(XB1)alchemPyro

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  1. (XB1)alchemPyro

    Multishot Rework

    Already got a thread on that. Really though Warframe has a ton of issues that need to be systematically addressed before everything becomes mathematically sound. It all works relatively well for now, but any attempts to "mix things up" tend to have very unstable results. Orb Vallis' beefed up Corpus units are one key example. Grineer having an bunker's worth of armor at higher levels is another. All in all this is just one key part to a much larger solution.
  2. (XB1)alchemPyro

    Multishot Rework

    Well this was always technically a thing to begin with. You put on a multishot mod, and status chance increases on a depreciating scale. Essentially it would just be divorcing that specific formula and giving it its own identifiable value.
  3. (XB1)alchemPyro

    Multishot Rework

    Yes, but now we aren't getting a raw damage boost. For the sake of semantics its not "two bullets being fired at once" but now "one bullet fired with proc chances". Basically its just making light of a feature that wasn't explained but always existed, while removing an unnecessary form of raw damage.
  4. (XB1)alchemPyro

    Multishot Rework

    Well that is the goal, but it would actually be for the better. As it stands now guns have WAY too much damage potential, hence why enemies enemies have such steep leveling curves. DE has to keep buffing enemies because Tenno keep hosing them down (looking at Orb Vallis Corpus). Taking away the damage bonus from multishot would allow DE to worry a bit less about how much Tenno keep pushing their damage ceilings. As for crits, they already have an "over 100%" damage system. Crit chance can be pushed over 100% and allow extreme damage output. It currently rare as very few weapons have the potential to reach those heights, but its possible and even probable given enough development.
  5. (XB1)alchemPyro

    Multishot Rework

    The main reason status beats out crit at high levels is because of Slash procs and excessive armor scaling. A status weapon without slash could do an insane amount of raw damage, but still be subpar at higher levels. Likewise a status weapon with low RoF would fall into the same trap. Overall I actually prefer cit guns simply because I don't have to wait for my target to bleed out.
  6. (XB1)alchemPyro

    Multishot Rework

    Shotguns are really weird to begin with, as their status chance comes pre-calculated with multishot. They'd have to be slightly redone to consider this change. Basically it would no longer be adding additional pellets, but instead add more "inputs" to the single pellet. A rifle with 30% status chance and a Proc Average of 1 (no multishot) would have a formula of (30% X 1) = 30%. However if you add in +90% multishot the formula becomes (30% X 1) + (30% X 0.9) = 30% + 27%. So if the first status roll is 30%, then a second roll is given at 27%. A rifle with 50% status is default (50% X 1) = 50%, add multishot to get (50% + 1) + (50% + 0.9) = 50% + 45%. One rolls for 50% and one rolls for 45%. 80% status chance? (80% X 1) + (80% X 0.9) = 80% + 72% Now if you have an exceptionally high multishot of say +150% (proc average now 2.5), then the formula expands further. 30% status chance is default (30% X 1) = 30%, but with +180% multishot it becomes (30% X 1) + (30% X 1) + (30% X 0.5) = 30% + 30% + 15%. You now have two rolls at 30% odds and one roll at 15% odds. So on and so forth.
  7. (XB1)alchemPyro

    The Scaling Renaissance

    For the sake of cleanliness, I made a separate thread. Just snip this here and I'll answer it for you. Here ya go!
  8. (XB1)alchemPyro

    Multishot Rework

    Multishot is something of an oddity. Originally it was designed to simply bump up fire rate ,naturally trading off more ammo expenditure; but a bug (made feature) caused it to fire additional bullets without using additional ammo. This essentially turned it into a direct upgrade for any and all weapons. Essentially adding multishot gives an average of more damage, status chance, and critical chance. Basically you'd be crazy to NOT add in multishot to your weapons. But what if it was a bit more situational? As multishot works now, it becomes something of a nuisance that behaves as a 'free' damage bonus rather than its own defined niche. In turn it worms its way into every weapon build, making a mess out of damage tables and enemy scaling. To counter this, multishot needs some form of rework in order for it to provide a desirable bonus without making it another outright damage bonus. The proposal is this: Create a new weapon stat known as "Proc Average" (better name pending). A weapon can normally only proc a maximum of one status effect per round, but multishot "cheats" this design by giving multiple entities per round and therefore creating more chances. This is mainly why shotguns with 100% status chance are regarded as status monsters. Basically multishot turns ordinary weapons into "pseudo-shotguns" that gain more shots per round without losing anything. However if multishot did not divide rounds fired in a specific instance but rather influence the status chance, then the only thing gained is more chances to proc status. Example: A rifle does 100 damage and has a status chance of 100%. Without multishot, each round does 100 damage and procs a status once. Add 90% (reworked) multishot and it still does 100 damage, but now it procs one status effect with a 90% chance to proc another. You could say that all weapons have a "Proc Average" of 1. 1 round has one chance to proc status. Adding multishot would increase that proc average, making one round have more than one chance to proc. Damage output is the same. Critical chance is unaffected. Status weapons now have a new stat geared to balance them against pure critical weapons. Thoughts?
  9. (XB1)alchemPyro

    The Scaling Renaissance

    Side topic: I believe I have found a happy rework for "multishot". The main complaint of multishot is that it basically adds free damage, but it also does something else: increase the number of status procs. Normally a weapon can only have 1 proc per bullet, making low fire rate and/or anything over 100% status chance useless. However if a weapon fires multiple rounds per bullet (like shotguns) then it essentially gets more than 1 chance to proc. The current model of multishot calculates this as a depreciating bonus to status chance (can never reach 100% this way). But this only skews the overall status chance. So what if: Multishot gets it own statistical value "Proc Potential". Essentially it is how many procs can potentially hit per round fired. A default value of one shot fire per round has a value of 1. Adding +90% multishot increases the value to 1.9. Multishot would divide the damage between the shots fired per round, so damage doesn't increase, but directly boosts how many status procs can hit at once. This essentially divorces multishot from both damage and status values, while still retaining an essential role. Thoughts?
  10. (XB1)alchemPyro

    melee 3.0 losing manual block

    They probably did it for the sake of console players. Unlike PC players, their buttons are very limited. Heck I had to totally redesign my melee button scheme just so I could aim gunblades.
  11. (XB1)alchemPyro

    The Scaling Renaissance

    Ah, kinda like Doom's armor system? That sounds cool on paper, but would create a lot of difficulties in application. Keep in mind that Warframes also have Ferrite armor, so how exactly would they fair with such a change? The thing about armor is that it does infact give better protection than shields. However because the wearer still receives health damage regardless, it becomes something of a trade off. Personally I'd still like to see Grineer be more defensive than Corpus. (At least to me) Grineer should feel durable, but not particularly strong offensively (due to their crude weaponry). Meanwhile Corpus should be squishy, but their high-tech weapons would deal more damage. Ideally Grineer would have a "stone wall" playstyle while Corpus were "glass cannons".
  12. (XB1)alchemPyro

    The Scaling Renaissance

    It's hard to get exact values on the older game model as so much has changed.
  13. (XB1)alchemPyro

    The Scaling Renaissance

    The issue there mainly comes more from how the elemental damage tables are, than anything else. The best way to handle Infested now is basically Slash, Heat, and Corrosive. These all have positive numbers on Infested and work across the board. Gas also works really well(so long as you don't mind the subpar proc damage). Corpus have general weaknesses to Impact and Magnetic, while also juggling in Toxin, Cold, Electricity, Viral, and Radiation (As Flesh and Robotic have vastly different weaknesses). Now you'd think the main go-getter for Grineer would be Puncture, Viral, and Radiation; seeing as how cloned flesh is universally weak to Viral, and Puncture/Radiation eats through Alloy Armor. However, Corrosion procs can remove Armor outright (plus doing a ton of damage to Ferrite). Cloned Flesh is also weak to Heat and Slash, so an armorless Grineer is really no different than in Infested. Overall I'd argue the builds are largely homogenized already. At least with armor being static, you'd have to focus on what deals the most damage rather than what removes the most defenses.
  14. (XB1)alchemPyro

    The Scaling Renaissance

    Making armor static is less about making it comparable to shields and more about allowing better type-matching. As armor cuts an arbitrary percentage of damage, extremely high values make most weapons useless. This is why Corrosion is so valued, as it can chew off this insane buffer. Its so bad that Corrosion builds have higher DPS against alloy armor than Radiation builds, despite Radiation having a +75% damage bonus. Really though, the Corpus and their shields have an actual balanced health system. They seem squishy due to our weapon's insane damage, but really their health is much more inline with the current damage system than the Grineer (minus the Oxium Ospreys).
  15. (XB1)alchemPyro

    The Scaling Renaissance

    I'm not disagreeing with you there. Removing +damage would overall help balance Warframe. Their removal alone takes down over half of a weapon's potential damage. If we want to lower enemy health to something similar to Warframe health, then that would be a clear choice to remove. As for my testing: I can "simulate" an enemy's EH on a linear by finding a rough equivalent on the exponential scale. I then use use a predominant neutral damage weapon without any +damage mods to see if they die at a reasonable rate. Its not perfect, but it does help give a general idea.