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Helter

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Posts posted by Helter

  1. Whole lotta poor testing methodology up in here.

    First, 1.2m punch-through:

     

    Then 0.8m:

     

    If a given value of punch-through can pierce one of a given enemy at its thickest point, it will penetrate them all, no matter how many there are. In the second video, 0.8m will not penetrate a single bombard at the shoulder, but will penetrate all 4 with a waist-level shot. The wiki is a fantastic resource, but in this case the information on it is incorrect.

    Do note that this only applies to hitscan weapons. Projectile weapons like the Miter and Lanka will occasionally have their projectiles veer off in odd directions after passing through an enemy, and bows have their own special behavior as well.

  2. Did you... mod it?

     

    I don't have it personally, but I'm seeing this guy who is in the middle of forma'ing his Kohm hit some 80-90 per pellet. That's 900 damage at maxed windup.

     

    That's pretty good, but I must agree that the amount of ammo you have to spend to get to that point is quite worrying.

    I've modded it. I've even thrown a catalyst in it. It's terrible. Even with a maxed ammo mutation, you're constantly scrambling for ammo. Without an ammo mutation, the windup is painful, and once wound up it you're out of ammo before you can blink. The accuracy is garbage and while it beats the Boar Prime (and the old plain Boar) in per-pellet damage, those both at least have the decency to only use one ammo per shot (they're also much faster firing).

     

    As it stands right now, it's a gun for people who hate having ammo and also dislike actually killing anything.

  3. People who have to kill Anyo 2000 times.

    Imagine the fun of having tech research priveledges available to all (because there's literally never been a downside to this previously) and having someone who didn't know what they were doing be the first one in after the patch and queue up research on the purple. You know, the one that requires 1000 pigments from the Zanuka Hunter (the invader, not the Alad V boss fight sidekick). Research that you can't cancel and blocks access to the rest until completed.

     

    I am a very annoyed Warlord.

  4.  

    I am genuinely curious about the origins of the rumor though. Thanks for your observations. It's nice to have another independent source for confirmation.

    If I recall correctly, it stems from waaaay back in closed beta with the old mod UI. Mods that worked on a given stat would also show the base value for that stat when slotted (other mods slotted didn't change what was shown in the UI, to the annoyance of many). At the time, Excalibur Prime did indeed show a value of 22.5. The mod system and a lot of other things were changed/added when the game went to open beta (a notable addition being basic stat progression based on frame level), but the outdated information stuck around on the wiki. By the time folks got to working out various game mechanics based on empirical testing and the occasional bit of datamining, I think it had kind of gotten stuck in the collective unconscious.

  5. Daggers are, on average, the slowest melee weapon class in the game, even slower than the hammers (average attack speed of 0.84 vs 0.9). Both dagger stances are slower than just using the quick melee with a gun out.

     

    Because of the speed issues, all of the daggers fall in the lowest strata of overall damage even though their per-swing damage is generally average-to-good.

     

    Personally, I don't even care that much if they're not super-powerful, but they should at least be fast.

     

    Oh, and going back to stances real quick, Homing Fang (the uncommon stance) doesn't even match the stance polarity of any of the daggers in the game. Dark Dagger has a stance polarity that doesn't match either stance available. Daggers have always felt to me like they were a bit of an afterthought, even going back to closed beta, but this is just silly.

  6. Excalibur and Excalibur Prime's actual recharge rate is theorized and observed to be 30 shields per second with a 300 shield capacity. Let's say Excalibur Prime had a slight shield recharge boost, say 5%. His new shield recharge rate would be 31.5 shields per second, and would take ~9.52 seconds compared to Excalibur's 10 seconds for his shields to fully recharge. With a 2.5% boost, it would take ~9.76 seconds. With a 1.25% boost, ~9.88 seconds. All of these time differences would still be noticeable.

     

    So unless Excalibur Prime has a shield recharge rate that's ~0.1% higher (which would be undetectable using my methods), Excalibur Prime's shield charge rate is no different from that of Excalibur. Not only is 0.1% much smaller than the commonly-accepted ~10% increase, I don't see the purpose of including such a minuscule stat boost. I'm not buying that argument.

     

    Hopefully we can get developer confirmation in the coming days.

    Don't need dev confirmation, just take some 60fps video with Fraps or whatever and do some frame counting.

     

    I just did exactly that, and guess what? To what should be the surprise of no one, Excal Prime has the same recharge speed as everyone else. Excal Prime with 740 shields has an expected 52/sec recharge rate based on the datamined formula, and that's exactly what I observed based on frame-by-frame analysis.

     

    I'm honestly surprised this rumor has persisted as long as it has given the ease of verification.

  7. I can confirm that this issue is persisting with the latest patch (14.1.1), and has existed since U14 initially hit. Once a second player enters the dojo, the only way to get more in is for the host (and only the host) to send invites. Anyone attempting to join normally either freezes at "please wait" or gets a "session unavailable" message.

     

    It's a monumentally infuriating bug.

  8. Dojo bug:

     

    If there are two or more players in a dojo, nobody else will be able to enter the dojo normally (through the clan screen/from navigation). If players attempt to enter the dojo normally, they will either hang with "please wait" (forcing a restart) or receive a session unavailable message (dropping them back to their ship). The only way to enter the dojo in this situation is for the host of the dojo session to send an invite (invites from clients do not work, whether they're in the clan or not).

     

    Mod UI freezing:

     

    Some players are experiencing lengthy freezes when they attempt to enter the mod UI in the ship. It seems that it doesn't affect everyone, but for me, the freeze lasts ~33 seconds upon activating the mod console and then ~30 more seconds to enter any of the sub-menus (collection, fusion, transmutation, etc.). The Codex and Arsenal do not exhibit any abnormal behavior.

     

    Trade UI:

     

    Attempting to trade a Kubrow genetic print when you don't have one will freeze you in a grey screen until the other party cancels the trade or the game is restarted.

  9. The problem with giving a simple example is that the way damage is calculated (particularly once armor is involved) isn't very simple. Warning: math ahead.

     

    Armor mitigates incoming damage. The basic formula for that is:

    1 /  [ 1 + ( Armor / 300 ) ]

    A level 1 Grineer Lancer has 100 armor, which leads to a mitigation multiplier of 0.75 (incoming damage is multiplied by that value, resulting in damage being reduced by 25%). In this case, something (say, a Plasma Sword with a rank 4 Pressure Point) that does 70 Electric damage (which has no bonus or penalty against Ferrite Armor or Cloned Flesh) will deal 52 damage (52.5, but final damage is always rounded down) to said Lancer.

    Things get complicated when you start factoring in weaknesses and resistances, though. Take Corrosive damage, for instance, which gets a 75% bonus to Ferrite Armor, and no bonus/penalty to Cloned Flesh. With our Lancer example and a 70 corrosive damage weapon (Tysis with Rank 4 Hornet Strike), you deal 113 damage (~61% over listed value). How do we get that? Like I said, it's complicated. Have another formula:

    damage * ( 1 + elemental modifier ) * [ 1 - ( modified damage reduction ) ] = final damage

    The elemental modifier in this case is 0.75 to represent corrosive's 75% bonus against Ferrite Armor.

    Modified damage reduction is:
    armor * ( 1 - elemental modifier ) / [ armor x ( 1 - elemental modifier ) + 300 ]

    So, for corrosive against our lowly Lancer, that works out to:

    25 / 325 = ~0.077

    Plug all that into the formula above:

    70 * 1.75 * 0.923 = 113.0675

    Round down again, and we get our 113 displayed damage.

    For damage types that affect Cloned Flesh but not Ferrite Armor (like Viral), you simply add the bonus damage and then apply armor normally (70 viral turns into 91, as 70 * 1.75 * 0.75 = ~91).
     

    For damage types that have armor penalties (like Blast against Ferrite Armor), you use the same modified damage reduction formula up top, except you're adding instead of subtracting. For Blast damage against a level 1 Lancer, that formula would look like this:

     

    100 * ( 1 + 0.25 ) / [ 100 * ( 1 + 0.25 ) + 300 ]

    or

    125 / 425 = ~0.294

     

    You plug that into the main formula up top, remembering that the elemental modifier needs to be subtracted this time instead of added. In this way, a stock Penta (350 Blast damage) against that level 1 Lancer deals 185 damage:

     

    350 * 0.75 * 0.706 = ~185

     

    For damage types that have a separate bonus and penalty to the armor and health type (like Slash, which has a 15% penalty to Ferrite Armor and a 25% bonus to Cloned Flesh), it's very similar to the above example, you just have two elemental modifiers to apply. For Shuriken (500 Slash damage) against another level 1 Lancer:

     

    500 * 1.25 * 0.85 * 0.723 = ~384

    When combining multiple damage types, calculate their values individually, add them up, and then round the final result down.

  10. I'm totally fine with the fact that it's a decoration, though I do wish it was a bit more visually distinctive from the trading post.

     

    I'd also like the ability for a clan Warlord (and possibly folks with both Treasurer and Tactician permissions) to transfer credits from the clan vault to the alliance vault.

  11. I was just about to make a similar topic, so I'll paste my input in here instead.

     

    I'd first like to note that most of the changes have gone a long way toward making clan management easier. That said, there's always room for improvement. I'm just going to throw out some bullet points for the most part.

     

    1. I like the new sorting options in the offline tab! Being able to sort by last login is wonderful for big clans attempting to prune inactives. That said, I can no longer see when pending members last logged in, and that's rather inconvenient when trying to keep things neat and uncluttered.

     

    2. Inviting new clan members has been made more complicated by adding extra clicks, which I don't care for since I tend to process invites in batches. My suggestion would be to move the invite button back to the main clan screen or to have the UI drop me back to the clan management screen rather than the main clan UI.

     

    3. The clan activity log (research/dojo building start times, etc.) is currenty sorted in chronological order with the oldest items showing up first. I think this would be a much more useful feature (and save a lot of scrolling) if the sorting was reverse chronological with the newest items appearing first.

     

    4. The quick sesson pane could use a pause option to allow easier manual scrolling without having to worry about it flipping past something accidentally.

     

    5. It would be nice if alliance chat showed up in a different color than clan chat. While we're at it, I'd love to be able to set a separate alliance MOTD.

  12. Current issues with the app:

     

    1. Notifications come for all alerts, ignoring filters and the "always notify" setting.

    2. Notification provides no information on the alert it's notifying me about.

    3. Filter STILL doesn't have options for newer alt helms or nightmare alert rewards.

    4. Filtering rewards hides anything without those rewards from the in-app alert list. I still want to see them, I just don't want to be pestered by them. This is doubly annoying when combined with #1, since it will notify me to alerts that it then won't display.

    5. No support for invasions/infestation outbreaks.

  13. Steps to reproduce:

     

    1. From system map, click Arsenal button.

    2. View your profile by clicking on area at top-left of screen.

    3. Exit profile by clicking Exit button at bottom left.

    4. The game will kick you back to the system map, and the Arsenal button will be disabled (greyed out).

     

    Restarting the game or playing through (or simply entering and aborting) a mission will restore access.

  14. As the topic says, the game seems to be ignoring the in-game volume setting on startup.

     

    Steps to reproduce:

     

    1. Set in-game volume levels to anything other than default (lower the master volume slider, for example).

    2. Restart game.

     

    This can be worked around by making a minor adjustment to the master volume slider after startup to remind the game that you really don't want your eardrums blown out.

     

    Edit: This bug was introduced with 9.8 and has persisted through 9.8.3 so far. 9.7.3 and prior behaved properly.

  15. Thats the impression i got also, though this means vs a crit sniper build it is less effective and it promots "Shot arrows at crazy rof rather then carefully charging ur shots and aimin for the kill".

    Sniper -

    25% chance for 1484

    50% chance for 3190.6

    25% chance for 4897.2

    Bow with Thunderbolt -

    49%  chance for 1696 (no bolts explode)

    42%  chance for 2968 (one bolt explodes)

    9% chance for 4240 (two bolts explodes)

    Though. The Bow damage is "explosive" and i assume no mobs have any defenise against this ?

    Comparing a crit build to a Thunderbolt build is a bit silly, since one is all about maximizing single target damage while the other is intended to wipe out whole swarms of enemies with a single shot. The difference between 4900 damage to one target and 4300 to five targets is huge.

     

    For your second question, explosive damage is a bit odd. It seems to deal full damage if the arrow explodes on a direct hit (ignoring armor), while splash damage does appear to be reduced by armor.

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