Jump to content

SneakyErvin

PC Member
  • Posts

    15,057
  • Joined

  • Last visited

Everything posted by SneakyErvin

  1. While AoE is fun, it kinda removes all threat in the game and makes it hard for DE to produce new content that is somewhat balanced. At which point they instead more or less remove our progression, and we get steaming S#&$e like Kahl missions, or the Nihil and Exploiter Orb encounters. Which is why it should likely be reduced both for weapons and frames to make the game more healthy overall. Our power should likely be reduced overall, but DE just wont put in the work needed, which would be a rework of the whole damage system really. DE have simply just let it go while other games do it constantly, so they've practically let the ant hill turn into a mountain. The problem in WF is that it is just that single encounter that kinda allows for it, and it practically only applies to the bonus version of the SP version. In other cases the only reason you'd swap over to a single target gun is if the boss has an arbitrary weakpoint mechanic so you must hit a very specific spot. If not you likely turn them into red mist and pulp with whatever AoE gun or melee you carry with you. The old damage attenuation also resulted in needing single target, but not any single target, rapid fire or pellet more or less. With the changes they made to it anything works. What WF would need has been suggested so many times over. Heavy units with massive resistance to AoE while also rocking weakpoint locations that you need to take out to kill them. That would allow for AoE to run crazy to kill trash, but also require people to actually stop and consider what enemy are in the middle of everything else, while carrying atleast 1 weapon to take out those priority targets. Guardian Eximus were a step in the right direction, but they have nothing to put up against you if you play melee, since you will likely go through them as if they werent there. We'd need a mix of them and the glassmaker enemies, it would create a priority target that left unchecked would significantly slow down the kill rate of trash, while giving that trash more uptime shooting at you. Another idea I've had for heavy mobs would be a necro or spawner. Also a very durable unit that hangs back and reanimates dead enemies into something tougher aslong as it is left alive. Would certainly fit for a potential infested expansion or a void related creature. Also heavy units that add immunity to damage types for allies would be a good solution aslong as they are also hard to kill and requires priority focus.
  2. I guess Wally also represents them cos he loves to touch ki.... ooops.
  3. The main point I'm trying to make is that no damage is transfered, that a new damage instance is calculated. You might want to call it transfer, but that is not how it works mechanically and should not be refered to as that. The reason is because if it was a transfer it would hit for nothing, since it would be mitigated by armor etc. since it is not true damage that is dealt. The reason Curse for instance can actually transfer damage is because it has its own rules, it ignores armor as part of the skill and transfers damage dealt to health directly to the health of cursed targets. So hitting a corpus on a corrupted tile with a toxin damage attack while having it curse linked with a grineer, you likely will wipe out the grineer aswell since it will ignore the armor, and if you hit a grineer with an attack of any damage type and have corpus linked to it, all the corpus linked will likely die since their health will get targetted directly as curse bypasses the shields since shields of the main target were never damaged (since grineer has no shields). And if you attack the corpus with non-toxin and you have grineer linked, the grineer will take no damage if you dont destroy the shields and start hitting health. That is just not how the spread works on the arcane. So it rolls a completely new damage instance based on your modding and not your attack. This is important since the main attack that inflicted the status might have benefited from stance multipliers, a direct debuff on the target or similar, which will not apply to the new instance, it may have also attacked a completely different armor type, or shields, or health directly, resulting in different modifiers for the total damage outcome of the elemental portion of the parent hit compared to the newly produced instance.
  4. Useless is an extremely extreme exaggeration. It has been used extensively since the nerfs that removed spam casting on it, which was years and years ago. It still wipes out whatever it hits (or doesnt hit for that matter). The latest nerf did zero to the arcane if you used it as intended. And using it in tiny rooms is not exactly a problem, the main problem is using it near walls due to wall latch, which would end up in the same situation with your "simple solution". No... just no... no you really dont. You are guaranteed 1 second invulnerability from losing a charge, then you are also guaranteed whatever seconds you gain from his natural shields of 925. Which would give you around a 3 second window to recast it in total. So he needs rolling guard as much or less than Rhino and others, which is pretty much not at all or less than not at all. He used to need it before he got invulnerability and the gate was a static 1.33 sec thing. But nowdays, even if he happens to get scrambed or nullied he still has a long ass shield gate.
  5. I think the latest melee changes/additions again show DE's DEsync in DEsign. They placed limitations on AoE guns through various methods, limited ammo, smaller radius, fall off, self stagger and so on. Then they go and release something that practically makes melee cover twice the area, with no self stagger, no ammo and no fall off involved. All you need to do is build slightly different from before, sacrificing some single target to gain massive AoE. Not that single target has ever been weak on melee, so making that small sacrifice is barely noticable either. And this is without even considering the optimal weapons for this, or looking at the single outlier that makes it all batS#&$ crazy. This is also in addition to the normal melee hits of the weapon that already cover a decent area with no ammo or self stagget. Some reaching up towards 10m and hitting fast.
  6. It's not that simple. This problem applies in high levels too and it just isnt efficient since you spend massive amounts of time on killing 1 target at a time just trying to charge up so you can actually start clearing things properly. Very noticable in SP survival, or getting ready to pop keys into Conduits etc. This is mainly rooted in the bullets hitting too hard, so multishot is never accounted for, while the whole incarnon charge system is based on accounting for multishot, hence the small gain per actual hit. Not a problem to the same extent on the OG incarnons, since they have perks that increase the charges gained per hit that lands. Not to mention how backwards it is with shotguns, where you benefit from a less accurate approach from further range, since more out of the several pellets have a chance to land headshots while also having reduced damage due to distance to target. Meaning that even if some of the pellets land on the body, you gain a crapload more charge than you would with a shot at close range that lands all pellets straight in the head fruit. So just because we can kill each single enemy with a single shot it doesnt mean it is good or enough, if it was we'd practically all run around with sniper rifles etc. since they do that very thing. It just doesnt work when you face 50 mobs at a time and the life support is based on that, or when you need to charge up a weapon to kill the heavier target that barely takes a dent from your single basic shot. I mean, even Torid runs into problems building charges at times, since some mobs are too weak to allow you to build charges, since it wont account for your multishot. The headshot requirement is also a massive hindrance versus a whole faction pretty much, since most of the mobs in infested missions have no proper head or weakspot. As mentioned by @Aldainboth kills and headshots should build stacks. And the best DE could do is make it so a headshot kill would consider your modded multishot even if only a single bullet/pellet lands and results in the kill.
  7. Does it not work at all or is it the one that makes Archwinged frames and Titania in Razorwing look like thay have a spastic meltdown? Since I remember almost making my friend die from laughter a few times back in the day when pulling of some emote in Razorwing. So long ago that I cant recall which one it was.
  8. The usage stats are vastly different though for Revenant compared to previous years for Wukong. And while Mesmer Skin is powerful, the point where it becomes useful over health tanking or other skill based tanking methods you are in content DE arent really considering balancing the game around. If you plan on doing the content the game has to offer overall, which includes Archons and Netracells, frames like Lavos and Kullervo are just as strong at not giving a S#&$ about incoming damage. Those frames have other ways that help their survival, like heavy CC. They also provide so much more damage through their buffs and debuffs. Revenant doesnt have a real edge elsewhere. He has a decent AoE skill, mediocre CC and a movement skill. And while reave can scale infinitely, the point where that becomes useful you are also in content so high that DE doesnt bother with balance for it. It also isnt an exactly fast or efficient way to kill since it requires setup and is practically capped to the number of enemies that Enthrall can affect at a single time, which is 7. However, I wouldnt mind if Revenant had his Mesmer Skin turned into a 90% DR with a duration, where enemies killed while stunned by the skin grants Revenant Overguard. I played Revenant for a while again after WitW released since he is a nice frontline frame for melee. But I grew tired of having to rebuff Mesmer so often that I went back over to Kullervo. A frame that has high armor, high HP, a heal that grants overguard which is also instant cast, deals slash procs, builds combo and grants a brief invulnerability window. Simply just part of the rotation and not really something you need to keep an eye on. In addition to that he pumps out such silly amounts of damage, even more if you add Roar.
  9. Eye of the beholder and all that, but it is still pure blasphemy, heresy and anti-waaaaaagh behavior. It's like a cute little fusion of an Imperator, a dreadnaught and a killa kan. What's next? You gonna tell me Gork and Mork arent real, the Eye of Terror doesnt exsist and Fenris isnt an actual planet? Pfft...
  10. They probably looked over at Path of Exile, or someone had recently played it and went "oh! Hideouts in WF! Kewl rite peeps!?" followed by "sure". Then nothing more than a non functional pointless hideout was added. All of that S#&$e could have gone into an expansion to the orbiter aswell as the TNW hideout so we could use it as an actual hub with more things. Right now I enter my dorm once per week, when I run through it on my way to Acrithis. Totally pointless like other things added that arent actual content. Public hubs outside of the trade relay are completely pointless. Why do I care about other people running around? Jack squat socialization tied to etc. Just why?
  11. Like I said I cant see it and I wont analyze it frame by frame. I'm aware that you proc influence in test two early on, but I cant see exactly where it procs and where it spreads, since you use a multiple hit weapon with bounce or PT and the mobs are just that close to eachother that it is hard to tell where exactly the first spread occurs.
  12. Yep Tony Hawk was awesome, no denying that, but that was Tony Hawk, not K-drive garbage. Never bought a single bait in Deimos. Never traded either. I did however fiddle with all the obelisks I saw. You do however need rank 3 with the Entrati to get recipes for the mining products. But you need those no matter if you like Necras or not, unless someone plans to skip everything else Deimos related aswell.
  13. Nope they arent, but I can clearly see who is. These days the Necra farm is short, since you can now obtain the needed pieces from standing aswell.
  14. It deals 50% of your modded weapon damage, 100% if commanded to attack a specific target. And while it doesnt benefit from certain mods there isnt much reason to consider that, since it is no longer really a situation you run into eitherway, because there isnt really a point anymore going with just a single weapon in your loadout. So whichever weapon you plan for your clone to use, mod it without conditional mods. Then mod whatever weapon you plan to use with the mods you would use otherwise for the frame. Right now I'd probably go with primary or secondary on the clone and melee on Wukong himself. Tenet Cycron is lovely if you just want reliable extra AoE and status application with decent damage, or you can go with Laetum or Phenmor for a chance at huge single target hits even if the clone wont activate incarnon mode. Just avoid anything with low ammo, since the clone is dumber than a door knob.
  15. How about Alighdente? And for me whenever I hear Dante I cant stop thinking of the Lord Commander himself. Whom I wouldnt mind playing in WF with a singature Melta and Power Axe. I guess he retired and became a chapter Librarian.
  16. I wish I could like her. She'll probably just end up as fish stick prime in the Orbiter freezer.
  17. It isnt since you miss alot of stuff in it. It isnt just the number of numbers and values being inconsistant, it is how they are inconsistant aswell in combination with how you claim/think the mechanic works. Let me explain. You have the Bombards take 70 damage, one instance only, nothing else. You have the Officers take near identical damage to the main target. You have 5 damage instances to the left split between two Officers along with a few Bombards that only have the 70 damage instance. None of these are explainable occurances with how you think the mechanics of the arcane works. Since if so, you are pretty much claiming it also deals true damage, which it doesnt, heck it would be a completely new type of damage since it also applies other statuses. Also, if it was true damage, how come the damage is different than that of the main target? How come it is mitigated by the Bombard and not by the Officers if it isnt true damage but still based on the damage dealt? Both would still remove near or over 95% of the damage purely from armor, since even with the corrosive bonuses, the Officer of that level would still retain enough raw armor value to reach near 95%. It wouldnt end up at 244/851 and then 70. Since the damage transfered in that case would be the two values seen on the main target and then mitigated by around 95% armor. Which is why it works exactly like it is described (in detail) on the wiki, a new damage instance based on your modded values etc. The only thing not fully clear is how crit interacts, if it is automatic if the parent damage instance crits or if it is rolled per new instance created by a status effect. But crit atleast interacts with the new damage instances, that much is sure. If it did work like you think, killing weak enemies would be absurdly beneficial and practically turn your melee into a 20m Curse on a stick, since it would ignore all defenses. I cant see that part in the video. I have however tested the 1HK and spread in-game today. It depends on how you 1HK the target, which explains why it doesnt work on the glaive which is a single hit resulting in death. The same applies to any "final" melee attack. So a HA that is made up of several hits will proc and spread as it 1HKs the main target, it just wont spread on the strike that results in the death of the target.
  18. I think I ran with 200% duration to effectively double his time in redline. It did however not help me stick to Gauss since I absolutely hate the redline mechanic due to more dura resulting in a longer ramp up time. Atleast it made it feel as good as it could get considering those circumstances of the skill. But I'm more like "why run places like a pleb when I can just teleport and shank things?". So Sisu > Redline.
  19. How do you not have 20 enemies in range in SP endless? And why on earth do you care about the actual testla effects? Those are not the main damage source, it's every single hit you make against the primary target that procs direct damage instances to everything else that matters. The electric is simply there to enable the arcane and provide further direct damage hits, not for the status itself on enemies, that is simply a bonus. Another arcane would not provide additional AoE damage. The procs (not the status effects themselves) clear whole rooms in content like SP Mot since all of your modded damage for the element hits everything within 20m whenever you land their status on the main target. No one is saying anything about double dipping on proc damage. I'm saying the damage you see is unrelated to the hit you land on the main target. The surrounding enemies take your modded elemental damage and applies it to enemies within 20m of the target you landed the status on, and on the target itself aswell. So if you have a weapon with 100 base damage and the only mod equipped is Shocking Touch any electrical status landed would spread 90 electric damage and apply the status. It wouldnt matter if the main attack would crit or not, 90 damage would be transfered, which then rolls seperately for critical. The critical just doesnt show up currently and always displays white damage. Not really sure what the screenshot is supposed to show since there is a lack of consistency in the numbers displayed. Some of them are only afflicted with 1 damage instance, others 2 and some with 3. And out of those they dont share the same numbers. The first to the left have 2x244 and 1x852, the left most only has 1 of each. Neither of those 2 have the 70 instance. The right most only has the 70 instance, the one in the back either has none or just the 70 instance. If it was a mirror of damage all HGs on the screen should have identical damage instances, both when it comes to numbers on the individual hits aswell as number of hits afflicting them, you shouldnt have between 1-3 across the screen of varying numbers. Maybe... just maybe... uhm have the uhm arcane active when you detonate instead of activating the arcane on detonation? The arcane isnt active so obviously it cannot proc the status on detonation. And like most other things in WF, the attack that triggers an effect never benefits from it. Like with CO, the hit that lands the first status does not benefit from the increased damage from the mod, and the attack that lands the second status only benefits from the first status and so on. The only 1HK source that does not spread statuses is from finisher damage since none of the damage dealt comes from the status, but from the finisher damage itself. But if you 1HK something with a HA and that HA procs an elemental status, that status will spread and inflict damage within 20m since the damage type in involved in the killing and the status is applied in the calculation before the mob is determined dead.
  20. Likely Protea considering the release order. Recent two primes have been male so Protea is up, then Xaku after that followed by Lavos and Sevagoth since they'll probably follow the normal frame order after that. Unless they move up Yarly in between Lavos and Sev.
  21. Well no not really considering his theme and concept. It is about as wierd as Atlas, Inaros, Wukong and Nezha in connection to their themes. It is a scribe and mystic Frame, so chances are high the inspiration is taken from Dante Alighieri. Although he was probably not an actual mystic, his work is claimed to be written as an incantation of the dead, By some in the supernatural sense and by other in the sense that his work lets the reader "meet" historical figures of the past, including Dante's love from his youth, which is probably also his true love considering she is not only mentioned, but also serves as his guide in paradise.
  22. In SP the density is simply so high that you will always have things that procs MI while sustaining a high KPM. I have a hard time believing your KPM/KPS is so high that you actually get downtime on spawns, since even with a self sustaining Dual Ichor that reaches around 3KPS you never run out of mobs. And that is when the Ichor is out strolling on its own and commiting genocide several rooms away in all possible directions. Even weapons on the worse side for utilizing MI wrecks maps with it aslong as you make a build suited for MI. This includes weapons without forced or high slash weighting to annihilate heavy mobs. You quite simply just build a bit differently from the other old cookie cutter builds. But it is like everything else, if you dont build for it, it prolly wont give the return you seek. So far with builds to make use of MI I've had great success with it on Dorrclave, Dual Ichor (bonkers), Bo Prime Incarnon, Sancti Magistar Incarnon, Nami Solo Incarnon, Prisma Skana Incarnon, Kronen Prime, Prisma Ohma, all the 2h Nikanas, Praedos, Silva & Aegis Prime, Ceti Lacera, Venka Prime, Ceramic Dagger and Furax Wraith. This has been with different frames with different potential, but even those that bring little on their own like Revenant make it work real well. The main thing is that most of those builds use Nourish, so I can mod for electric and HA improvements, like effeciency. Which gives me both constant AoE damage and the option to 1HK anything heavy if needed. The exception is when using Dual Ichor since it has innate Toxin, so needs an elemental combo anyways. These builds have worked very well in SP endless and makes short work of netracells and archons. And while electric isnt the best element for damage when compared 1:1, people seem to forget or ignore that MI deals more instances of elemental damage in addition to spreading the status effect. So while electric might be behind a bit, it still deals a full instance of extra electric damage whenever it triggers the status when MI is active. That is very likely intended. It does however not duplicate the damage of the hit, it takes the modded damage and applies it again. So the damage you see on surrounding targets depends on which elements triggered on the attack and their % of the damage spread on the weapon. And the number you see are all statuses combined into a single number.
  23. Neither. The accessories one to the right looks like a Necramech or Culverin crossing its arms and going "Nope!". Or is the helmet rocking a reversed handlebar mustache? I'm quite frankly not sure what I'm looking at. And for the default... isnt Gauss supposed to be uhm... aerodynamic? So what the #*!% is with all the openings and cavities in the front? "How to break your own neck, or on the best of days inflict serious whiplash" A Book by Gauss Prime.
  24. Yep I think that is why we see so many from the same artist back to back more or less. And I'm fully with you on wanting to see skins from people that arent Liger. I do however really like the look of the Styanax deluxe (Warframmer Lizardmen Croxigor or Saurus?). Not such a fan of his other delux skins though, since like you mention in your post, they interfear with personal fashion frame options. Which is why I loved the Revenant Deluxe, it's easy to work with and if I dont want to use the body, the head fits perfectly on the base or prime body. And the heads from those two fit well and look cool on the deluxe with the high collar from the syandana etc. And @L3512is spot on, visual clutter is a perfect phrase to describe most of them. What I'd want even though I enjoy the cultural references in skins is for them to be more machines of death and less alive in the interpretation. More morbid aswell in a warframe sense. Like the Styanax skin. Instead of being so smooth and symetrical, the "scales" could have been ablative pieces of armor, but with gaps between them that show infested muscles underneath, maybe with the armored pieces of the body intregrated or infused with the muscles through tubes and wires, while still giving it the sense of an animal warrior. More wild helminth and less generic lizardman.
×
×
  • Create New...