CitizenV
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Posts posted by CitizenV
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This has been a bug for quite a while now. When the Void key holder disconnects, everyone else in the mission fails. That may be intended, but it should not count as a "Mission Failure" for those players.
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Actually, you only need 800,000 credits now.
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Same bug occured for me. Fortunately, it does save your mission completion.
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Oh! It looks the thread was changed. It's this one now:
https://forums.warframe.com/index.php?/topic/367055-prime-gear-drop-locations/
I did a quick compare with NotePad++ and it looks like PS4 has the same drop tables as PC. I'll do some copy/pasting later to update all the Wiki drop tables.
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Like look at the soma prime page and switch between the PC and ps4 drop tables...http://warframe.wikia.com/wiki/Soma_Prime
Sorry I was backwards....
PS4 may be on rotations too but AFAIK we don't have any activate PS4 (or XBox) contributors on the wiki, so their stuff is not updated as often.
Can you tell me what is posted in this thread? https://forums.warframe.com/index.php?/topic/314368-prime-gear-drop-locations/ I cannot access it. Just whether or not it says "ROTATION A", "ROTATION B" etc. under Defense and Interceptions. I assume it is because the XBox thread says their drop table has rotations. If yours does too, then everything should be the same as PC and I'll update the drop tables on the wiki later.
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I used Nyx with max range Chaos. Cast it as soon as your energy starts draining and it should affect the target. The Shield Ospreys will leave his side and he'll become vunerable without needing to kill them.
Wiki article says they're not affected by Chaos anymore though, so perhaps they fixed this for the consoles?
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I've highly recommend a delayed or self-detonable explosive weapon like Penta. It allows you to quickly build up damage on your Absorb without needing to rely on allies or enemies.
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How do you "AOE nuke" with Nyx mate? Please do share, I main her, and I can't nuke anything, even with Absorb. Magnetic damage is only good for shields, and efficiency/reduced duration builds basically kill any offensive playstyle with her. And well, I'd rather keep energy to CC than having the joke we call "Absorb" only absorb my energy pool instead of actually absorbing enemy damage, especially with the damage counter reset...
She's not a great nuker but passable in regular content. Max efficiency and a detonable/delayed explosive weapon like Penta, Stug or Castanas are suggested. Alternatively, bring a Sentinel with well modded Sweeper and it'll increase the damage of your Absorb when it shoots, but it'll take longer than an explosive weapon. I never have any issues with energy.
EDIT: To put things into perspective, here are some numbers from an alert I just ran:
I shoot Penta, cast Absorb, detonate the grenade and then end Absorb. This all takes a second or two. The grenade adds about 12k damage and drains around 30 energy. Due to the damage type and damage scaling over distance, nearby (Infested) enemies were taking 3 - 8k damage.
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Eximi spawn in swarms in interception mode, it's probably the best place to go.
Indeed. It's one of the reasons why Interceptions are the best place to farm exp/rep.
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Edit: Considering all the other helmets have negative multipliers rather than additive I'm wondering if this was actually a change, or we all just calculated duration with Chlora wrong and never noticed the discrepancy.
I think this is the case, ehe. I've always been using it additively, but looking back at old datamined stuff, it was multiplicative since at least ~U11.6. That's a big whoops!
EDIT: Quick test with Molt confirms it. Now I have to go back and check my Regenerative Molt numbers :/.
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Thanks for the theoretical calculations. After the Damage 2.0 change, I never had time to fully go through it.
I have another theory. Prior to the Miasma change, Chlora used to work weirdly with damage calculations due to how it affected duration in the calculations. The -55% and -65% in the above test both used Chlora.
I just ran another test with -60% Fleeting Expertise and no Chlora. It did 1586x2 + reduced damage tick, which matches the theoretical damage if I'm correct. It seems like Chlora is once again affecting the duration weirdly?
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It acts more like a Warframe ability since all affinity from the Syndicate effect's kills go to your Warframe, so it probably would not activate life steal on your melee.
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your a bit late on that, they did stealth nerf her. Problem is most people won't notice until is too late =/
Are you talking about this thread which didn't take into account the invisible reduced damage tick (that PsycloneM pointed out on the 2nd page)? The problem isn't that people don't notice nerfs until it's too late, it's that they don't notice the actual mechanics before it's too late :). The invisible reduced damage tick has been around since Miasma was first changed and is even noted on Miasma's wiki page.
I don't have quite the same configuration available to me that you do but this data should be usable. I'm not seeing reduced damage with a rounded duration. Let us know how repeat tests go.Is this taking account reduced damage ticks?
Darzk's claim may be true though. He's actually taking into account the reduced damage tick. Testing it can be hard though since it's invisible.
Here are my results on Phorid, my favorite Miasma testing body. No Power Strength mods, just varying Power Duration with Fleeting Expertise and Chlora.
(excuse the sloppy image; I got lazy)
From top to bottom:
-50% Power Duration: ~38px of damage (3x 1269)
-55% Power Duration: ~39px of damage (2x 1335 + reduced damage tick)
-65% Power Duration: ~43 px of damage (2x 1668 + reduced damage tick)
I'm not sure what the theoretical damage would have been due to his tiny amount of Ferrite armor, but it seems like the reduced damage ticks are still the same as before? -55% and -65% seemingly had greater damage than -50%, i.e. no damage loss.
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Yeah, I just saw your thread and made an edit above. I've been busy myself and haven't tested Miasma recently. If I get a chance to, I'll try to help.
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Miasma does a lot more damage. Before the 15.6 nerf it was 13780 damage for 25 energy with an ideal setup, or 9880 with OE installed. Postpatch its around 30-40% less than that, call it ~6500 with OE, in an area of 35.25 meters radius.
What nerf? There are always people mistesting Miasma and claiming it got nerfed. Last time this happened, PsycloneM corrected them. Did something like this happen again?
EDIT: I see it was your thread and you're aware of the invisble ticks.
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If you mean 'Did the number of ducats per prime piece change?' then I have a feeling it did. The Wiki lists every Nyx Prime part as 50 ducats but I don't think they are anymore. I might be wrong though. I've cashing in all but one of any 50 ducat item I have just in case the return does get lowered.
Nyx BP, Helmet, Chassis and Systems are still 50 like before.
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Thanks for testing! Looks like the Wiki needs to be updated.
Where are you referring to? I can update it but I don't see any mention of Reach affecting slam attacks on the Reach or Melee 2.0 page.
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wow 20 mil
why?
Why not? :o. I just like going a little above and beyond on events, even if it doesn't net me or my clan anything.
It shouldn't be too hard anyway. WIth the higher score from Pluto and a fully loaded squad, I'd really expect 40mil at minimum, but don't know if I can find enough players. I got 17m in a pug and did 75% of the damage myself last time.
I'm coming back on now if you are still on Armoured.
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It did not prior to Melee 2.0. I didn't pay attention to any testing after that though.
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I'm looking to find another three players with near-maxed or maxed Elytrons and Rifle Amp + Velocitus. Aiming for 20mil minimum.
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To be fair, it's extremely relevant to the topic. It's pointless to recruit a squad like this and waste restores if you're just planning on saving a relay. If damage did matter, all the relays would be instantly saved from the 2bil+ leaderboard runners.
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Is this just for the scindo prime? Because I have had no trouble with any other weapon skins. Including dual dagger zorens, candy came reaper prime, and brakk hammer jat kittag
Yes, those other melee weapons still have their skins but I do not think it is a bug. The removal of skins for Scindo Prime is consistent with other Prime weapons, except Reaper Prime I guess. That's probably because both the weapon and the skin aren't that popular and it's an oversight?
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Based on the more obvious buffs (shield, HP, energy) and assuming they all behave similarly, they do not stack. You can activate multiple of the same Syndicate effects in a row, but you'll only get the restore and damage in my experience.
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If I were to guess, based on what Deathmax (deathsnacks) had posted, he'll be at Pluto with 2 new mods, and the Eos Prime leg armor. After that he'll come back to Venus and start over.
Mirage's Eclipse + Synthesis Scanner
in General
Posted
Straight forward bug.
Mirage's Eclipse buffs the Synthesis Scanner's scanning speed when Mirage is in the light. Combined with lag/desync as a client in someone else's game, you can get 3-5 scans before the game stops you from scanning a target anymore.