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xommified

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Posts posted by xommified

  1. IGN: xommified
    Mastery Rank: 27
    Country: USA
    Current Clan: Synchro (self-run clan with friends)
    Started Warframe: September 14, 2016
    Discord ID: xomm#5739 (99589494897901568)

    Looking to join a larger clan that has a strong community, as my current clan that I help fund and run only consists of myself and 1-2 other active players. I participate regularly in the Warframe Community Discord, mainly helping out new players and working out builds. I enjoy looking for challenge and min-maxing, but also enjoy doing pet projects with less optimal but more interesting gear.

     

  2. It should be possible to combine or derank arcanes that have been ranked up separately. I was not aware that a) you can no longer "disassemble" ranked up arcanes into individual unranked arcanes like you could in the past, and b) that you cannot combine multiple ranked up arcanes.

    I currently have a Rank 2 Magus Elevate (costing 6 arcanes), a Rank 1 Magus Elevate (costing 3 arcanes), and a Rank 0 Magus Elevate that I would like to combine into a Rank 3 Magus Elevate, but I can't. It does not seem to make sense that 6+3+1 = 8, and not 10.

    This was possible in previous versions of the game when distilling a rank 3 arcane from an item into 10 unranked arcanes.

    As some arcanes can get fairly expensive in time/resources, it does not seem reasonable to treat a ranked up arcane as 1 arcane when it took 3 or 6 of the same arcane to rank it up.

     

    Now I know someone's going to bring up mods, so: I understand that you can't combine 2 rank 5 mods to get a rank 10 mods, but that's a completely different story.

    The total amount of resources used for 2x R5 mods and 1x R10 mod are not the same. The rank 10 mod of course costs much more Credits and Endo than 2 rank 5 mods combined.

    However, the total amount of resources in a R2, R1, and an R0 arcane is the same amount of resources that was used to create a Rank 3 arcane. Both sides contain 10x R0 arcanes.

  3. I've managed to find a semi-reproducible bug that causes gunblades to stop working correctly: Being hit by Vay Hek's shockwave stomp can cause gunblade shots to either not fire or do single digit damage.

    I'm assuming gunblades but I've only managed to reproduce it with my Sarpa 6 times out of 10. I was not able to determine the conditions that differed between the positive and negative runs, but if it happened, it typically happened in the beginning of the Terra Frame phase of the battle.

    I've attached a video below of one of the runs where the bug occurred. You can see after I get hit by the shockwave, the Sarpa no longer seems to hit anything, although it can still ragdoll. Dying and respawning fixes it.

     

     

  4. Have noticed an issue after the update where the game will freeze and ultimately crash when exiting the arsenal with the Corinth equipped. I haven't been able to reliably reproduce the issue, but it seems to happen most often with the Corinth (but that may just be because I'm using it a lot since it was released).

    If anyone else has any ideas of what might be causing it, post below.

  5. Level 1 description: "Melee Combo Counter will now decay by 20 over time."

    However, after acquiring it, your Sniper Combo Counter will also now decay by 20 per combo duration instead of 1 (as stated in patch notes) if you enter operator mode at any time during a mission and enable the Mind Spike passive.

    So until this is fixed, avoid Mind Spike if you use Sniper Rifles!

    Edit: Video demonstration: 

     

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