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(XBOX)Varzin

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  1. I'm seeing issues with the energy color channel. I set it to pure black on my Revenant to make his energy bits disappear because I don't like how the energy looks on him. Now I can't make it go away, no matter what I choose the first slot of the energy channel is super bright even if I pick pure black. Seeing the same issue on my Tenet Ferrox. Also I have a Tenet Cycron with dark orange energy but the energy rings look yellow now even though the actual beam is the correct color.
  2. Got a riven for a Tenet Agendus, a melee weapon that only deals Impact and Electric damage... Tenet Agendus Scicak +112.1% Puncture +112.8% Slash -0.7 Range ...worse then useless. It's so comically bad I'm keeping it just for posterity. Also this is unrolled, so it came this way right out of the box.
  3. I'm all for charging incarnons with literally anything other then headshots since, given the way I play, I don't even try landing headshots normally (mostly melee with a focus on guns that don't require precision like the Ferrox and Cycron). As it stands I ignore gun incarnon forms completely since I don't like having to slow down and aim just to charge up a form that will run out quickly anyway. Having a smoother way to charge incarnon forms that I can more easily integrate in my playstyle will make trying incarnon forms a lot more enticing to me.
  4. In my opinion meta is only relevant if you're doing endurance runs, which most people are not doing. SP and Archon Hunts are the only things I can think of on the spot where having a significantly well prepared build is truly important, maybe also the Deep Arcamedia when it drops. So outside of literal hard mode and the current highest level activity in the game I see no reason not to just play with what you like as long as you're not dying every 2 minutes. And if other players who rely only on meta builds complain that you're slowing them down, they should chill out. Just because they found a way to trivialize the game doesn't mean everyone else should be required to play the same way.
  5. Oh yeah, I think I can guess where that weird quirk of the timing is coming from. I'd guess that the game's clock is registering multiple toxin status ticks occurring within the same 1 second timespan as 1 hit in that second. So even with the ability to stack Toxin procs this is pretty limited.
  6. Ah! You're absolutely right, I read the wiki wrong. Looking back now I see that it says "dealing a tick of damage every second for 6 seconds". That certainly changes the math, though I also agree that it's effectiveness is still debatable.
  7. I was messing around with ideas for a Lavos build that makes use of green archon shards when I realized something unfortunate, the green archon shard perk "Recover +2 (+3) Health each time enemies are damaged by a Toxin Status Effect" is pretty much worthless compared to the blue shard perk "+5 (+7.5) Health/s Regenerated". Let's do some math. So how do we calculate this? The perk says +2 health recovered each time an enemy is damaged by a Toxin status. I believe this means that the effect can be multiplied by having multiple enemies damaged by Toxin status at once. This sounds pretty good until you start actually doing the math. Toxin status damages the effected enemy every 6 seconds, so with a green shard you recover 2 health per afflicted enemy every 6 seconds after Toxin has been applied. Now you can also stack Toxin status, each stack having it's own timer, allowing for more frequent instances of health recovery. So let's say you use an ability that applies a toxin status and you get a good group of 10 enemies afflicted with 2 stacks of Toxin each, that's 40 health recovered every 6-ish seconds. Even under those circumstances (which seem pretty good to me) you're just barley achieving a better health regen then a blue shard with an effective +6.7 health per second. And the effect ends once the enemies die since they won't be being damaged by the effect anymore. More then likely you're not going to just stand there idly, you're probably going to be actively trying to kill those same enemies to move the mission along, so the actual duration of this effect will typically be pretty limited. With a blue shard you don't have any condition that needs to be met to trigger it and the health regen is unlimited, you just always have it. In order to achieve a better effective health regen per second using a green shard you would need to be consistently applying lots of toxin across large groups of enemies, this feels like something only a few specific frames will be able to accomplish without dedicating a weapon to being a toxin spreader. Personally I'd rather just have the flat +5 per second. To me it seems like a lot of work to get something that simply equipping 1 blue shard will mostly equally achieve. Am I wrong? Did I misunderstand something or just miss something? EDIT: I misread the wiki, Toxin status deals damage every second for 6 seconds, not every 6 seconds. So that should actually be 40 health per second for a maximum of 240.
  8. I don't really pay attention to meta but I'm pretty sure the Ooltha zaw strike is often overlooked when compared to the Mewan for single handed swords. They have the same amount of base damage as each other, the only difference is how that damage is distributed between slash, puncture, and impact. But because the Mewan is more popular, the Ooltha has a higher riven disposition. I have an amazing riven (+melee damage, +crit chance, +puncture) for my Ooltha/Peye/Vargeet2Jai zaw making it the most powerful melee weapon in my arsenal. Combo this with Melee Retaliation while I'm using Revenant (Primed Redirection, Primed Vigor, Primed Flow) with 4 tauforged violet archon shards (Gain +37.5% Melee Critical Damage. When max Energy is over 500, the damage boost doubles.). As for frames I know there are more popular stealth frames then Loki but while Loki's Invisibility doesn't have any extra bells or whistles like the others it does have the highest base duration when compared to them. Combo that with enough ability efficiency and some decent energy regen and I can go invis for a whole mission (and this was BEFORE they introduced Energy Nexus). Arcane Nullifier ensures I don't lose energy to magnetic status. Arcane Barrier, Adaptation and extra shielding makes for a good insurance policy should any damage happen to hit me (Grineer shock traps). Perspicacity let's me auto-hack terminals, though I usually hack them myself unless there's a time limit. All this to say that my Loki can calmly strut his way through just about anything short of a toxin cloud.
  9. I think it's more important that the deluxe skins fit the overall theme of the frame rather then fit the Warframe style. I think Styanax's deluxe, while I don't personally like it, makes perfect sense given that his whole thing is being a spear wielding warrior. On the other hand I really don't get what they were going for with Limbo's deluxe skin, doesn't seem to fit his gentleman magician theme at all, maybe I'm missing something?
  10. https://www.warframe.com/news/header-devstream-177-overview DANTE’S ABILITIES Passive: Noctua scans targets. Status Chance increases against fully Scanned targets. Based on this I'm led to believe that killing enemies with the book is what scans them, similar to the Synoid Heliocor. https://warframe.fandom.com/wiki/Synoid_Heliocor?so=search
  11. I don't want to make any major judgement calls before getting to try him. I will say that, in order for his verse gimmick to actually be practical, Light Verse and Dark Verse need to have a relatively low energy cost and high casting speed. Otherwise it will be too difficult for Dante to queue up anything for Final Verse at a speed and frequency that will be useful. Plus I think low cost fits the very simple nature of those abilities anyway. Other than that I think he's a neat new frame and I'm interested to try him for myself. I'm also excited to try the new tome, even if it is locked to being an exalted, can't wait for more of those.
  12. I think it really depends on the weapon. For example I recently got inspired to make a Corufell build that uses Discipline's Merit. Corufell's heavy projectile shot is nice but has a long wind up, tennokai helps make better use of it. For a weapon that just has a normal heavy attack something else might be better. If the heavy attack performs a wide sweep or spin then Opportunity's Reach might be good since you can hit a large group of enemies with one strong hit. I built a machete Zaw that works like this. For other weapons I don't bother with tennokai at all, in those cases I prefer to use Dispatch Overdrive in the exilus slot if I can fit it in.
  13. Thanks for expanding on this, I didn't realize it only worked with the Galleons. Another point I'd like to add is that (at least for the rivens) you don't actually have to complete the mission for the medallion finds to count towards your total. So you can quit and re-enter the same mission to keep taking advantage of the easier medallion farm location as needed.
  14. Certainly. Yes a cold progenitor would be best, though you could technically use electric too. I love the Tenet Cycron and actually have 3 different ones for different purposes. The goal of this one was to create a cold status applying machine, don't care about damage output, just wanted to slow/freeze enemies. The initial problem is that the Tenet Cycron deals pure heat damage at base, so if you only add cold they mix and become blast. To avoid this I needed to add something else that would mix with heat instead to isolate cold. I opted for electric to make radiation since I thought the status it applies would pair well with the desired goal of making a TCycron that could CC enemies (hence why electric prog can work). After that I mostly just added anything that would boost status chance/opportunity. Some notable perks of the TCycron: - High base status chance: 40% - Rechargeable battery, doesn't need ammo so it can be used liberally without worry of running out. Battery recharge speed is pretty good at base so don't need reload speed mods. - When an enemy is hit with the beam it chains more beams to other nearby enemies allowing you to easily and quickly spread status to a whole group. Punch-through lets you hit multiple enemies with the initial beam allowing for even more chains. Increasing beam length makes this even easier to take advantage of. Here's the build exactly as I have it: Seeker \ Lethal Torrent \ Galvanized Diffusion \ Sure Shot Scorch \ Jolt \ Frostbite \ Deep Freeze Exilus: Ruinous Extension This gives me 148% status chance. With 2.7 multishot I get at least 2 separate beams overlaid on top of each other. This is because beam weapons just fire straight no matter what so with multishot the beams don't separate. So every tick of damage is guaranteed to apply at least 2 status effect stacks with the possibility of applying as many as 8 per tick under the best circumstances (all % chances land in your favor + maxed Galvanized Diffusion stacks). If you're only concerned with single-target CC you could drop Seeker for some status duration or anything else you might want (just don't add toxin). And the best part is: this is effective even if your bonus damage % is low, so you don't actually have to farm Sisters to boost it if you don't want to. My TCycron only has +25.1% cold and this still works perfectly for it's designed to do. For Demolysts you'll probably want to keep blasting them with cold every few seconds just to make sure it doesn't run out, otherwise they may sprint past you when the effects wear off.
  15. Demolysts can be slowed to a crawl by stacking cold status effects, this is useful since they frequently disable abilities making other means of slowing them down less reliable. I have a Tenet Cycron built to apply cold and radiation status which works extremely well at halting their advance almost instantly. If you need to find syndicate medallions for a riven/nightwave challenge but don't have access to Golden Instinct, look for a syndicate defense or interception mission on a Sedna mission node. You'll be put in the same mission tile as Hydron defense which is a relatively small room compared to other missions. It is very easy to find syndicate medallions in this tile, just check all the little side rooms. When a Grineer railjack mission is complete you can use the omni (if you have the right intrinsic) to teleport back to the railjack for a quick extraction. Corpus ships don't let you do this however...until everyone reaches the extraction door of the ship at which point you CAN use the omni to teleport back.
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