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WupwupTCR

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Posts posted by WupwupTCR

  1. Honestly? Sentinels are near worthless right now. Only useful for Guardian, but that's still 2 Weapon slots you're taking away for what is otherwise a semi-useful meatshield.

    Weapon to Warframe synergy doesn't mean jack squat; pick whatever you feel like really. I would go more in depth but I don't.. really want to. Search around, there have been many (far too many) similar threads. Kudos to you for not opening with "hi guys..."

  2. Ash, Loki, and Nyx are the fastest sprinters.

    First, you shouldn't build a frame solely because you hear he/she is fast or has this one ability (okay, this one is more understandable). But if you just like how Ash seems in general (He's bugged/impractical beyond belief) then.. okay.

    Reach affects Teleport and Blade Storm yes. Blade Storm has a set number of enemies it can attack, 5/7/9/12 respectively.

  3. There is no real way to reset your account right now aside from making a new one and/or deleting your current one. Also, I suggest Excalibur; super simple to pick up. Mag has a ton of potential to be an asset to the team, on the other hand. Requires creativity (Pull things away from objectives, pull allies close to you to revive, Pull slower frames, Crush to buy some time for semi-lengthy animation, other two are kind of negligible, likewise with Excalibur but to a much lesser extent on his end).

  4. At first glance, this skill seemed utterly useless to me. It's basically aim assist, so if you're even half-decent at the game, it's unnecessary and not worth the 75 power. However, I've read that the bullet attractor can also attract the targets own bullets to itself, or it's allies bullets as well. So I have 2 questions;

    - Does bullet attractor cause the target to shoot itself and/or pull nearby ally bullets?

    - Does bullet attractor do anything else beneficial, such as increase the damage of shots coming in?

    I'm just trying to figure out why i would ever want to spend 75 power on this skill.

    This isn't really helping anybody, but the bubble draws all incoming (not outgoing, enemies can still shoot you unless I'm mistaken for a ninja tweak post-U7) bullets/projectiles towards the torso. Meaning no headshots. This is really only useful for those odd souls who snipe with bolt weapons. No, it doesn't increase bullet damage. It's kind of just a complimentary thing for Excalibur really. Or I guess.. Ash? Since Shuriken doesn't feel like being accurate ever.

  5. i edited my post to include the mods, but i'll post them down again with names, I can't log in atm so I couldn't tell you how I have them leveled.

    Just a note my fang is rank 30 with the potato equipped as well :x

    Fury(atkspd), North Wind(frost dmg), Pressure Point(phys dmg), Sundering Strike(arpen), Killing Blow(charge dmg), Molten Impact(fire dmg)

    and the other two (I am currently debating about)

    True Steel(crit chance), Organ Shatter(crit dmg)

    Don't bother with Crit unless you're a Loki or to a lesser (much lesser) extent, Ash. Crit chance across all weapon types are bugged and are multiplicative, not additive as they should be (ie let's say Fangs have a base crit chance of 10% for sake of example. (Base Weapon Crit Rate = 10%) x (Mod Crit Rate; 30% at max) = 13% total crit rate). If you're a Loki, you can pop Invis and get guaranteed crits and take advantage of the Crit DAMAGE though.

  6. Correction, it only strikes twice and then four times on the 4th combo string. 2-2-2-4. And each press will only target one enemy despite swinging the daggers two times, likewise with the 4th string it will only target one enemy. The Charge attack can hit up to two enemies (it's a sweeping motion) if they're close enough, but don't count on it since the sweeping motion isn't so much of an arc but more of a "V". And the bonus damage against Grineer is +50%, the penalty against Infested is -50%.

    Skana is only able to target one enemy at a time even though it has a sweeping motion for most of its attacks; to date the only 1h weapon that can strike multiple enemies is Bo (which isn't really a 1h and neither is the Amphis a 2h).

  7. Okay so I think Fang and D-Heat are not really in the same league, and here's why.

    Fang is a fast strike weapon with the quickest attack rate in the game, it features low damage and low charge damage but ignores armor

    65x2 Is not by any means low charge damage. Think of it as trading the 20 damage for the innate Armor Ignore (Fang Charge Attack has a sweeping motion that can hit multiple targets)

    The Fangs are weak out of the gate, but their shocking speed and armor pen makes them the bane of Grineers' existance. However, they have a negative damage rating when paired against infested, so you have to leave it at home on those missions. Stack Fury (atk rate) load up on elemental damages and regular atk boost. They can be used for charge attack, but since every single weapon has AP on charge, this makes it pointless as you should rely on the atk speed.

    To clarify, +50% Damage against Grineer, -50% against Infested and does not benefit from the blade damage bonus because Dagger class weapons are perceived as blunt weapons to the game.

    Despite having a fairly easily spammable standard attack, it's still recommend to spec in Charge Damage over the former. And while all weapons have Armor Ignore on Charge Attacks, they are still affected by Damage Reduction. The max Melee Damage mod only goes up to 48%, much too low to even consider speccing in since roughly 50% of 15x2 is really not much of an increase for the energy it costs.

    Hope that helps!!

    As for the DHS, you pretty much nailed it.

    Edit to include addition to Fujimura:

    Just don't go charging at Infested that are higher than about Lv25. Having supercharged and modded up my own pair of Fangs it simply takes too long to kill a single Infested spamming that E against any more than one or two Infested.

    Also, to do a down attack (based off of Charge damage, FYI) on a downed enemy aim your crosshairs on the target and hit E while in Melee range. For the Fangs this is super good because they already attack fairly fast and the animation takes very little time.

  8. Ah i see, thanks for more info. and how are rifle mods bad though :O

    Compared to the other two gun type mods, they yield less damage. A big one is that Multishot (best mod in da gaem meng) only goes to 60% (meaning every shot is accumulative to fire an extra bullet; Bullet 1 = 1;60%, Bullet 2 = 2;120%, Bullet 3 = 1;180%, so on so forth) whereas Shotguns go up to 120% (meaning it fires 2.2x the regular pellets, so a Hek has 7 pellets that would translate to roughly 15 or 16 pellets per shot x the damage it deals) and Pistols are also 120%. Reload, Clip size, those two aren't worth the points since they do so little (30% Reload speed at max? Not much. 30% extra clip size? It looks like a lot, but.. 7 energy and on a Braton.. that's only an extra 13 or 14 bullets. Energy is best spent elsewhere.

    Additionally, the big damage mods, Elementals and +Damage aren't as good. Shotguns at max is +90% Damage which doesn't seem like much but when you put Multishot into the mix.. well.. that's a lot. Pistols at max is +220% damage. Words are not necessary. Rifles? +110%. That's nothing. For Elementals, they're also shafted with a max of +60% on all the elements (Fire, Freeze, Elec, AP) compared to the Shotguns' 90% and Pistols' 90/90/60/30 (Fire, Elec, Freeze, AP respectively).

    Crit chance doesn't even work properly for any of the weapons right now, it's supposed to be (Base Weapon Crit) + (Mod Crit Chance) for the total, but right now it's multiplicative (Base Weapon Crit) x (Mod Crit Chance), which translates like this: let's say you have a Snipetron which has a 20% Crit rate. Highest bast crit chance off the top of my head, and you slap a max Crit chance mod on it (45%). That's 20 x 0.45. Not worth the 9 Energy it costs for a paltry increase, and even if it was additive it's still not enough to warrant using for a lot of weapons, as other don't even breach 10% Base crit and 55% is super unreliable in comparison to other damage mods.

  9. You may want to report this as a bug, albeit with more detailed information. If this was an issue with reviving squadmates I could've told you to face your revivee and try to use X then (even if the prompt doesn't show, but sometimes you simply cannot revive someone).

    Lares on Mercury is optional, you don't have to do it, and you technically keep any rewards up to the point that you quit or fail the mission. And if you're struggling that much (an hour?) it may be a good idea to skip that mission for a while until you get a better grip of the game. Alternatively, be creative against the Infested. Climb on things, they are only Melee and have a limited range (just watch for the blue-eyed, gray/black skinned Runners, they're Leapers and can and will knock you off your perch given the opportunity).

  10. Akbolto's are arguably the best pistols we have right now, the Lex and Kraken being close contenders. Akbolto is generally mid-short range because of the bolt speed/leading targets and the Kraken is similar in that respect (and would also take some time getting used to the recoil and spacing between the two bullet impacts), whereas the Lex is pretty formidable at all ranges but many people prefer lining up those mid-long range shots (many people including myself say it's a better sniper rifle than the Snipetron, hindered only by a lesser zoom). Viper is good too, but you don't want two weapons that eat too much ammo that quickly. Not saying that the Viper is a bullet hose; it's not. Since you're using the Paris I'll assume you know to go for headshots, in which the Viper is accurate enough to also go for those and be quite consistent. Plus it's a pistol so it's going to be good no matter what since Pistol mods are pretty insane.

  11. Warframes and loadouts really don't matter that much as Abilities and weapons, as of now, have no practical or real conjunction together. Except for specific abilities meant to be used on conjunction with an ability (ie Pull into melee range, Contagion for bugged invincibility and poison melee damage, etc). That being said, I suggest aiming for a Strun if you don't hate Shotguns or a Boltor. Much preferrably the former since Rifles as of now, are significantly inferior to Shotguns and Pistols. Arguably Melee but hey, range.

    For a secondary weapon, try out the Kraken or Lex. If you don't like those hard-hitting but slower weapons, try the Viper or Akboltos. All of which, similarly modded, do exceptionally well against all factions, main differences being that the Lex will never run out of ammo, you might with the Viper or Akboltos, and the Kraken is middle ground on ammo consumption. Here's a thread on the Viper.. sort of. (https://forums.warframe.com/index.php?/topic/22021-viper-build-advice/)

    As a Melee, the Cronus is a decent step up but seeing as how difficult it is for new players to acquire mats and credits, you may as well skip it for a 2h weapon (or the DHS - Dual Heat Swords) seeing as Charge Damage is the most.. "efficient" in terms of time:damage or just in general. More shameless plugging (https://forums.warframe.com/index.php?/topic/22173-scindo-or-gram/page__view__findpost__p__197474) for some basic info on the 2h weapons.

  12. It actually increases the Sentry's range for detecting enemies. So a rank 0 would be about 1 meter from the target, up to rank 5 you can cloak from about 8 or so meters.

    I don't know exact distances, but that is my observation. Rank it up! Totally worth it!

    In a nutshell, Sniper's right. And nununu is also.. mostly right. Ghost doesn't have a cooldown in of itself but rather a limit; Sentinels have a Power limit. How much power do they have? I want to say around 150, and they recover Power at the same rate that we do. Of course I haven't done testing in the slightest but I'm assuming this would be true.

    For future reference, Ghost costs 25 Power, Guardian costs 100, Regen supposedly costs 100, Wyrm's Stun-thing is I-have-no-idea-assuming-25.

    And you might find Ghost taking aggro because when he cloaks you, you're invisible therefore you don't generate any further aggro. Your little buddy here is not invisible, and will generate aggro. Revenge itself doesn't take aggro either unless you become cloaking and then your Shade starts shooting at your assailant.

  13. Just to clarify, you get 200EXP per Warframe level/rankup, 100 for weapons. So if you rank a Warframe to 30, that's 6k Mastery EXP. A weapon is worth 3k at Rank 30 and you cannot re-level a weapon for easy EXP.

    Mission level doesn't necessarily correlate to your gear levels or mod levels, mostly to how comfortable you are and if you think you're strong enough. It's mostly mental stuff. That being said, you could go through say, Pluto, with unranked gear. It'll just be insanely hard and time consuming.

  14. I want to do a serious comparison between these 2 weapons but before I start I have some missing info and some I want to confirm.

    I'm just looking at regular melee attacks, not charged.

    Regular melee attacks are NOT the way to go right now. Not nearly as effective as Charge damage. To each their own though, I suppose.

    What's the critical chance for Zoren and what is it for Fang?

    20% if I remember from U6, no data released for Fang. Assume it's 5 or 10%.

    What's the critical multiplier for Zoren and what is it for Fang?

    Base for Zoren is 3x, Fang is presumeably 2x.

    The melee damage bonus against infested is x4, right?

    Bladed weapons bonus is 3x against Infested.

    How does Zoren's reach compare to Fang's?

    Fangs are shorter.

    Does innate armor ignore apply to elemental damage?

    Elemental damage is based off of base damage, of which the Fangs base damage in complete armor ignore. Meaning it's like this: (Base Damage:Innate Armor Ignore) + (X% of Elemental 1) + (X% of Elemental 2) + (X% of Elemental 3) + (X% of Elemental 4) (elementals being Fire, Freeze, Shock, and AP)

    Info so far, please point out anything amiss:

    Zoren

    15 - dmg

    2.0 - spd

    x3 - crit multiplier

    20% Crit Chance

    3 enemies max per slash, Enemy 1 receives 100% of damage, Enemy 2 75%, Enemy 3 50%.

    0% armor ignore 100% infested bonus (x3)

    Fang

    15 - dmg

    1.5 - spd (slashes twice per input so praftically 3.0)

    x2(?) - crit multiplier

    ? - crit chance Negligible, Crit Chance is worthless for everything right now.

    1 - max enemies hit per click/press (ie 1 click, two slashes, one enemy hit twice)

    50% armor ignore and 50% infested damage bonus

    Innate Armor Piercing, -50% Damage on Infested, +50% on Grineer

    Replies/edits in bold.

  15. Comparing all three vs eachother.

    Gram VS Scindo

    +Faster base speed

    +benefits more from Fire Rate mods (aka swing speed for melee weapons)

    -Lesser range

    -Lower base Melee damage (40 vs 50, do not mistake for Charge damage. Charge and Melee are two seperate entities minus Crit CHANCE)

    Gram vs Fragor

    +Faster base speed

    +benefits more from Fire Rate

    +Blade bonus damage against Infested (3x damage because blades)

    -Does not ignore armor

    -Lower base Melee damage

    -Lesser range

    Scindo vs Fragor

    +Blade bonus damage

    -Does not ignore armor

    Fragor vs Scindo

    +Ignores armor

    -No blade bonus damage

    All have the same Charge speeds, damage, and crit damage modifiers. Against Infested, it comes down to Speed vs Range with the Gram vs Scindo. Against Grineer, Fragor is better hands down, but as of now there's no need for the raw damage from ignoring armor since you can still one-shot any Grineer with a decently modded Gram/Scindo with Charge Damage, sans the Heavy Grineer.

    There have been numerous amounts of topics on this. The search function is a wonderful thing.

  16. Ok, I'll try modding it with elementals than. By my calculations I would need 34 mod points. I don't really want to supercharge the wyrm's rifle right now, so I have to make a decision, between leveling fire rate or stun. What do you think? Should I level Fire rate to the max or stun?

    The mods would be Electric, Fire, Ice (all base) + stun + fire rate.

    I'm asking this because I never used Thunderclap (the stun) so I don't know if it's good or not.

    You shouldn't supercharge it anyway, definitely not worth the Catalyst/20 plat. All the mod suggestions I've said is simply just to.. try to make your Sentinel a little more useful than what it really is (a meatshield, is what it boils down to).

    Get the stun to the highest you can or whatever seems high enough for you (like when it's too expensive to upgrade, for example) and dump the rest of the energy space into Fire Rate. Fire Rate really isn't all that important, TBH. Main point is that your Wyrm will now have the chance (or rather, multiple chances with the stacked up effects) to buy you some time with any assailing enemies.

    @Greg Caligo is right; Warrior increases the reach that the Wyrm will start attacking things, but it also increases the damage too. How much? Iuno. Is it noticeable? Iuno. Is it worthwhile to upgrade for the damage itself? lolno

    Guardian will recover your shields as so: Rank 0 50%, Rank 1 60%, so on so forth to up Rank 5 (max) at 100%. Regen doesn't seem to work properly at all right now, unless it has to be maxed and then and only then your Sentinel will RISE FROM THE DEAD once. I don't know, hosting, soloing, all of that, my Sentinel refuses to revive and I don't want to waste the time on an iffy skill to upgrade it to max and find out. Radial Stun on upgrade will increase the range of effectiveness (AoE, minimum range to activate, stun rate(?)). Not really worth upgrading, as from what I've seen it only really shines when you're trying to revive a buddy and your Wyrm will take some fire off some nearby dude shooting at you. Along those lines.

  17. The following are numbers I made up, but seem (emphasis on seem) to be mostly (this helps me sleep at night) accurate.

    I think the drop rates are kind of like this:

    33% For the boss to drop any kind of BP.

    40% assuming the boss drops a BP to be a Helmet BP.

    35% assuming the boss drops a BP to be a Chassis BP.

    25% assuming the boss drops a BP to be a Systems BP.

    Although my experience with Saryn seems to be different; 40% Systems, 35% Chassis, 25% Helmet. Eh, whatever (friggin' Banshee Helmet feels like 90% of the time). Point being, at least the boss dropping some kind of BP at a 33% chance seems accurate at any rate.

  18. I did, just for the giggles and poops. It couldn't kill a Lv10 Grineer before it's shields ran out (125% Capacity. Yeesh) and took it down to maybe half or a little below that. The mods I used were: Multishot 100%, +Damage 120%, Freeze damage 50%, and AP 20%.

    For the record, this might be different because I have a Shade, not a Wyrm. The base damage may be different between the two but the weapon functions are the same; Corpus lasers.

  19. The Paris (Bow) Is a silent weapon, and with proper upgrades can one-shot most enemies from afar. Even enemies that are sitting right beside the enemy you killed will not be alerted. As long as you dont get spotted, and one-shot the enemies, you can get through an entire mission without an alert. I have also been using the Latron, and it too seems to be a silent weapon (Even though its not actually silent.) However, since it cannot one-shot the higher leveled enemies, it usually will end up alerting them. From my experience, trying to use your melee weapon to stay stealthed the entire mission is nearly impossible in some of the rooms.

    Although this is pretty solid for a stealth weapon, OP asked for a Melee weapon. And I'll have to correct the bolded; if you pin an enemy and it goes flying by one of their buddies they will notice and be alerted to your presence, likewise if an enemy walks toward a wall and is staring straight-ahead at a dead ally, they'll notice that too. Best way to avoid this is elemental effects, from what I've seen all the elemental effects don't trigger alerted states unless of course.. they're face to face and their buddy just exploded into ice chunks. A minor safety net against the pinned bodies, if you will.

    I would say the Plasma Sword is the best for stealth attacks, reason being is that in the runs I've done (read: tried) the weapons with higher charge damage deal more "stealth damage". Why not the 2h weapons? Simply because the animation is super long and drawn out, even with Fire Rate mods. The Daggers are kind of moot because you'll most likely be caught and then if you like Meleeing the Daggers aren't known for being super good, but the Swords are a good balance between Melee viability, speed, and damage. My two cents (or rather, nickels and dimes).

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