Geryon
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Posts
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Posts posted by Geryon
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A recent patch reduced the damage corpus crewmen take from AP headshots to 400%, and since the pistol AP mod maxes out at 30%, I'm guessing it's doing less than your normal body shots even with the multiplier.
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The Paris doesn't deal armour piercing damage. It has innate armour ignore. Armour piercing damage is a separate elemental effect, like fire or electricity, which has its own multipliers against various enemies. There have been a number of threads about armour piercing damage on the Paris, but each time it's been a test on low level enemies, who die from the armour piercing damage, which causes the regular damage number to not pop up. If you test against an enemy that doesn't die in one hit (make sure you're hosting, or damage numbers won't show up reliably), you should see two numbers when you hit, one for the armour piercincg, and one for the actual projectile damage.
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It's not uncommon for damage numbers to not show up reliably if you're not the host, so as long as their health bar is moving you can assume weapons are functioning (barring elemental mods on the paris).
As for enemies not taking damage, I would hazard a guess that you're talking about corpus - their heads have 100% armour, so unless you have elemental damage, they'll ignore all shots to the head.
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If you're using a heavy weapon, fury will make charge attacks faster, simply because so much of the charge is the swing animation. When I tried DHS with fury but no reflex coil, the only difference was a slightly faster swing (since DHS swings fast anyways).
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As of Update 7, crit chance isn't additive, but multiplicative on the gun's base crit rate (most guns have 5% or less). It's generally considered a useless mod, so hopefully DE will do a pass on mods soon.
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Tested this myself a little earlier because of another thread, and putting 60% charge speed in DHS results in much faster charge times. (DHS is probably the most noticable because of its slow charge and relatively fast swing speed, heavy weapons have long attack animations that charge time doesn't affect)
Edit: didn't read post well enough
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I tested this a little differently this time:
With no mods: Gram 5 consecutive charged attacks took 8.3 seconds
With maxed out reflex coil: Gram 5 consecutive charged attacks took 7.5 seconds
Gram is a bad test for this, as the swing animation is very, very slow. Unless you use a fury mod, a significant portion of the charge will be the actual attack animation, and thus unaffected by reflex coil. DHS is much better, because of its slow charge time and fast(er) swing speed.
Edit: Seems you did a second test, though according to the wiki the gram should have 2.0 charge time? Kinda suspicious about this myself, as it felt like gram with fury and no reflex was charging faster than DHS with fury and no reflex. Maybe gram 2.0 seconds is for both the charge and swing animation? If so, then reflex coil would be affecting a smaller portion of the total attack time, and would have a less noticable effect.
Maybe everyone should post the weapons they're using, so we can test this better.
Edit edit: Did I post this in the wrong reflex coil thread, or did he delete his post? (edit edit edit: he deleted it, I'm not crazy)
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According to http://warframe.wikia.com/wiki/Enemies armoured Grineer take 150% damage from armour piercing damage on body shots. Was a bit curious about some of these numbers myself, but they do line up with what you have.
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Since nobody else has pointed it out yet - your base math is wrong. Reflex coil adds charge speed, it doesn't subtract from charge time. You don't get 40% of the charge time, you get 62.5% (1/1.6).
As to the actual issue, I've noticed quite a difference with both DHS and gram holding the button for charge attacks. I suppose it could just be me assuming it's faster, but given how slow these weapons normally charge...
Edit: Did some brief testing with both DHS and gram, still anecdotal, but was seeing improved charge times with Reflex coil.
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Not sure how new this change is, only noticed it tonight, but I wasn't able to run through corpus lasers with smokescreen.
Would like some confirmation if this is intended (or if I missed a patch note about this), as iron skin still goes through.
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One last thing to note - revives reset (now) at 12 am GMT, so it wouldn't matter when you or your friends lost revives; they'd all reset at the same time.
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Down attacking an enemy on stairs (possibly other slanted surfaces?) can cause you to fall through
Charging a melee attack and releasing right before it goes off can cause you to swing twice, either melee -> charge or charge twice (honestly I think this is really cool, and hope they keep it)
No Extra Weakpoint Damage With Lex, Glaive Not Hitting Enemy At Close Range.
in General
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I should've checked the math more carefully (forgot corpus have armour on body), but looks like my intuition was right anyway - 20% AP would be 80% of normal damage on head, and with no other elements, that explains the damage difference. Though, 50+ on head... that doesn't sound like a number you could get with hornet strike and 20% AP? Even with rank 1 hornet strike, a headshot should be at least 67.