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exturkconner

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Posts posted by exturkconner

  1. 1 hour ago, Camors2101 said:

    If the weapon receive some buff, give it a bigger magazine size, to compensate the higher fire rate. Would be great.

    Yeah I have to agree here. What the weapon wanted wasn't more cc or sc it wanted more magazine capacity. It's a bullet hose that has no ability to do sustrained fire. It has enough status chance if you just increased it's mag to say 100. You'd get plenty of procs.

  2. 21 hours ago, [DE]Marcus said:

     

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    Our team made the decision to change Marked for Death, but based on community feedback and our own testing, the hammer was swung too hard on the changes - (compounded by the major fixes). The scenario we had re-balanced Marked For Death around was too rare to be useful and satisfying. We knew that the conversation was not over on Marked For Death, and we committed to taking another look to hopefully restore balance to this ability. Now that the facts have been laid out, here’s where that conversation continues today:

    We are changing Marked for Death to start its base damage at 65%, which will cap at 150% with Mods.  Since the ‘Damage Type In = Damage Type Out’, this will scale well with certain damage types, specifically ones with DOTS s which is what we envision. 

    Simply put: We’re bringing the damage back up!

    The Dev work behind the scenes has already been completed, so we are now looking to submit the changes in a HF that will hopefully be going out next week with Helminth Bile changes as well!  

    Any chance on changing the way the damage is applied? Acid Shells, Vulkan Blitz, and Mecha set mod bonus all work off of an enemies base health. Not it's current health. It doesn't really make sense for an ability that costs energy to work less well than those things that function similar and do not require energy. Seems pretty poor.

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  3. On 2018-12-17 at 7:10 PM, Padre_Akais said:

    No, it doesn't.

    And you know why too...

    This is just one of the reasons why I don't go nuts with status on the Wraith.

    I don't need to constantly apply impact, or refresh durations...I need enough damage to kill inside the existing durations applied.

    I rely on my weapons for damage and I like using the Struns.

    ...This means I use other means of stripping armor and rely on fewer duration resets as opposed to constantly resetting them at 100% status chance.

    I completely understand that the sense behind such tactics may elude you given your previous commentary.

    That said, It's a trade-off I'm willing to take given that the bulk of what I do is done solo.

    You can build however you want. I don't really get why you keep feeling the need to justify it to me. But if you are going to try and convince me that building a status weapon to not take advantage of status just because you don't like impact procs I'm going to tell you a couple of things. 1 you can change the weighting of your procs with 90% mods to insure that corrosive is your number 1 proc. 2 If you don't like impact for follow up headshots I'd point out we are talking about a shotgun with a spread pattern. 

    Either way I don't feel the need to debate it anymore. Build how you want.

  4. 3 hours ago, SaidTheRogue said:

    Isn't the hek with it's ms augment higher overall damage than the vaykor?

    Not really.

    The Vaykor is gaining damage due to having the higher crit stats, and it has double the magazine. Over time Vaykor always out damages the base Hek. On a single shot it'll depend how many of your pellets crit. But the Vaykor is a pretty huge upgrade.

    Having said that with Hek's recent riven dispo change hek rivens can get 62% or so status chance. So you actually can build base hek 100% status now with all the status chance,a riven,all the multishot mods,and the augment it'd be a tight build. But it would make the choice harder. Base hek status chance riven,vaykor hek crit stats rivens. That's actually a very interesting debate now. I still think vaykor crit built with hunter munitions would be superior but it would make for an interesting option now.

  5. 11 hours ago, Padre_Akais said:

    Do you do this for corrosive?

     

     

    If you are doing long runs you'd be running multiple corrosive projections so you'd most certainly not mod for corrosive as it would do nothing.

    If you are not doing that than corrosive on a weapon with a lot of pellets and 100% status chance makes a lot of sense. Each pellet having the chance to increase every other pellets damage by lowering the armor to lower the enemies resistance to damage. The other reason to use corrosive of course being that it grants an additional 75% damage bonus against targets with Ferrite armor. Now you get into the space where you don't want over strip so you have to run another element to get some balance.

     

  6. 16 hours ago, Padre_Akais said:

    Yes.

    And what is that pellet most likely to inflict?

    Impact (or whatever the highest IPS is...which is why Tigris is such a monster).

    No...It's an option.

    That option is highly determined by playstyle, mob level, and modding choices exercised outside of just the weapon itself.

    I build my Wraith as a hybrid because it's innate status is already so high and I have other means of dealing with things like armor.

    ...That allows me to augment things like crit and crit mod in most scenarios on the Wraith.

    But I use my primary and secondary as my main sources of damage (as opposed to powers or aoe).

    That's not to say i don't have builds with 100% status...It more so depends on the status in question I am trying to inflict.

     

    No.

    Without a hint of disrespect to you...

    Just about everything you've said aside from the very first sentence is subjective to your style of building...Not mine.

    It's what you concluded based off of how status is calculated for shotguns and how you play.

    ...I didn't not arrive at the same conclusions because I probably do not play the same way you do.

    It's quite literally why I said, "...Everybody has their own way of building though.".

    It's the optimal way. Which is what was stated. You "can" build any manner you choose. I said "should" which implies exactly what it's meant to imply that it's the superior way.

    If you like to handicap yourself that's of course up to you. But you understand it's what you are doing right? Not building a weapon to do what it can do best isn't a building style it's choosing to build it poorly. You have every right to do that of course. All the power to you. Some people play with no mods. But those people know what they are doing and it's not building their own way. 

    Crit has a finite ceiling the max it can do is based on a multiplier limited by a crit level. Status also has caps but some of those caps are much much higher because of the nature of the beast. Sure you can strip armor in other ways. Does that take away from the fact that inflicting a lot of status' is still going to be superior? With the strun you even have the benefit of it only needing 3 dual status mods to go 100% which affords you the ability to do Viral,Heat. Or Gas Electric. Combinations that do damage over time,cc one giving you aoe,and the other giving you instant half health reduction.

    I'm not saying you can't play the game however you want. You can. But if you are basing what weapons are "best" on non optimal builds for those weapons do you really have a place in this particular conversation? 

  7. On 2018-12-14 at 4:22 PM, Padre_Akais said:

    Not bashing you...

    I have never understood why people proceed to stack status chance on weapons with alot of it to begin with.

    I use maybe (maybe)1 dual stat mod to raise status and the rest is damage and crit/crit mods.

    ...Everybody has their own way of building though.

    With pellet shotguns getting to 100% status chance before multishot means every pellet will inflict a status. Without getting to that number it does a division formula between the pellets. 

    So if you have a shotgun that can get to 100% status you 100% should build it that way.

    If you cannot get to 100% it probably doesn't make sense to build status at all.

    Of the list given the boar prime would be the weapon I most use. Having said that I do so because I have a banging riven. (Damage Multishot)

    With rivens not factored into the consideration Vaykor Hek. It's a better crit shotgun than Corinth or Strun Wraith. And Corinth and Struns reloads suck.  Vaykor also heals you which can't be undervalued and with the addition of hunter munition and vigilante armaments a crit shotgun with a lot of base damage and a lot of pellets can be turned into a bleed machine. If you build it for viral with the dual status mods,and focus everything else into damage,multishot and hunter munitions it's pretty mean.

    Strun Wraith is very good but it's big claim to fame is it's riven dispo so taking that out than I don't even think it's competitive. It can get to 100% status has just enough crit to be worth bothering to build for crit. It's got the same amount of base damage per pellet as the boar prime but it's slower fire rate and exceptionally slow reload speed is always going to keep it from being in my top tier. Having said that it does have a high riven dispo and because of that you can solve those problem areas,slow reload,slow firerate, the fact that shotgun crit chance mods suck. It can make up for all of that stuff.

    But by the same token if you look at it's riven dispo you have to take the others in and a dual crit hek riven post the dispo increase can turn the hek into a monster. Even middling boar rivens can turn the prime into one of the fastest time to kill weapons in the game. 

    Astilla, Plasmor,and Phantasma also should be considered if you are going to have a conversation about shotguns in the game. Frankly boar prime is the one most people wouldn't put on the last.

  8. On 2018-08-27 at 10:46 PM, TyrianMollusk said:

    Well, don't be a tease...

    I don't seem to be able to bring it up in the menu. It doesn't show what my custom preset is. It's all blank. It would have been easier to just screen cap. 

    But here goes. Xbox 360/One layout

    Right Trigger and shoulder are standard

    Left trigger aims. Left shoulder sprint/rolls

    up on the d-pad is alt fire. I don't use the tip of my thumb for the left stick I use the edge of my first knuckle so I can do both at the same time. Move and alt fire.

    My right sticks push is my slide.

    I don't know. To me this feels like the way it should be laid out and the way most games lay out this sort of movement.

    But I digress like I said I don't think most people would play with this scheme. 

     

  9. 3 hours ago, Feuershark said:

    OK so the range problem was just me failing to appreciate the depth in-game

    I made this thread knowing that. There are plenty weapons with that drawback, but the Phantasma's beyond that. 

    I personally never use utility mods in my weapons (except for punch through in shotguns) since this is how I personally build my weapons, and HAVING to use one to make the weapon viable is a poor design choice since Warframe is supposed to give you freedom in how you decide to mod your stuff.

    I'm sorry but that's goofy. 

    You do have freedom. The freedom to run out of ammo if you choose to not mod for it 100% is a choice. People make those choices all the time. Riven mods with decreased ammo maxes are often considered one of the better negatives right? 

    As far as the other thoughts go. Sinister reach not working is fine. If you were able to put both sinister reach and vicious spread on this thing you could stand in the middle of pretty much any corridor in the game and just be a wall of death that nothing could do anything about.

    The damage initially feels low? That's usually true of status weapons. You are mostly killing with the status after all and not the damage. But as weapons go considering this has no crit so it can't use hunter munitions effectively it kills in very similar time to another status based beam weapon in atomos. Sure it's not a chain gun (I am still hoping the new corpus shottie will be when it comes out), and sure it doesn't quite have the same cc as an amprex,atomos,or a kohm (built properly 120% status riven 2 dual stat mods, and heat so that enemies are constantly stuck in the burn animation) but it doesn't do a terrible job at it either. And with vicious spread on the beams width is stupid. It can cover an entire hallway wall to wall with just a forward shot.

    Infinite enemy punch through like the plasmor, average range for a beam weapon. Really wide aoe for a beam weapon. Interesting secondary mechanic. It's got it's drawbacks sure but it's also super interesting. 

  10. If you want the best weapon to show off the problem right now it's actually Zarr.

    It's primary fire calculates it's status chance correctly. But it's barrage mode. A multishot projectile based mode does not. You have the same base status but with mods affecting status added they become different numbers. 

    Obviously a formula issue and it does seem like something that should be simple to fix. 

    I mean if nothing else they should be able to do with these weapons what they did with quartakk and akjagara. Turning these weapons into "burst" fire weapons that fire all of the rounds at once should fix the formula issue.

  11. Probably considered projectile based. There's a problem with projectile based status chance. I mentioned it in another thread. It's caused issues with detron,mara detron, cernos prime. any projectile based weapon that fires more then one round at once seems to be effected.

  12. Hello,

    Post the recent update and weapons balancing it has become apparent some sort of math flaw is present in some weapons.

    Detron series and Cernos series being ones I can confirm myself.

    With Detron now being at 32% status it should be able to get to 108.8% with the four dual status mods. It however only gets to about 75.5. Even with my riven 120.6 ms Lethal Torrent and Barrel Diffusion (301% ms) it still shows up at less than 100% status. 99.6% to be precise. Cernos Prime post the buff also should be able to hit 100% status and it also cannot. I assume this is to do with some sort of formula math problem. 

    Like what was going on with having to convert Quartakk and Akjagara to "Burst Fire" So they calculated status correctly. 

    Could these other weapons have that conversion too? Or something similar to make them work correctly? Thanks.

  13. 13 hours ago, trndr said:

    Projectile weapons with inate multishot still use the original status formula, which is based on the same calculations as all rifles.

    Most shotguns got changed a long time ago, but for some reason projectile shotguns were forgotten about in that patch.

    The status you see is status of at least one projectile procing.

    There is only one projectile weapon with inate multishot, with decent per projectile status chance, Prisma Angstrum clocks in at 26% per projectile.

    Not just shotguns it seems all projectile based weapons that fire more than one round at once has the issues. Cernos prime had a status buff and it has the same issue of not being able to get even close to 100% status.

    Hell my Mara detron is using all 4 dual status mods, and with my riven 120.6% and BD LT 301% ms still the weapon only gets 99.6% status. That's just plain broken.

  14. Because of the nature of the weapon it's not a skill shot to get headshots. So it having that multi basically broke the games risk reward headshot system where by if you are willing to take an aimed headshot you have more chance of missing but more chance of doing damage. The plasmor was not going to miss and as such it wasn't "fair" for it to gain the damage. It's a crowd control weapon and it makes up for that headshot damage with the infinite enemy punch through. Considering how it can chew threw hordes this seems to be a more than fair compromise. Comparing it to the Tigris and Hek that are on basically one shot one enemy killed power houses doesn't make sense that is not what this weapon is. It's a balancing issue thing. I personally think this change was just fine.

  15. 1 hour ago, xattuu said:

    i understand why, i just want to know if its supposed to be like that or not.  cuz i dont think de has said anything one way or the other

    I don't believe it's intentional it's something wrong with the math in the formula. I mean in the past it wasn't an issue because the only projectile based shotguns that could do 100% status were all single shots. Astilla, Plasmor. The Detron series now being able to do it shows a distinct flaw in the underlying formula. No way the math shouldn't work the same. There is some sort of calculation bug that probably has always been in play which means all these years Detron series has been operating with less status chance than it should get. No one noticed likely because if it not being able to achieve 100%. But yeah this weapon right now should be a monster and instead it's just very good.

    32 status means a single dual status mod should bring it to 51.2 32 x 60% = 19.2. 19.2 + 32 = 51.2. Instead it's coming out to 46.6 this would be the dual status mod being at 52% instead of 60%. Doesn't work that way for any other weapons. Sure status chance gets split up among pellets but that's your status chance divided into your pellet count it should not have effect on the base status chance.

    One of the Cerno's prime seems to have the same math issue. It got a status bump and should be able to get to 100% but it doesn't get even close either now. So something is wrong with the formula of projectile based weapons that fire multiple rounds at once.

    They've had similar issues lately with other weapons. Like Quartakk and Akjagara both needing to be turned into "burst" weapons so status is properly calculated. 

  16. 1 hour ago, ZzVinniezZ said:

    idk why DE change so much about this weapon fire rate from 1 shot to burst fire (quick firing) now back to slow fire rate 1 shot. DE really need to let this weapon alone the fire rate is the great thing about this gun in term of crowd control. but now instead of treating it like an assault rifle, treat it like a semi-auto sniper-battle rifle that it never meant to be. (joke on me, i like the high damage it shread pretty much anything under level 100 but that fire rate really killed me off)

    It was never burst fire. It's always been what it is right now. Semi auto. It says burst fire now because of a formula problem. If it says semi auto and it fires four shots the game does division on the status chance between the bullets. This is why shotguns work how they do and why 100% status chance before multishot is a big deal. Anyhow by changing the weapon description to burst each bullet gets it's own status chance. But all the barrels have always fired all at once and will always fire all at once.

    It's in the conversation for best semi auto rifle in the game. And frankly I believe it's quite a bit better than any of the others. I'd take it over any of the Latron series, The stradavr in semi auto the argonak in semi auto. 

    It's a DMR without a scope.

  17. It's a math formula issue pretty clearly. 

    One dual status mod should bring you to 51.2. Because 60% of 32 is 19.2. But with one dual status mod you are only getting 46.6 which for the record would be the dual status mod giving 52% instead of 60%. How the formula is wrong I can't figure out. If it was taking the old 20 status chance number it should be  either 44. 32 + 12 (12 being 60% of 20) or it should be or 32 if it was adding 12 to the original 20. So this current formulation is just plain wrong somehow.

    There's aren't the only weapons either. I know one of the cerno's variants got a status boost too and it doesn't have a correct formula either.

    Someones gotta look at the math tables and figure out what happened here.

  18. Yes, see how it says that they are subject to change? Those were posted well before the update and were the ideas they were working with.

    Here are the actual changes. 

    By the the way the correct answer was "No. I didn't realize that at all."

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