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Ruby_Rose_

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Posts posted by Ruby_Rose_

  1. It's an okay idea.

     

    By Mastery 4 you could easily be at Ceres though. That and Mastery rank doesn't equate to anything more than playtime in most cases. So there's not really a filter you could apply to really filter out players that won't do that well.

  2. Give an inch take a yard. You know the saying? Void trader is a great concept. He isn't broken. Stop pampering the little kids who want the sky.

     

    If DE has spare resources, I rather they work on the more pressing issues like you know just about everything to do with damage and all?

     

    It's not intended to "pamper" anyone. It's solely because he has a large rotation of items possible now, and 2 weeks per change leads to items disappearing for very long periods of time.

     

    This rather small addition/change only seeks to lessen the several month wait for things to show up again. 

     

    As for the spare resources statement, I at no point suggested that it be a priority. Only a mere suggestion.

  3. I'd prefer DE to be working on core game mechanic enhancements rather then incidental niceties.

    What you propose isn't bad, but in all honesty we don't need new stuff 'that' often.

    My sweet spot would be : 

    1) moderate new material

    2) adding and evolving core mechanics to the game

    3) revisiting existing material to scale to changes made in 2.

     

    Currently it's #3 that's being left out a bit, but with the recent ignis update you can see that they are making headway.

     

    It's not so the Void trader brings something new EVERY time. Just as often as he does now, and more chances for older stuff to pop up sooner.

  4. I like the the void trader has pretty large inventory of interesting items, but that's also a problem. Because currently, everyone seems to be instantly at arms when there isn't a new thing there. So I have an idea, that doesn't break what the VT does or offers, but lowers the downtime of previous drops.

     

    My suggestion go like this: Have another Weekly trader, either another Baro Ki'Teer or another new NPC. This appearance would be the the weeks opposite the Void Trader would normally be on. This NPC or Baro revisit, would bring ONLY previously brought stuff. Whereas Baro can focus on bringing new goodies.

     

    Now to be direct, these drops will contain all previous Baros drops, with the exclusion of the most recently released stuff from Baro, for the first rotation of the drops being new.

     

    So, as an example, it'd work like this:

     

    Week 1: Baro Ki'teer visits, bringing drops. They don't have to be strictly new, but should have at least something new most of the time.

     

    Week 2: The alternate trader, let's call him Uhal Me'Stet, Visits. He brings Past Baro Ki'Teer drops, excluding Week 1's New items.

     

    Week 3: Baro Ki'Teer bring more goodies.

     

    Week 4: Uhal Me'Stet visits again, Drops from Week 3 are not available, but drops from Week 1 are in the pool or rewards this time.

     

    I think this would improve this system, as Baro has such a large pool of items now. This would allow some items to come back a bit sooner than the current schedule allows, allowing for smoother rotations.

     

    For those of you thinking "Won't just increase the grind having a trader every week?" My response, is possibly. But it won't be as intense, as most of the things that this new trader will bring are repeats, and therefore a lot of people will own them already.

     

    This system is intended to alleviate the initial grind, and the thought that if you miss something new, it may not be back for a few months. DE would be allowed to change this as they see fit of course, but I think having something like this would really benefit the Void Trader system, given the time between appearances is long and the amount of possible items is rather high, compared to how many items he brings.

     

    Just my thoughts to allow the older drops to have their own separate rotation. Seems like it'd probably work well now too, given the large drop table he has.

  5. TennoArmory Guides are now Live. We'll be adding more soon.

     

    http://www.tennoarmory.com/all-guides/basic-guides/starting-out-in-warframe/

     

    We opted to start with a general guide for new and starting players. It aims to help new players successfully complete the Vor's Prize tutorial quest line while offering general tips on the game modes it uses, and tips to remember while playing in general.

     

    I am open to feedback on this guide and how it turned out. It may need some refinement, but I may overlook some things that you guy might not.

     

    Thanks again and enjoy the site :)

  6. ...

    Happy to given a possible alternative.

     

    Though for nullifiers, if you're running with a team, that should probably be their priority to take out. You can still melle them down with each with primed Reach on your Melee. I don't have this mod, but I know it helps.

     

    I've actually seen a Full Hysteria Valk that's fully modded.. and dear god is it terrifying. 2 hours in T4 survival with relative ease. Personally, with my unoptimized one, I'd done an hour and 20 minutes.

     

    Believe it was this one here:

  7. Also if you're like me and you've built your Saryn for Negative Duration to the maximum, I'll be trying some different builds/same builds on the Test environment like I did on the Devstream. I should have them up for viewing early next week if you're eager to take a look before you get your hands on the changes! If you have build requests, quote this with a screenshot of the build. I will accommodate what I can.

     

    I'd like to see how something like this would perform. http://goo.gl/Fv6nBU

     

    Not a screenshot, but I don't have the Forma on my Saryn to fit it.

     

    If my thinking is correct, this should be a crazy strong build with the changes. Unsure about Contagion Cloud being super useful though, not sure if it procs what she needs.

  8. I play Valkyr a LOT.. And I mean a lot. She's 14% of my 1,047 recorded in-game time. What the game has recorded at least.

     

    This is definitely an interesting way to play Valkyr.. but calling it competitive or leaderboard is far from it. Referring to that build specifically...

     

    I mean, personally, this build seems like it would barely be effective in a supportive sense as well. Sure you boost people armor and melee speed.. but I think it seems like you forgot that Warcry's buff goes off their base stats, not yours. So at most, even if they're frost Rhino, another Valk Or Chroma, they're not benefitting at all compared to just using a Steel Fiber. With Short Range, it's not acting as CC either.

     

    The cost of your Hysteria is insane as well. Hysteria is her best survivability Rage and Quick Thinking are literally wasted mod points for any builds imo. Hysteria also gives you greater damage, allowing you to effortlessly maintain keeping Warcry up permanently. 

     

    Throwing another Forma in for Toxic Flight also seems like a waste. Mobilize gives nearly the same stats and costs less even without forma. The added damage is also pretty negligible. 

     

    So I changed some things around, and I think ideally, for any situation, this would end up working better. http://goo.gl/xthtsd

     

    Changes Made:

    • Dropped Vitaliy, Steel Fiber, Quick Thinking, Rage and Toxic Flight.
    • Replaced with Primed Continuity, Fleeting Expertise, Streamline, Transient Fortitude and Mobilize.

       

    Compared to your competitive build, You drop initial survivability, in trade for being able to stay in hysteria longer, much longer. This save you 2 forma, while also increasing your ability to stay alive at all point in the game.

     

    If you're uneasy about the duration hit you take instead, you can drop Transient Fortitude and replace with Intensify.

     

    What changes you get:

    • Much better Energy Efficiency.
    • Better Warcry.
    • An Extra two minutes of Hysteria time from full energy to empty. Plus lower reactivation costs.

       

    I made those changes because the benefits outweigh the costs.  It's better for all your abilities, not just hysteria. Meaning Ripline and Paralysis can also be used for general CC if need be.

     

    In think in terms of being supportive, while still having good survivability, this would be the best you could get. You also can do better damage to boot. Hysteria's cost is also less than what you get in survivability with Rage+QT out of your energy.

     

    I'm not a supportive Valkyr player really. Personally, I play the Warcry&Kill Builds or the Undying Hysteria Build. So if my thoughts are incorrect, forgive me. I would just like to see your playstyle succeed, and hopefully this can be taken as an improvement.

  9. ok thx, but infested weapons is there any chance that they can be primed or prisma or vandal or wraith? i think yes DE can create any story they want but an good answer from someone else can give me false or good hope

     

    Only Tenno Weapons get primed. Only Grineer weapons get Wraith'd. Only Corpus Weapon get Vandal'd.

     

    I think the Latron is one exception to this, having both a Prime and a Wraith. Others would be the Braton and Lato Vandal from Beta.

     

    Infested may see their own variant possibly, but not too likely as they don't make their own weapon. Though it is possible that any weapon could be infested at any time.

  10. The thing that people seem to constantly forget is how volatile this market is,

     

    Demand is the biggest factor in causing price spikes. Seeing as Prime Flow and Primed Continuity are both highly desired mods, with little supply.. it leads to the price gradually going up.

     

    That and when people want it really badly, they will bump their price up to beat out anyone else from having a chance to buy it.

     

    As far and trying to get a grasp on price, use warframe.market as a GUIDELINE ONLY. The prices there has just as much variation as trade chat, if not more. But it is a much more accurate representation of the current market.

  11. We are now going to start adding actual guides to the site! 

     

    With that, anyone willing to offer additional topics or help with guide creation would be extremely beneficial :)

     

    Currently planned topics:

    Basic Guides

    • Choosing a Starter Frame
    • What to do Post-Tutorial
    • Choosing your Next Warframe(s)
    • Modding Priorities
    • Alerts, Invasions and Events
    • Elements and Combinations
    • Damage type Advantages
    • Modding Weapons and Warframes
    • Is it Worth a Potato?
    • Mission Types (with tips)
    • Quest Walkthroughs
    • Intro to Platinum and Trading

    Advanced Guides

    • "Mod-theory"
    • Optimizing Builds.
    • Platinum Usage.
    • Trading Techniques

     

    List was copy-pasted from my reddit post, hence why the section titles have the unnecesary background color.. Any topic not on this list to be added to this list would be great. As long as it's a practical guide that most anyone could need. :)

  12. The itzal can teleport away when one starts zapping. Without the itzal, if you dash forward and also engage the extra thrusters from space bar you can manage to quickly re-exit their range if you're fast enough.  they're definitely annoying though. I haven't tried it but I'm sure the Hyperion Thrusters mod makes it more manageable. 

     

    Just Afterburn alone is enough. I don't use Hyperion Thrusters when I run my odonata and still get away just fine.

  13. And I'm an idiot. Fair enough. 

     

    If you have neither any added armor or strength, tho, do the summons have 0% and thus 0 armor? Or does it start at 100%, making 439% the max?

    They still get their base 500. Unless you have the mini overextended Golems. In which case they'd end up with 200 instead.

  14.  

    Edit: I don't understand where your numbers are coming from. 440%+440%+184%+400% would be a max of 1464%, not 1684%. A 1684% increase resulting in 21408 health implies a base of 1271.3 health rather than the 1200 suggested by the wiki. Is 1684% a typo? Does it use 540% health/shields instead (100% base + 440% from the mod?) for a max of 1764%?

     

    Same thing for armor. 210%+284% = 494%, not 339%. If it's just the bonuses, +110% + 184% = 294%.

     

    This accounts for all mods. Vigor and Armored Agility are accounted for in these calculations. Vigor is 110% to both health and shields, AA is another 45% armor.

     

    But I agree with the rest of your post still, and said that using all 8 of those mods is not optimal, just the highest tank potential they had.

    Nice information Thanks Ruby_Rose_ this will help the comunity

     

     

    This should be helpful.Thanks :)

     

    You're welcome. :)

  15. Let me start his off by stating that the rumblers have an interesting passive of their own. Their passive is that they gain additional 400% of base HP when Atlas is equipped with any mod. This means absolutely any mods, including mods that don't affect visible stats like Antitoxin.

     

    I apologize in advance if this is already known information.

     

    With that in mind, these are the formulae used to calculate their total Health and Armor.

     

    Total Health and Armor

     

    To calculate health, we use the following Formula:

     

    Base HP x (( %Health + % Shields + % Power Strength) + 400%)

     

    Health, shields and power strength all contribute at 1:1 ratios. So 440% is a 440% increase. These are added together then combined with the passive bonus.

     

    Assuming max mods, this means a bonus of 1,684% to health is possible. This results in a maximum of 21,408 health. This will use 6 mods slots to accomplish.

     

    Now, to calculate armor, we use this formula:

     

    Base Armor x (% Armor + % Power Strength)

     

    Again, another 1:1 ratio. Armor scales with both Armor mods and Power Strength.

     

    Assuming max mods, you can get a 339% bonus to armor, you can get a max of 2,195 armor. This armor value results in a damage reduction of ~87.98%. This means the Rumblers will only take ~12.02% of damage. This comes at a cost of 5 mod slots for this.

     

    Effective HP of Rumblers

     

    So with all the previous information, using all the mods to max out the Rumblers tankiness/survivality takes exactly 8 slots. 3 for power strength, 3 for Health and Shields, and 2 for Armor.

     

    To get the effective Health of the Rumblers, we simply take their max HP and apply the damage reduction

     

    EHP = Max HP x ( 1- Damage Reduction)

     

    This means we end up having rumblers with an effective Health of 178,043.2. This value is exact, and was calculated with the exact armor reduction value, rather than the shown rounded value.

    _____________________

     

    Something to consider, is that the mods use to reach these values are NOT optimal.. unless you want these values. Vigor and Armored Agility are highly optional mods and can be replaced to bolster thing like duration or efficiency with minimal loss. This should always be kept in mind while modding. 

     

    However, I'm posting this to show the formulae used to see the effective tankiness of the Rumblers, and the potential maximums.

     

    Hopefully, everyone that plans to play Atlas, or build for rumblers will find this information really helpful.

     

    Thanks for reading :)

  16. They got left out of drop table.

     

    17.7 readded them back in.

     
    • Fixed an issue with Archwing Weapon Blueprints that are found in the Market being obtainable Archwing mission droptables.
    • Fixed an issue with various Archwing parts not being included in Archwing Mission Droptables (Corvas, Fluctus)..
  17. I like the site, seems pretty handy.

     

    If I may make one suggestion though... Remove the platinum prices. Unless you're updating them several times a day, and watching trade chat for ALL regions, at all times.

     

    The warframe market is super volatile can prices can and will change very quickly. It's near-impossible to keep up accurate, let alone even in the ballpark for prices most of the time. 

     

    I'm speaking from experience when it comes to this. I've tried several times to keep an accurate list, only to have to modify it several times in a day while trading. If you have the manpower to upkeep that AND have relatively accurate prices (good luck) then all the power to ya.

     

    I will say, just from looking at what's there for prices briefly, a lot of things are priced wrong already and are absurdly high compared to what I've seen in trade chat recently.

  18. What? Are they lazy or something, well I didn't know when this transfer account limit time thing happen, but how can it be such a hassle? And my character isn't on a high level since I just transfer between like 2 warframe which is frost and prime loki

     

    They used to only do it when patches synced up. Which in and of itself is now really rare.

     

    It's definitely not laziness. They just get the same complications when they want to add a patch through PS4 or XB1. It takes a lengthy amount of time for them.

     

    I think the main complication though, is the version difference. I can imagine it to be a pain to disable certain items on an account as it's transferred so players aren't running around with weapons that don't technically exist to other players yet.

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