Damocles
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Posts posted by Damocles
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I don't believe that I should be giving up 1 slot just to avoid needing to jump off a cliff to debuff myself on abilities with infinite technical duration and degrading performance. At some point the ability is essentially offering little to no effect and needs to be recast but we are prevented. A parallel I can draw to this is replacing batteries on your mouse when you feel the DPI is off and you're getting intermittent drop outs, but your battery cannot eject as long as it has 5% juices left, which makes no sense. Can we finally just have recasting for abilities with degrading performance and indefinite duration?
Here are some abilities I think should be resconsidered:
- Rhino's Iron Skin (The augment takes up a slot and make it seem required if I want to refresh, but I don't want to buy a large TV just for the box it comes in)
- Nova's Null Star (Similarly to Rhino's issue, though there is a second augment that seems a bit more useful, however I firmly believe augments should be optional and not used to correct problems with abilities with base functional issues. If I lose a majority of my stars, I don't want to search for a cliff to jump off)
- Nezha's Warding Halo (This one doesn't even get an augment for recasting, and I don't think using augments to fix a problem is correct. Abilities should work as-is, and augments should be adding new features to an existing ability. The two should not be tied together)
- Octavia's Resonator + Conductor Augment loses recasting (Change to aim+recast to command, hip fire + recast actually recasts so we can resync with the other durations. This is an example of an augment taking away a functionality that was existing)
- Harrow's Covenant (To allow tactical survivability and also to retry the strength of the buff. People will probably abuse the invulnerability, but it seems similar to shield gating and less Mesmer skin OP)
It also seems that newer frames are more polished and do not have these recasting restrictions. Can you imagine if Kullervo cannot recast his 2, recompense, to regain overguard until it is completely depleted?
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Yep, math checks out, cerata has 1318 damage base and 2108.8 with steel charge. I guess the biggest hint is that there's a decimal in the claimed base damage. I dont think there's any weapon with a starting decimal base damage
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23 minutes ago, Leqesai said:
Nah it's pretty solid now with the hatya mod working with the incarnon form.
Boltor is already 2 times stronger, and thats not even the strong weapon. Everyone is using latron because its even stronger than boltor AND its not single target. Latron clears rooms.
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Soma incarnon needs an entire rework
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35 minutes ago, [DE]Danielle said:
Fixed the Strun and Ferlarx Incarnons (base and variants) not refilling their magazine when transforming from their Incarnon Form to base.
This strun part is still bugged if this is the intended behavior. Felarx will fill the whole magazine when switching back but strun will fill just 1 whole round when switching back
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12 minutes ago, [DE]Danielle said:
Fixed Latron’s Incarnon Evolution II “ Swift Punishment” perk not granting its damage buff as intended with Sprint Speed 1.2 or higher.
This is actually something worth highlighting
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25 minutes ago, [DE]Megan said:
We're looking into this right now!
There are players who already farmed and upgraded the second round of week 6 incarnon rewards, I'm guessing we get to keep those? And if the weekly roster is updated mid-week, are we locked out of week 1 rewards?
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When using the Zylok incarnon mode, it has a 6m AoE that sometimes happens and sometimes does not. You can shot into a crowd and the guy standing next to him will take no damage. Sometimes hitting the area near them may not explode either. There seems to be a buggy hitreg where sometimes the shot doesn't count at all and the bullet disappears on those spinning disco sentients. Lastly, you can try to hit the head in the incarnon form and it sometimes doesn't count as a headshot kill to procc arcanes or the Eximus Advantage mod which btw still cant be linked.
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Oh... y'know what, I got around this problem by modding for fire rate, multishot, and negative damage with no other mods. That way I can spam like a hundred headshots before w/e at the time was resetting the challenge has a chance to do so. It worked for me, maybe it'll work for you?
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I dont have this issue. just a humble wanderer of the forums, but has anyone with the issue tried running LatencyMon? It checks what services/processes/drivers take up CPU time and measures the stutters you experience. I'd give it a try, download, run, and let it measure for a few seconds since you guys experience it right away... Then we'll know if it's a software issue, hardware issue, etc
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On 2023-05-26 at 2:47 PM, Traumtulpe said:
If you're making Hata-Satya work on the Soma Incarnon, does that mean you'll make all augments work? Because the mod "Double Tap" also doesn't work on the Latron Incarnon.
This CAN'T work because the main fire is hit scan and incarnon fire is projectile. The mod has to decide on-click if it's a hit or a miss. If it increases on hit and resets on a miss, then how does it know if the projectile will eventually miss everything, or eventually hit something and decide in that moment? And if you want it to decide later, then does it refund the damage when it should have reset? Does it rebate damage if it would have eventually hit?
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Not sure what you mean, you need to do 25k RAW non-crit damage to charge the orb. The real bug is that as client, the ball can be fully charged, explode, and deal damage as if uncharged... How to replicate is completely beyond my ability to control when I host and who hosts.
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42 minutes ago, Wargum said:1 hour ago, [DE]Megan said:
Fixed Dual Ichor’s Incarnon Form not having its intended function of creating Toxin clouds after killing enemies when wielded by Client.
Great! Please fix the Soma Prime next 💓 since its easily one of the most anticipated ones!
Incarnon Form: seems like a 0/decimal went missing somewhere in the crit chance or status chance department + Hata-Satya not working on Incarnon form either.
The Incarnon Form surely isn't intended to be straight up worse than the normal form, right?
I think to further this point, Incarnon Soma is the only incarnon form to receive a stat downgrade... I think someone gave Soma as a task to a new intern and said "Give it 10% critical chance" and they interpreted it as "Set it to 10% critical chance" rather than the possibly intended '30% + 10% newly given critical chance'
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any chance we can ride horses or k drives in missions. Being open world exclusive is really tough considering archwing is much faster, offers better abilities, and can hover.
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gotta agree with @vanaukas here; seems kinda scummy to abuse the forums by removing comments you don't like. It's not hate speech, not profanity, not "how to make a bomb" or anything dangerous or threatening (except maybe certain egos?). Man's calling out bugs... Heck, what ever happened to fixing projectile punch through not working on certain (usually transparent glass/rail/decoration) geometry?
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Did I say 8th times? I meant 9th times the charm
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Nice, 8th times the charm
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If you choose the incarnon latron (prime used in testing) the Swift Punishment Tier 1 option B perk does not in fact give you +30% direct damage per status effect affecting the target when you have 1.2 or higher sprint speed. This was tested with an epitaph primer with gas, electric, cold, and I was able to consistently dealt the samedamage on regular direct hits with or without 5-10 statuses on the target. It does not matter if the frame has 1.2 sprint speed innately or boosted by Amalgam serrations +25% sprint speed. The perk simply does nothing...
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5 minutes ago, [DE]Megan said:
In order to fix the above issue and prevent any further, Kaithe is no longer able to be summoned in Teshin’s Cave.
Bro, this was one of the many things that made traversing the needless long tunnel palatable
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update made the game unplayable for sure. Not only are stages not progressing, waypoints not waying, and enemies not spawning, but sometimes you can even go to the next stage and instantly fail the objective.
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None of the runs are completable. The Way Points are all dead, even as host, there's no way to find the undercroft
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Cool, thanks for update
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I strongly dislike how each week we are faced with the choice of 15 stock, or the shard of the week from the store. I genuinely think this would have been fine if it was a daily challenge making me 15 stock a day, but 15 stock a week is sad, and given I still need 3 ephemeras and the new ship skin now, im set back 9 weeks for ephemeras and 8 weeks for the ship. It's not even grind anymore, it's just depressing.
Also no fixes for projectiles having no punch through on certain geometry (mostly transparent ones like glass panes and certain guard rails)?- 3
The Seven Crimes of Kullervo: Hotfix 33.5.5
in PC Update Notes
Posted · Edited by Damocles
What changed in the EULA? Did any rules actually change, like something we previously can do and now we cannot?