Flesh and Corpus Flesh. This means that all impact damage you do will be reduced by 25% against Grineer, and against corpus after slugging through their rather weak shields. At present, Impact is only viable against Infested, with no bonuses or penalties at all, but you would much prefer taking corrosive or blast, since those two have bonuses against the only infested health type that matters, Fossilized. Impact's current proc, the stagger, is barely noticeable for me, and doesn't seem to do much. Blast's knockdown is far better for CC purposes. The upgrades proposed by DE, stacking impact procs up to a ragdoll, help but do not fix Impact.

    12: Gas: I imagine there will be a lot of disagreement over this one. Gas has a very good proc in its cloud of toxin damage, and that is the thing keeping it above Impact. But let's look at the numbers. Gas shares Impact's -25% against Corpus Flesh, and goes to -50% against Grineer Cloned Flesh. This is unacceptable. Gas tries to make up for it with bonuses against Infested and Infested Flesh, which are the two infested health types that don't matter as much.

    11: Magnetic: Every warframe player quickly learns that magnetic damage is relatively useless. Shields in this game barely matter, thus nearly completely invalidating Magnetic's bonuses and its proc. Meanwhile, the -50% penalty it has again Alloy Armor, present on nearly all bosses in the game, Grineer and Corpus alike, puts Magnetic firmly in the ground.

    10: Electric: Electric damage shares Magnetic's -50% reduction against Alloy Armor. However, it's a little better, with bonuses against Corpus Robotics, and a rather useful CC proc, stunning enemies for a short time. Additionally, Electric is on the good half of base elemental types to combine, bringing Corrosive and Radiation in as options.

    9: Cold: I, personally, love the CC proc on Cold damage. It's a weakening effect that actually *works*, and what Puncture should strive to imitate in some way, shape, or form, if DE wants to keep it going down the CC route. But the numbers don't lie here. While a +25% against Alloy armor is useful, it doesn't make up for the more prominent -25% against Fossilized. The bonus against Shields and Infested Flesh matters less.

    8: Blast: Again, I expect a lot of controversy over this one. Blast's knockdown is relatively useful, compared to Impact's stagger, but the numbers say that it's less than it seems. -25% against Grineer Ferrite Armor severely weakens its usefulness. +50% against Infested Fossilized health is excellent, but not enough to make up for its failings.

    7: Puncture: Puncture places solidly here. It has +50% against Grineer Ferrite Armor, and +15% against Alloy Armor, as well as a +25% against Corpus Robotics. These are all great bonuses. Puncture, as a damage type, is top-tier. Its only penalties are against Corpus Shields, at -20% versus regular shields and -50% against proto shields. However, in its current state, Puncture's proc is worthless. As a reddit post I read a while back stated, Puncture has the worst proc of all the physical types. Slash deals more damage, and Impact's stagger stops enemies from shooting. With the planned IPS changes, Slash will be highly dependent on weapon, but Impact's proc will be more effective. Upgrading Puncture to a cap of 75% damage reduction will still be less than what impact will be doing. In my opinion, Puncture's proc should be changed entirely, to give it better CC or make its proc line up better with its style of anti-armor. As it stands, Puncture is, barely, exactly in the middle between the "better" damage types, and the "worse" ones.

    6: Radiation: Radiation, too, has some very good damage typing. +75% against alloy armor makes a very strong case for it. Loki and Oberon, among others, make excellent use of its proc. I've heard arguments for and against Radiation's proc being changed, and I personally think that in its current state, with those effects that rely on it, radiation's proc is fine. However, what really kills it is the -75% against Fossilized, even worse than Cold, and penalties against Shields and Infested are made up for by a +25% against Corpus Robotics.

    5: Slash: Another one I expect controversy on. "Why isn't Slash placed higher?" With the upcoming IPS changes, there's a lot of speculation abut how Slash will be nerfed, but I'm putting that aside for now. As it is, Slash as a damage type has a great proc, but the numbers on its are a mixed tale. +25% against Grineer Cloned Flesh and Corpus Flesh, as well as +15% against Infested Fossilized. But it has some disturbing penalties as well, -15% against Grineer Ferrite Armor, -50% against Alloy Armor, and -25% against Corpus Robotics. Across the board, Slash is extremely effective against Infested, and doesn't suffer as much as many other damage types against both Grineer and Corpus, but ultimately it runs into problems again and again when up against strong Alloy-Armored enemies or Robotics.

    4: Heat: For being fire, Heat is actually very tame in damage typing, and that's what ultimately makes it so solid. A proc that's both a stun and damage over time, though not stacking like Slash or Toxin, and a simple but powerful +25% against Grineer Cloned Flesh. The -50% against Proto Shields hurts a little, but ultimately doesn't do much harm. Bonuses against common infested are also present, but likewise of little matter. Oddly enough, Heat is the worst combination type, with all combinations available to it being far lower on the rankings.

    3: Toxin: Toxin has a lot to recommend it. +25% against Grineer Ferrite Armor, +50% against Corpus flesh and totally ignoring Shields. Extremely strong traits, and the proc is extremely similar to Slash. With the upcoming IPS changes, Toxin's proc might just win out against Slash. The penalties Toxin suffers are -25% against Corpus Robotics, and a disgusting -50% against Infested Fossilized. Additionally, Toxin is the best element for combination, going into viral and corrosive, our two best.

    2: Viral: Viral has, arguably, the strongest and most universal proc in the game. Reducing an enemy's health max by half makes it strong by default. What makes Viral absolutely certain in its position is its damage typing bonuses. +75% against Grineer Cloned Flesh, and +50% against Corpus Flesh, with zero penalties against anything that matters. Viral seriously wants that top spot. However, it simply can't beat out...

    1: Corrosive: The absolute best damage type, for reasons that any experienced player should be aware of. While Corrosive can't boast about bonuses against Corpus, taking a -50% against Proto Shields, it does take the cake with +75% against Grineer Ferrite Armor and Infested Fossilized. Not to mention its proc: Reducing an enemy's armor by a quarter of its current value, permanently, and stacking infinitely.

     

    So now that our list is assembled, let's take a look at what needs to be fixed. The first thing I see: The top five damage types have procs that all deal either extra damage, or allow the player to do extra damage. Heat has CC in it, but that's all. Radiation is up next there because of its strong bonuses and a usable CC effect which is a key part of some kits. But wait! Gas directly deals damage over time in toxin procs, and Magnetic reduces shields by a large percent, allowing the player to do extra damage! Yes, but then we look at the damage typing. Gas suffers that -25% damage, which applies to its procs against all grineer and many corpus enemies, while having nothing to recommend it against the Infested. And Magnetic is simply irrelevant for a number of reasons. Namely, the fact that shields mean very little right now, except in augmented shields sortie missions, where they're simply boosted to absurd levels. The penalty against Alloy Armor hurts it even more, taking away strength against enemies who matter.

     

    What do we say about it? DE definitely needs to take a look at damage typing for damage 2.5. Puncture is slated to not improve at all, while Impact will barely rise if at all without typing changes. I'm one person with a head for numbers and a love for this game, and as long as the developers are looking towards improving damage in this game, let's help them. If you have ideas for how to improve damage typing, how to improve the procs that a type uses, especially suggestions for the upcoming impact/puncture/slash changes, please post them here.

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