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Snackrat

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Everything posted by Snackrat

  1. Pack Leader provides Overguard when overhealing, and puts a max on Overguard that can be earned this way. (Reasonable.) ISSUE: This does not differentiate between Overguard sources (Pack Leader, vs Dante's Light Verse or Frost's Avalanche augment) This cap will retroactively apply on a melee strike If the mod is not equipped, the Overguard cap is 0 and will still retroactively apply If a warframe gives a companion overguard from another source (eg Dante, Avalanche Frost), it will be applied as normal. However as soon as the companion's owner makes a melee strike, Overguard will be lowered to Pack Leader's cap, or 0 if the mod is not equipped. Results: With maxed Primed Pack Leader, Dante gives their hound 23,000 Overguard, then silently destroys 20,800 of it on a single melee strike. Without Pack Leader, Dante gives their hound 23,000 Overguard, then silently destroys all of it on a single melee strike. Refusing to ever use melee, Dante gives their hound 23,000 Overguard. The Hound keeps the Overguard until it is removed by damage, as expected.
  2. Additional thought. Corrosive deals reduced damage against flesh. The old Corrosive Projection team loadouts wanted to remove as close to 99% of armour as possible, so Corrosive still did 175% damage, but without mitigation. Hydroid's damage quickly becomes less effective on most enemies he's fighting, as he removes armour from them and their flesh has Corrosive resistance. (This also affects any teammates using Corrosive damage/builds.) I doubt it matters in most cases, since armour mitigation is so impactful he'll still kill enemies faster after doing so on most content. But it might be more meaningful at higher levels, where EHP without armour is still very high. The effect is already noticeable when removing armour on Void Angels. What considerations are being made for this? Do other players think it needs any?
  3. Highlighting seems like it will be very useful for telling spectres and enemies apart. I'm guessing 'temporary allies' are still marked as enemies since they can still take damage, albeit with damage-storing in some cases? (Things like Revenant thrall, Nyx control, Garuda altar, Xaku gaze, Titania lantern... )
  4. Am I missing something? Hydroid's new 3 has details that seems redundant. Passive: dealing *any* damage to an enemy buffs the first Corrosive status, so armour can be completely removed. "Lasts until their deaths." Plunder: completely remove armour based on corrosive status. (+ armour, + bonus corr damage). The best explanation I can get is that the passive's bonus is permanent, but only works while status affects are applied. Plunder's effect relies on status when it's initially applied, but armour stays removed after the status effects expire. But Warframe is a very fast game, and it would be very rare for an enemy to live longer than your statuses do. Most of the time there will be no difference between the two. So if Plunder requires status to even do anything, what does it add? What different does it make? You're mostly choosing it to 'damage' many enemies simultaneously for a 'faster passive'. If that's the case, the only instance I can think of where such a distinction is relevant would be on special enemies that have status resistances and cannot reach 10 stacks otherwise. However these enemies also typically have CC immunity. Will Plunder still remove armour from these enemies, or are they immune to it too?
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