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Damocles

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Posts posted by Damocles

  1. I'm noticing this too. But every time I tested (as host) I can't reproduce. This is so dumb. DE needs to make dedicated servers, bugs like this are very difficult for their team to discover, and hard for players to reproduce reliably. Meanwhile it seems projectile weapon punch through doesn't work sometimes as well, maybe it's also client/host related? Who knows...

  2. I'm tech savvy and all my drivers are up to date0. I have a really high end computer, and warframe crashes 50% of the time when I hit a loading screen with alt tab. I click on a tab or separate app on another monitor during the loading screen and if that tab chooses the same monitor to open on, oof. Warframe then minimizes during the loading screen, and alt tabbing back into warframe is a hit or miss. And when it does load back in, the textures require me to hit ctrl+shift+windows+b to reset the rendering, and when it doesn't I get an infinite blank screen of warframe not making any progress.

  3. On 2022-06-29 at 5:25 PM, [DE]Momaw said:

    Warframe is a multithreaded game, typically it will run 2 primary threads very hard and then some other auxiliary tasks. So the idea that it can't use multiple cores is incorrect.

    What I meant by multithreading is how each core has 2 threads but Warframe uses them 1 of these threads at a time and never both at the same time. There are other games and applications that actually uses the extra "virtual cores" to drop latency in the CPU pipeline. From what my HWinfo polls are telling me 2 cores are always switching in between their core's 2 virtual cores's threads, and 2 other cores are always stuck on 1 virtual core's thread. My point being, (without knowing how well warframe is coded) if I drop my CPU down to 16 threads , 1 per core, I should see virtually the same performance or perhaps even better performance because 2 cores will stop switching in between its threads and I can clock higher. My performance as a measurement is telling me that 100fps @ 1080p in crowded missions with a 5950x + 3080 ti is not good performance. Heading into the fancy simulacrum with barely anything rendered, I can easily hit over 400fps. Is this normal? idk

    On 2022-06-29 at 5:25 PM, [DE]Momaw said:

    The real proof of how well the game runs is... how well the game runs 😁

    Maybe I got a bug somewhere but running Cyberpunk 2077 on max everything also gets me 100FPS 1080p. Is Warframe really as intensive as a raytraced game? My bet is that Warframe isn't optimized on the newest hardware. Fine... But dropping to 100FPS is kinda suspicious when my CPU and GPU are nowhere near 90% utilized. Maybe someday an update will come out that will better utilize the extra hardware resources. That's my hope.

  4. meanwhile I have the opposite problem. My CPU is a 5950x and it isn't anywhere near as utilized as yours. Usually using under 20% or 3-4 cores in single threaded. Doesn't even use SMT (multithreading) and I don't see my framerate or 3080 ti being saturated either. Is there anyway to get warframe to better utilize my hardware?

    • Like 1
  5. I cant believe this was ever a thing. Some of the most important tools that need to exist currently do not. For example, for paying money to patreon, you can search for rivens being sold because some guy coded a script to skim the chat for rivens and uploads them to a database. You can buy this info, and DE is just letting this happen. What DE should have done is skim their own chat themselves; make the market terminal somewhere you can post rivens for sale like an Ebay/Cragislist/Kijiji ad. I think this is better for the game so that there's less friction that drives price and time up for players.

    Instead of generic and unhelpful information, we need exactly what players are posting: who's selling, the exact roll, the numbers, and what they're asking for. Bonus if this information is linked directly in game as a sort of market page where you can directly buy it off the player so you don't need to conveniently be logged in at the same time, live in the same region, speak the same language, or abort your current mission just to make a trade.

    • Like 1
  6. 20 hours ago, Ailia_Grimm said:

    Her 4 should just rewind whenever, holding the ability rewinds further but drains more energy, instead of having to anchor

    Seems hard to implement. Lots of save data to record and constantly delete to save space, but also a fantastic idea if they figure it out

  7. This this happened to me again today. Haven't touched kuva siphons in a while... But once again, when the big red onions lunge at you, they inflict a knockdown affect. I was transferring into operator which negated it, but returning to a bugged knockdown warframe locked all my controls. This is because half the script ran for knockdowns where you need to roll back up to regain controls. This cannot be done because you negated the knockdown thanks to transferring. Luckily another onion knocked me down again. This time I was actually on the ground and able to roll back up and ending the script that would have kept me perma locked in place. Please look into this!

    1 last note: this only happens as client, NOT HOST. As host your transference gets interrupted instead

  8. For some reason, DE loves to make color regions not matching. Sometimes even on the same skins. Not sure why Metalics are Accents and Tertiary arbitrarily, but the orbiter is a good example where the Tertiary is controlling most of the metalics in the main room, but the private quarters and spoiler room has it on some main panels. This means I either get normal metals and normal panels, or I get gold accents with orange panels...

    I also have gripes with the Tertiary on rhino palatine having metalics on the body controlled by tertiary, but that tertiary controls the stone-like top of the helmet making it look like orange stone... If possible, it'd be great to separate these things

  9. There's a script where if you get knocked down, you fall over and you "can't get up". During this time, you cannot move, and you cannot type in chat. All guns and warframe abilities are disabled for the annoyance of the player.

    If you transference out just when the knockdown attack hits (likely as client only), your warframe would not be in the knockdowned state, but you will return to a warframe in the locked up state. This is super common in kuva siphon missions where the big red onions slam you down while you're trying to get to the screaming clouds on the well lit infested space tiles.

    This bug makes you want to die because dying is still the only way to fix 100% of the lock-up bugs in this game.

  10. I recently got into using polearms as my melee and i noticed it was orders of magnitude harder to actually get to max combo with. I did some simulacrum tests and it seems that aside from certain hits from special combos (twirling spire included), the counter is increasing by 1 per hit. The standard combo for stanceless, bleeding willow, and shimmering blight counts 1 per hit, taking 220 hits to reach max combo, while other melee weapons are granting at least 2 and up to 5 combo per attack, effectively making sure every other weapon reaches maxed combo in less than half the hits a polearm does. Is this intended?

  11. On 2020-04-05 at 8:23 PM, TheLexiConArtist said:

    At your basic 340% status chance level of modding, the Strun Wraith is outputting 40.8% of its previous status proc potential. Maths aren't hard, though. The worst offender is actually the Kuva Drakgoon, which is only hitting 30.6% of its previous proc output. In fact, the Strun Wraith kept the highest proportion of all the shotguns which became nerfed at the 340% baseline.

    How did you arrive at 340%? The facts are, previously you only needed 150% to reach 100% status chance per pellet. Now that it became 12% base, a 150% status chance from mods now only provides 30% status chance per pellet. 70% of the pellets no longer procc. Since strun wraith used to be that 1 shotgun that reliably proccs a bunch of status and lacked crit/sustainable damage, strun wraith is no longer a viable weapon in my opinion

  12. Arcane Aegis is simply better than Arcane Barrier in every way. Not only does barrier recharge shields only once and possess and obscenely long cooldown, aegis can completely recharge shields 3 and a half times, make you immortal during those 12 seconds, while barrier leaves you vulnerable during the entire duration of the unmentioned cooldown. If you ask me, Aegis should be legendary, and Barrier should be common

  13. Here are my thoughts: The math is completely flawed, and DE's practice of nerfing and buffing 2 things at once is not a scientific approach
     

    • Corrosive is no longer viable considering Viral out performs Corrosive against armor, while also benefiting against every other faction and enemy type
    • Multiplying status by 3 (some arbitrary number DE decided) but dividing by pellets broke every high pellet count shotgun in game

    Here are a few examples of broken shotguns:

    1. Exergis: literally didnt change anything because it had 3 pellets per shot. I ain't no Einstein but 3/3 = 1x status
    2. Tigris Prime is worse than Sancti Tigris, which has more crit than prime, and now more status too because Prime had been divided by a higher pellet count of 12 vs 10
    3. Strun Wraith... It had 1 thing going for it before the changes: status at 40%! 40% at 10 pellets means you expected 4 proccs per shot. Now it's 12%, or 1 procc per shot simply because it had a high pellet count. Math isn't hard either, 3/10 is about 1/3 or less than the original values
    4. Boar series, 3/8x status chance. Not a big deal since it was an automatic weapon, but in terms of performance, it was never a good gun to begin with. Now it's simply worse
    5. Artemis Bow. Although it's not a shotgun (or a gun at all) it also took the full hit of the status changes. 1x divided by 7 arrows. All the negatives of the changes, but none of the 3x buffs. It was in the same place as the redeemer and cernos prime (weapons that took a multishot nerf but none of the buffs). They got their fixes later on. Cernos having 3 pellets took no hit to its performance, redeemer having 10 pellets is just as dead as the strun series, whilst Artemis bow is still dead to this day. I dont expect 3/7x to fix the bow itself. But to be real with you guys, exalted weapons all suck thanks to having no real benefits over normal weapons, but keeps the energy drain and mod restrictions.

    What DE should have done:

    • Original Status chance = new status chance: Benefit of the doubt, multiply status chance by pellet count instead of 3x (this would be fair grounds for all pellet counts) since you're going to divide them back down by pellet count anyways. This is only to restore the ORIGINAL weapon design. Since these shotguns aren't automatic, the multiprocc advantage is really all they have compared to automatic weapons
    • Let corrosive reach 100%. Because the armor reduction is (Armor/(Armor+300)). The majority of the Damage Reduction (DR) happens around the first 30%. Meaning that last 20% is the majority of the armor (more than 50% of the functional DR). If you're astute at math, then you'll derive the function and find the slope (or value per armor) near the first couple hundred (the region of within 30%) to have a significantly higher slope (DR) than any other armor value along the graph. Had corrosive removed DR instead of Armor, 80% would have made sense. (disclaimer, the math is bit more complex)

    What does both of these problems have in common?

    They're both nested math. It sounds perfect when advertised on forums. Good looking on paper. But it doesnt perform since you hid Armor math and Division by pellets. Had you converted the ORIGINALLY INTENDED status chance values directly to status per pellet, both the math, the UX, the UI, and the community would have benefited. As they are now. Shotguns are dead, and it was hard to see @[DE]Rebeccamod the corinth for status on stream... (300% of a small number is still a small number)

    Had corrosive stayed as intended, it would have competed against viral, and perform better against armor. Now Viral simply outperforms everything (except shields). Also the armor scaling should never have been tweaked. The problem with armor scaling was that it reached (asymptotically) to 100% DR. Instead of wasting @[DE]ScottPs time making the S curve, you could have just multiplied the entire inverse function by 0.9 to cap the DR to 90%. The enemies still scaled because health still increased by the level, and DR simply multiplies health.

    So please, for the love of god, HIRE A MATH DIVISION FOR DE. Broken math makes broken games.

    • Like 6
  14. You're absolutely right. This is a bug that's going to be shoved under the rug by DE. It's a bug because the stats UI shows Multishot and dmg total increasing as you add multishot mods, so the fact dmg doesnt actually increase and you only get 1 grenade is obviously a bug.

    While they're at it, they should put DE to their word (on dev stream) and make the grenade explode on impact

  15. I also just found this out. Good thing I searched before posting a new thread. To clarify the normal Corinth's alt fire IS affected by multishot, does have higher status thanks to multishot, auto detonates, and ragdolls enemies into the air. The new Corinth prime Loses all multishot on alt fire, does not ragdoll the enemies, and despite the stats page showing a total damage increase when adding multishot, it does not actually increase the damage on the alt fire

  16. I rerolled a riven 266 times. When I linked it in chat, it shows 10 rolls instead. Im guessing this is an unsigned byte variable, where it can only go up to 256 and then wrap around. I'm assuming DE doesnt expect anyone to reroll past 200 times, but this emphasizes the fact that these rivens need to be reworked as their non-linear progression is counter productive to playing the game, and is fueling my gambling addiction

  17. Cernos prime was fixed from 10% to 30%, but what about Ivara's Artemis Bow going from 20% to 2.86%, Redeemer went from 30% to 3%, Strun Wraith (high multishot) went from 40% to 12%, Tigris prime now 11.3% vs it's obsolete variant's 14% (Sancti has less pellets but is now more reliable). And on the opposite end, Exergis stayed the same because 3X divided by 3 pellets is 1x. Please give the Cernos Prime Treatment across the board.

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