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Isycius_Ievel

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Posts posted by Isycius_Ievel

  1. It seems that stagger from Quick Thinking takes priority over every other animation and it seems to occur even with less damage taken before, which kills any attempt to do anything.

    You die exactly same way unless you stagger toward the wall, you will have no energy to use wake up ult after being revived, and taking more time to die will just make enemies more concentrated around you. As such, it is now can be considered actively worse than just dying immediately.

    Also, I'm not sure adding around 1800 EHP (As most of the frames that uses them have little armor) can break the frame that badly. But more importantly, I don't really see any need for DE to stealth nerf this mod at the moment. It isn't financially useful, and I don't think it will particularly help with balancing in any meaningful way. So I will just assume that it is unintended.

  2. Relay Maintenance Council

    -Concept/Lore
    Relay Maintenance Council is Tenno Council operated organization related with maintaining quality Relay. Initially, they did not required any donation to maintain Relays. However, as Corpus and Grineer started to secretly cooperate to shutdown Tenno's Supply Channels, Tenno Council could not sufficiently supply the Relay enough to be maintained.

    In order to avoid panic that could ensue from shutting down the relays, Tenno Council requests help from Tenno for Relay Maintenance.

    They give 2 + (1 additional for every 4 mastery ranks) daily and one Research quota of resources that needs to be collected in order to continue the operation of relay at full capacity.

    RMC functions in manner similar to Cephalon Simaris that they do not have any ranks and all the rewards are accessible from the get go with enough scores. In order to increase their score, you simply need to fulfill their daily requested material (In interface similar to the Dojo Labs?) In addition, instead of being completely neutral (Like Cephalon Simaris), they are partially allied to all syndicates available, more detail below.

    Research request material is bit different and functions in manner similar to Simaris's old Research quota. Entire user base must collectively donate resources in order to unlock new rewards that RMC can create based on those donations.

    Usual daily requests are listed below.

    Spoiler

    -Credits (2000) : 5000 * (Tenno's Rank + 1)
    -Nano Spore (2000) : 300 * ((Tenno's Rank + 1) / 2)
    -Alloy Plate (2000) : 300 * ((Tenno's Rank + 1) / 2)
    -Cryotic (2000) : 200 * ((Tenno's Rank + 1) / 2)
    -Ferrite (2000) : 100 * ((Tenno's Rank + 1) / 2)
    -Salvage (2000) : 100 * ((Tenno's Rank + 1) / 2)
    -Circuit (2000) : 100 * ((Tenno's Rank + 1) / 2)
    -Plastids (3000) : 100 * ((Tenno's Rank + 1) / 2)
    -Rubedo (3000) : 100 * ((Tenno's Rank + 1) / 2)
    -Polymer Bundle (3000) : 100 * ((Tenno's Rank + 1) / 2)
    -Detonite Ampule, Fieldron Sample, and Mutagen Sample (3000) : 30 * ((Tenno's Rank + 1) / 2)

    (Above mission level always appear on 1st daily request)

    -Control Module (3000) : 3 * ((Tenno's Rank + 1) / 5)
    -Morphics (4000) : 2 * ((Tenno's Rank + 1) / 5)
    -Gallium (4000) : 2 * ((Tenno's Rank + 1) / 5)
    -Neural Sensors (5000) : 1 * ((Tenno's Rank + 1) / 5)
    -Neurodes (5000) : 1 * ((Tenno's Rank + 1) / 5)
    -Orokin Cell (5000) : 1 * ((Tenno's Rank + 1) / 5)

    (Missions below doesn't apear until 4th daily request is unlocked.)

    -Argon Crystal (5000) :  1 * ((Tenno's Rank + 1) / 10)
    -Ducats (5000) :  20 * ((Tenno's Rank + 1) / 10)
    -Orokin Cipher (5000) : 2
    -Pherliac Pod (5000) : 50
    -Forma (5000) :  1

    Purpose of resources are randomly chosen from table below.
    /Relay Operation Budget (Credit)
    /Operative Funding (Credit)
    /Relay Coolant Refill (Cryotic)
    /Grineer Technology Investigation (Detonite Ampule, Neurode)
    /Corpus Technology Investigation (Fieldron Sample, Neural Sensor)
    /Anti-Infested Research (Mutagen Sample, Pherliac Pod)
    /Orokin Technology Research (Orokin Cell, Argon Crystal, Orokin Cipher)
    /High Value Purchase (Ducat)
    /High Value Upgrade (Forma)
    /Minor Research Funding
    /Relay Equipment Upgrade
    /Relay Room Maintenance
    /Relay Network Maintenance
    /Relay Defense System Maintenance
    /Relay Decoration Maintenance
    /Local Settlement Support Cache
    /Operative Equipment Upgrade


    Research quota is a way to unlock new reward RMC can offer. Unlike Daily contribution, this one doesn't have limit on how much you can contribute, and just like Cephalon Simaris, they have progress meter on their current research, and once that meter is met, they will complete the research. Timer is set to 72 Hours and will only progress further if they met % of resources required. Every 1% progression allowing them to research 30 minute further. (If stagnated at 40% or so, they will just stay in 28.8 Hours line without further progression.) At same time, even users managed to met the quota of 100% resource contribution in first hour, it will still take 72 hours or so.

    Possible Rewards table

    Spoiler

    -Market Retired weapons
    /Snipetron
    /Gorgon
    /Machete

    -Various Modification mods (Ideas listed below, recycled from old idea article.)
    -Exclusive Sigils
    -Exclusive Skins?

    -Misc Items
    /Void Package
    /Fusion Core Package

    -New player assistance?
    /Continuity
    /Intensify
    /Streamline

    -'Extra' Rare resource (Cycles out every 3 days, have limitation per Tenno)
    /Argon Crystal
    /Control Module
    /Gallium
    /Morphics
    /Neural Sensors
    /Neurodes
    /Orokin Cell

    -Syndicate Medallions, in which syndicate gave to the council in thanks for allowing them to use a room and Relay systems to contact Tenno.
    /Defender Insignia
    /Lawful Medallion
    /Intriguing Datum
    /Executive Quittance
    /Honored Mark
    /Bountiful Seed

     

    -'Various' Modification Mods Ideas

    Spoiler

    ------------Primary

    Rift Booster (D : Vazarin) [Rifle]
    -This mod drastically increases the damage. However, it increases time required for bullet to actually start travelling from the location where you shot the bullet.
    Rank / Effect / Cost
    0  /  +30% damage, +0.1 seconds delay  /  2
    5  /  +180% damage, +0.6 seconds delay  /  7

    Decaying Charge (V : Madurai) [Rifle]
    -This mod increases the damage, and grants additional damage increase if you shot in recently reloaded clip.
    Rank / Effect / Cost
    0  /  +12% Damage, Doubled for 4 seconds after reload  /  9
    5  /  +72% Damage, Doubled for 4 seconds after reload  /  14

    Tactical Intervention (R : Unairu) [Sniper / Bow]
    -Increases Critical Chances when attacking enemy that is currently in attacking animation.
    Rank / Effect / Cost
    0  /  +40% Critical Chance During Intervention  /  2
    5  /  +240% Critical Chance During Intervention  /  7

    Overheat  (- : Naramon) [Unique - Gorgon / Supra]
    -Increase weapon's damage depending on numbers of bullet continuously fired. (Capped at 50.)
    Rank / Effect / Cost
    0  / +1% Extra Fire Damage per shot, resets after 2 seconds. /  7
    5  / +6% Extra Fire Damage per shot, resets after 2 seconds. /  12

     

    ------------Melee

     

    Obsidian Edge (= : Zenurik) [Channelling]
    -Allows melee weapon to ignore certain amount of defense. However, it forces constant channelling.
    Rank / Effect / Cost / Conclave
    0  /  Ignores 15% of Armor, channels constantly.  /  2
    5  /  Ignores 90% of Armor , channels constantly. /  7

    Shield Flux (V : Madurai) [Channelling]
    -Allows Channelling to use Shield as energy after energy is completely drained.
    Rank / Effect / Cost
    0  / +25% Shield to Energy on Channelling /  4
    3  / +100% Shield to Energy on Channelling /  7

     

    ------------Warframe

     

    Steel Resolve (D : Varazin)
    -This mod increases Warframe's Armor while performing melee attacks. (Must be in attack animation.)
    Rank / Effect / Cost
    0  /  +30% Armor during Melee Attack  /  6
    5  /  +150% Armor during Melee Attack  /  11

    Rising Intensity (V : Madurai)
    -This mod increases power strength of the Warframe. This mod starts with lower value than Intensity itself, but multiplies its effectiveness based on melee multiplier.
    Rank / Effect / Cost
    0  /  +3% Power Strength, Multiplied by Combo Counter  /  6
    5  /  +18% Power Strength, Multiplied by Combo Counter   /  11
    -Effect of this mod doesn't apply during Blade Storm, Hysteria, or Exalted Blade.

    Draconic Determination (V : Madurai) [Exilus]
    -Equipping this mod causes constant health drain in manner similar to a hull breach, but increases total speed, in manner similar to Volt's Speed effect.
    Rank / Effect / Cost
    0  /  4% Increase on Speed, 2 damage per second  /  2
    5  /  24% Increase on Speed, 2 damage per second  /  7

     

    ------------Extra

     

    Ammo Manufacturing (Dethcube)
    -Deth Cube will occasionally craft an ammo for your weapon if your ammo reserve isn't full.
    Rank / Effect / Cost
    0  /  An ammo drop for equipped weapon in every 5 seconds  /  5

    Synchronized Heartbeat (Wyrm)
    -Sentinel revives its owner when its owner is down. However, if revive is completed this way, sentinel will lose ability to activate precept. (It does not disable Coolant Leak, Sanctuary, and Animal Instinct.)
    Rank / Effect / Cost
    0  /  Sentinel revives you in 5 second then disables precept  /  7

    Critical Underflow (D : Varazin) (Archwing Gun)
    -Increased ammo replenish speed when ammo is getting replenished from 0.
    Rank / Effect / Cost / Conclave
    0  /  +30% Ammo replenish from 0  /  4  /  C5
    3  /  +120% Ammo replenish from 0  /  7  /  C5

     

    Criticism and suggestions would be great!

  3. Outside of endless stream of people who is endlessly frustrated because of the fact that they can't put a tree in the center of lots of popular room tiles with water-

    This game is missing one of possibly most obvious decorations - Pine Trees and Cherry Blossoms. Mostly Cherry Blossoms.

     

    So yes, for now, this post is only about adding more variant of trees. Such as Pine and Cherry Blossom. I do not know how difficult it is to implement two more variant of trees, so I can't be sure about opportunity cost lost by making relatively unimportant Dojo decoration.

    Thank you for reading this short post.

  4. 09/10/15 Updates

    Changes
    -Changed the method of organization.

    -Added Updated Acrobat.
    -Added Updated Marathon.
    -Added Updated Quick Rest.
    -Added Updated Second Wind.
    -Added Updated Shield Flux.
    -Added Updated Warrior's Grip.
    -Added Draconian Determination.

    -Removed Open Handed.
    -Removed Hyperpotence.
    -Removed Augment Section.

    -Updated Tenno Research Syndicate.

  5. i really like these ideas, like overheat. It would provide greater use for status, and then the mod like steel resolve would make melee much more effective(survivalibity when meleeing). 

     

    Thank you! And sorry for replying late, I didn't wanted to bump the post without something new to check out.

     

    -06/10/15- Topic slightly changed.

    Changes

    -Added Open Handed.

    -Added Critical Underflow.

    -Added Reactive Alloy.

    -Added Cumulative Toxin.

    -Added Tenno Research Syndicate.

  6. Lol.. Yeah. Alad was sufferable just long enough for us to get the Karak.

     

    Huh, I supported Alad V because I honestly believed his continued survival will damage Corpus more in long run, considering he actually dealt more damage to Corpus than any Tenno or Grineer to this date. (Entire Eris sector was lost to Corpus thanks to Alad V. Everything he seems to do ends up dealing fatal damage to his own kins or grineer for some reason.)

     

    I wonder how he will ruin completely unrelated plan during his next appearance.

  7. 26/09/15

    -Added Chrono, Decay, Utmost Detail, and Rising Intensity.

    -Changed description or stats listed.

    -Added Discontinued Idea section, those mod concepts were removed after review team's concern of introducing too many corrupted variant (Drawback vs Gain) increasing only fraustration of the players.

    -Some mods that directly alters how gun functions has been removed entirely, as it intercepts design space of weapons.

    -Focusing Still has been removed.
    -Circular Weight has been removed.
    -Feather series has been removed.
    -Guides Strike has been removed.

  8. Technically, this idea is feasible based on real-world equivelant of multishot attempt called 5.56x45mm Duplex.

     

    Of course it had thousands of technical problem in real world, but in Warframe world, In Warframe universe, we could just make bullet using Oxium to reduce the weight and such to cover up for those problem.

  9. There is no lorewise excuse for allowing minor factions to create their own Warframe design. Even with all of their resources focused, none of the Tenno, Grineer, or Corpus can barely modify existing Warframe designs without damaging its capability. How can a minor Syndicate have an access to such robust technology to 'create' an updated and improved designs of Warframe?

  10. None of the mods listed below are fully balanced yet, as I had no way of actually testing them in real situation.

    ----------Primary Damage Modifications


    Extra Propulsion (D : Vazarin) [Rifle]
    -This mod increases the damage depending on the distance bullet travelled after travelling 5 meter.
    Rank / Effect / Cost / Conclave
    0  /  +1.2% per Meter Travelled  /  9  /  C5
    5  /  +9% per Meter Travelled  /  14  /  C15
    -1 + [Meter Travelled, Caps at 50 - 5] * Damage %
    -Can't be used with Serration.
     
    Dragon’s Roar (V : Madurai) [Rifle]
    -This mod increases the overall damage from the shot depending on the distance until 9 meter.
    Rank / Effect / Cost / Conclave
    0  /  +4% On Close Quarter  /  9  /  C5
    5  /  +24% On Close Quarter  /  14  /  C10
    1 + [15 - Meter travelled, Caps at 9] * Damage %
    -Can't be used with Serration.
     
    Chrono Boost (D : Vazarin) [Rifle]
    -This mod drastically increases the damage. However, it increases time required for bullet to actually start travelling from the location where you shot the bullet.
    Rank / Effect / Cost / Conclave
    0  /  +20% damage, +0.1 seconds delay  /  3  /  C5
    10  /  +220% damage, +1.1 seconds delay  /  12  /  C15
    -Can't be used with Serration.

    Decaying Charge (V : Madurai) [Rifle]
    -This mod increases the damage, and grants additional damage increase if you shot in recently reloaded clip.
    Rank / Effect / Cost
    0  /  +9% Damage, Doubled for 0.3 second after reload  /  9
    10  /  +99% Damage, Doubled for 3.3 second after reload  /  14
    -Can't be used with Serration.

    Spectral Transmission (= : Zenurik) [Rifle]
    -This mod allows attack to slowly corrode enemy’s armor away, exposing them to full damage. (95% corrosion cap.)
    Rank / Effect / Cost / Conclave
    0  / -1% armor to enemy per hit /  10  /  C10
    3  / -4% armor to enemy per hit /  13  /  C20
    -Can't be used with Serration.

    Chrono Charge (D : Vazarin) [shotgun]
    -This mod drastically increases the damage. However, it increases time required for bullet to actually start travelling from the location where you shot the bullet.
    Rank / Effect / Cost / Conclave
    0  /  +40% damage, +0.1 seconds delay  /  7  /  C5
    5  /  +240% damage, +0.6 seconds delay  /  12  /  C15
    -Can't be used with Point Blank.

    Dragon's Breath (V : Madurai) [shotgun]
    -This mod increases the overall damage from the shot depending on the distance until 15 meter.
    Rank / Effect / Cost / Conclave
    0  /  +4% On Close Quarter  /  9  /  C5
    5  /  +24% On Close Quarter  /  14  /  C10
    -1 + [15 - Meter travelled, Caps at 9] * Damage %
    -Can't be used with Point Blank.
     
    Tactical Intervention (R : Unairu) [sniper / Bow]
    -Increases Critical Chances when attacking enemy that is attacking you or your allies. (They must be in their attacking animation in order for this effect to kick in.)
    Rank / Effect / Cost / Conclave
    0  /  +50% Critical Chance During Intervention  /  4
    5  /  +300% Critical Chance During Intervention  /  9
     
    Narrow Vision (V : Madurai) [unique - Burst Fire (Burston / Harpak / Hind / Sybaris / Tiberon)]
    -This mod increases the damage of Burst Fire weapon, and grants additional damage increase if fired while zoomed.
    Rank / Effect / Cost / Conclave
    0  / +12% Damage, +5% Additional during Zoom.  /  4  /  C5
    10  / +132% Damage, +55% Additional during Zoom  /  14  /  C40
    -Can't be used with Serration.

    Neutronium Core (V : Madurai) [unique - Panthera / Miter]
    -This mod increases damage through putting micrometer sized Neutronium material in the center of the blade, However, it reduces speed of projectile and prevents ricochet as gun can’t deliver the enough force to do so.
    Rank / Effect / Cost / Conclave
    0  / +25% Damage, +20% Additional damage against shield  /  4  /  C5
    5  / +150% Damage, +120% Additional damage against shield  /  9  /  C20
    -Can't be used with Serration.

    Overheat  (- : Naramon) [unique - Gorgon / Supra]
    -This mod increases weapon’s Heat damage depending on the amount of bullet continuously shot in automatic mode. (Has no cap, sprinting does cancel damage build up.)
    Rank / Effect / Cost / Conclave
    0  / +0.5% Extra Fire Damage per Continous Shot  /  10  /  C10
    5  / +3% Extra Fire Damage per Continous Shot /  15  /  C40
    -This mod can’t be equipped with Hellfire

    Ion Overflow (- : Naramon) [unique - Gorgon / Supra]
    -This mod increases weapon’s Electric damage depending on the amount of bullet continuously shot in automatic mode. (Has no cap, sprinting does cancel damage build up.)
    Rank / Effect / Cost / Conclave
    0  / +0.5% Extra Electric Damage per Continous Shot  /  10  /  C10
    5  / +3% Extra Electric Damage per Continous Shot /  15  /  C40
    -This mod can’t be equipped with Stormbringer

    Cumulative Toxin (- : Naramon) [unique - Gorgon / Supra]
    -This mod increases weapon’s Toxin damage depending on the amount of bullet continuously shot in automatic mode. (Has no cap, sprinting does cancel damage build up.)
    Rank / Effect / Cost / Conclave
    0  / +0.5% Extra Toxin Damage per Continous Shot  /  10  /  C10
    5  / +3% Extra Toxin Damage per Continous Shot /  15  /  C40
    -This mod can’t be equipped with Infected Clip




    ----------Secondary Weapon Modification


    Gyro Jet (D : Vazarin) [Pistol]
    -This mod increases the damage depending on the distance bullet travelled after travelling 10 meter.
    Rank / Effect / Cost / Conclave
    0  /  +2% per Meter Travelled  /  9  /  C5
    5  /  +12% per Meter Travelled  /  14  /  C10
    -1 + [Meter Travelled, Caps at 50 - 5] * Damage %
    -Can't be used with Hornet Strike.

    Decaying Casing (V : Madurai) [Pistol]
    -This mod increases the damage, and grants additional damage increase if you shot in recently reloaded clip.
    Rank / Effect / Cost
    0  /  +12% Damage, Doubled for 0.2 second after reload  /  9
    10  /  +132% Damage, Doubled for 2.2 second after reload  /  14
    -Can't be used with Hornet Strike.

    Dragon’s Claw (V : Madurai) [Pistol]
    -This mod increases the overall damage from the shot depending on the distance until 9 meter.
    Rank / Effect / Cost / Conclave
    0  /  +4% On Close Quarter  /  9  /  C5
    5  /  +24% On Close Quarter  /  14  /  C10
    -1 + [15 - Meter travelled, Caps at 9] * Damage %
    -Can't be used with Hornet Strike.

    Chrono Impact (D : Vazarin) [Pistol]
    -This mod drastically increases the damage. However, it increases time required for bullet to actually start travelling from the location where you shot the bullet.
    Rank / Effect / Cost / Conclave
    0  /  +45% damage, +0.2 seconds delay  /  7  /  C5
    5  /  +270% damage, +1.2 seconds delay  /  12  /  C15
    -Can't be used with Hornet Strike.




    ----------Melee Weapon Modifications


    Warrior's Grip (D : Vazarin)
    -Increases damage for short time after parrying an attack.
    Rank / Effect / Cost
    0  /  +20% Damage for 5 seconds after parrying /  7
    5  /  +120% Damage for 5 seconds after parrying  /  12

    Obsidian Edge (= : Zenurik) [Channelling]
    -Allows melee weapon to ignore certain amount of defense. However, it forces constant channelling.
    Rank / Effect / Cost / Conclave
    0  /  -15% Opposing Armor  /  7  /  C5
    5  /  -90% Opposing Armor  /  12  /  C20

    Shield Flux (V : Madurai) [Channelling]
    -Allows Channelling to use Shield as energy after energy is completely drained.
    Rank / Effect / Cost
    0  / +25% Shield to Energy on Channelling /  4
    3  / +100% Shield to Energy on Channelling /  7

    Stamina Kill (= : Zenurik) [unique - Fist or Sparring Weapons (Ankyros / Furax / Kokage / Obex)]
    -Whenever you ‘knock out’ an enemy with your melee weapon equipped with this mod, you get a chance to get an additional loot from that enemy.
    Rank / Effect / Cost
    0  / +10% chance on additional loot from enemy knocked out with this weapon. /  4
    5  / +60% chance on additional loot from enemy knocked out with this weapon. /  9

    Reaper's Strike (- : Naramon) [unique - Scythe Only]
    -This mod slightly improves damage and drastically improves effectiveness of status effects inflicted by Scythe.
    Rank / Effect / Cost / Conclave
    0  / +13% Damage, +40% Proc effectiveness  /  4  /  C5
    5  / +78% Damage, +240% Proc effectiveness  /  9  /  C20
    -Can't be used with Pressure Point.




    ----------Warframe Modifications


    Steel Resolve (D : Varazin)
    -This mod increases Warframe’s Armor while performing melee attack. (Must be in attack animation.)
    Rank / Effect / Cost / Conclave
    0  /  +30% Armor during Melee Attack  /  4  /  C5
    10  /  +330% Armor during Melee Attack  /  14  /  C15
    -This mod can’t be equipped with Steel Fiber.

    Utmost Detail (D : Varazin)
    -This mod increases Warframe's Power Efficiency while guarding with melee weapon. (Using power while guarding will still apply efficiency bonus to the power.)
    Rank / Effect / Cost / Conclave
    0  /  +10% Power Efficiency while Guarding  /  4  /  C5
    5  /  +60% Power Efficiency while Guarding  /  9  /  C15
    -This mod can’t be equipped with Streamline.

    Rising Intensity (V : Madurai)
    -This mod increases power strength of the Warframe. This mod starts with lower value than Intensity itself, but multiplies its effectiveness based on melee multiplier.
    Rank / Effect / Cost / Conclave
    0  /  +3% Power Strength, Multiplied by Combo Counter  /  6  /  C5
    5  /  +18% Power Strength, Multiplied by Combo Counter   /  11  /  C15
    -This mod can’t be equipped with Intensify.
    -Effect of this mod doesn't apply during Blade Storm, Hysteria, or Exalted Blade.

    Acrobat (D : Vazarin) [Exilus]
    -Equipped Warframe can triple jump.
    Rank / Effect / Cost
    0  /  Allows an additional Jump  /  4

    Marathon (D : Vazarin) [Exilus]
    -Increased walking and running speed. (Walking is enabled only during skill/aim.)
    Rank / Effect / Cost
    0  /  +15% Walking and Running Speed  /  0
    5  /  +90% Walking and Running Speed  /  5

    Quick Rest (D : Vazarin) [Exilus]
    -Restore small amount of energy whenever shield recharges fully without the influence of shield restoration.
    Rank / Effect / Cost
    0  /  +10 Energy after shield recharge  /  2
    5  /  +60 Energy after shield recharge  /  7

    Second Wind (D : Vazarin) [Exilus]
    -Gives Back up Health which kicks in when shield and health is depleted, lost portion of Back up health can't be restored. (Similar to overshield, but kicks in in opposite order.)
    Rank / Effect / Cost
    0  /  +50 Back Up Health  /  4
    5  /  +350 Back Up Health  /  9

    Draconian Determination (V : Madurai) [Exilus]
    -Equipping this mod causes constant health drain in manner similar to a hull breach, but increases overall speed.
    Rank / Effect / Cost
    0  /  5% Increase on Speed, 0.5 damage per second  /  9
    5  /  30% Increase on Speed, 3 damage per second  /  14



    ----------Sentinel Modifications


    Ammo Manufacturing (Dethcube)
    -Sentinel crafts ammo for its owner. This precept will always trigger if you don't have maximum ammo in reserve, causing it to ignore all less prioritized precept while this is active.
    Rank / Effect / Cost
    0  /  1 Ammo per second  /  4
    5  /  6 Ammo per second  /  9
    -This precept is half as effective for Shotgun and Sniper ammo.

    Synchronized Heartbeat (Wyrm)
    -Sentinel revives its owner when its owner is down. However, activating this precept will disable all sentinel precept until the end of this mission.
    Rank / Effect / Cost / Conclave
    0  /  Sentinel revives you in 6 second then disable precept  /  7  /  C5
    5  /  Sentinel revives you in 1 second then disable precept  /  12  /  C15

    Heartbleed Protocol (Djinn)
    -Sentinel creates aura that halves the chance of getting status effected by enemy attack.
    Rank / Effect / Cost / Conclave
    0  /  Sentinel creates 5 meter aura that halves enemy status chance  /  7  /  C5
    5  /  Sentinel creates 10 meter aura that halves enemy status chance  /  12  /  C15




    ----------Archwing Modification


    Reactive Alloy (D : Varazin) (Archwing)
    -This mod increases Archwing's Armor while performing melee attack. (Must be in attack animation.)
    Rank / Effect / Cost / Conclave
    0  /  +20% Armor during Melee Attack  /  4  /  C5
    10  /  +220% Armor during Melee Attack  /  14  /  C15




    ----------Archwing Weapon Modification


    Critical Underflow (D : Varazin) (Archwing Gun)
    -Increased ammo replenish speed when ammo is getting replenished from 0.
    Rank / Effect / Cost / Conclave
    0  /  1.5x Ammo replenish from 0  /  5  /  C5
    3  /  3.0x Ammo replenish from 0  /  8  /  C5



     

    -Tenno Research Syndicate part was removed due to errors found in them.

  11. Hmmm the overload augment doesn't seem to match what the DC voted for.

     

    K8HSIq4.jpg

     

    The one that won the vote for the design council was the damaging arc when enemies were hit by overload, yet the augment we got was the one that came in third place. Why did you decide to choose this augment? This does nothing to help overload still being lackluster. I was really hoping for the augment to arc to enemies to increase the damage.

    I think it is pretty good, although I find 3% bit too low, maybe 5~15%?

     

    Assuming that ability gives you Overshield (I didn't used it yet, but I will assume so since it is otherwise pointless), it will be like Shield Transference where it doesn't actually take any slot because it could directly replace Redirection.

  12. Well. Multishot and Flatout damage increase does different thing, how about this for the change?

     

    For example for rifle.

     

    Rotate out Serration, Heavy Caliber, and Split Chamber into Stance-like slot, and buff the Split Chamber slightly.

     

    Making user to either pick Serration / Heavy Caliber (More damage) or Split Chamber (More hit count, Higher Critical, and Proc chance, but worse against armor.) While doing that, make Rifle Aptitude more useful by buffing them a lot and making into this sudo stance, giving the user choice of getting extremely high proc chance over any damage.

     

    Obviously, this can't be done on melee because they already have stance, and probably don't need another one. (And only pressure point is auto include mod there anyway.)

     

    If this is goes exactly as I hoped, this will increase the variety between weapon build. At worst?... Well, it won't do anything except making weapons overall weaker.

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