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(PSN)de_sch0sch

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Posts posted by (PSN)de_sch0sch

  1. vor 1 Stunde schrieb Mr.Fluffins:

    Well, your wish has already been granted!

    Here are the steps to permanently "end kuva lich" for yourself:

    Step 1: Find a lich larvaling

    Step 2: Down it with weapons

    Step 3: Don't parazon it.

    Repeat steps 2-3 everytime you see a lich larvaling.

    Boom, done!

    This exactly. This update at least shipped with the opt-in. And I chose not to.

  2. vor 5 Stunden schrieb Walkampf:

    It also applies a (now) stacking DoT AND hard CC.

    Heat does plenty at this point.

    Sure but it's not wise to rely on it as the sole solution to "the armor problem", you need other sources of armor removal in the(for) long run(s). I like it as it is now.

    vor 4 Stunden schrieb taiiat:

    dding Fire Status onto an Enemy you're applying some Corrosive Status to, will reduce their Armor faster than you could do otherwise, so you'll be able to do more Damage, more quickly with it. but you'll remove the Armor entirely more slowly.

    Not really. You will need the same number of corrosive procs to completely remove armor. Heat actually can increase the time to completely remove armor as consecutive heat procs do not remove the armor futher and happen instead of corrosive procs which otherwise would. If your not aiming for a complete removal it helps lowering it, temporarily.

  3. vor 1 Minute schrieb (PS4)vortex2917:

    just looked it up and heat acts as a current armor reduction

    Thanks. That means that if you can reliably proc status you're better off with just corrosive. One might look for viral+heat for gereral application, as it cuts enemy ehp in half with only 2 distinct procs. Not advised for higher conent though, as halving armor won't be enough.

  4. Because corrosive is already able to remove armor completely and definately (not tied on a timer) it's save to assume that you still can permanently remove armor with corrosive while fire is in effect.

    But the efectiveness of heat depends on which is calculated first and if it heat acts as a total armor reduction or a current armor reduction. If heat only works on current armor it has diminishing returns with each corrosive proc.

     

  5. vor 18 Minuten schrieb DrakeWurrum:

    I find it funny when people are so put off by big words that they feel insulted and just lash out in anger, instead.

    Some people use big words. Don't take it so personal.

    Aaaand I strongly disagree.

    It's already been explained why you're wrong, including in what I quoted in my post, which you quoted.

    As I said, I'm not looking at the base values as you can change them to see the results fit. I'm looking at the system appliying to these and they've been severly guttet. Not that it wasn't needed but it was a tad to much imho. I really don't like that we got a bandaid of a flat damage buff as a compensation for a (imho bad) but definately much weaker system.

     

    I dont' feel like it, but maybe, if you apply the new numbers to the "old" system and compare the results you should see what I mean. And again, not saying the old system was balanced but it at least allowed for mor diversity than the new one.

  6. vor 8 Minuten schrieb DrakeWurrum:


    More people need to be like you and recognize that the *BASE DAMAGE OF ALL WEAPONS WAS BUFFED*

    A lot of people are crying about specific mod changes, but they're ignoring how the entire melee system has been improved.

    Don't forget to add in the fact that stances across the board were updated. Certain stances will have forced Slash procs, or force a Lift or knockdown on an enemy, or simply extra damage on a specific hit, and it can result in some surprisingly powerful hits. Not to mention Heavy Attack is ridiculously hard-hitting even without reaching 12x.

    You know, the way how BR and CO are working has changed in a bad way. Not saying that either mod was balanced before, especially CO, but neither mod was rendering other mods useless. You can change the base numbers as you like, it won't change the fact that these mods work in a way, worse than before.

    Right now there is now scenario in which you'd want to use any of the +CC mods (including rivens) and PPP is just really worth it's slot and cost as long as you don't have to hit things at least a second time.

  7. Am 4.11.2019 um 02:31 schrieb Four_Skulls:

    I can't stand the moves that require blocking.  For whatever reason I can't get the manual melee block to work.  Whenever I try it swaps to my gun and scopes in.  I got it work for one mission, and now whenver I try it scopes in.  Is there some secret I'm missing here?

     

    You need to be in melee mode(hold weapon swap key for a second) to have manual blocking functioning.

  8. vor 1 Minute schrieb Arkandae:

    Meaning more 3 hits with a 100% status weapon, it doesn't happen often even in sorties. And that's not counting the average damage of the hits. Pressure point isn't useless at all.

    Or 1-2 shots with a status primer secondary. If you were going for a CO build you usually ware working with 3+ status on target. How it currently stands PPP loses effectiveness with each status on target, contributing ~31% to of the total damage bonus at 3 status on target(165+3x120=525 165/525 =~,3142 -> ~31%) at which point any other elemental mod is a better choice.

    It's basically the same now with CO what happend with chroma with his last rework. You want to use Chroma or CO ditch base damage mods and rivens. You want to use both? Well you can with heavily diminishing returns and still definately ditching PPP and damage rivens for better results.

  9. Just wanted to leave here that I don't like the change to BR and CO not interacting with other mods at all. Now, both mods invalidate the usage of any other source of crit chance (BR) and (with the right set up/weapon) damage mods (CO).

    BR on it's own outperforms any other CC mod at 2x combo. Same with CO, which outperforms maxed out primed preasure point at 2 status on target.

    If that change was supposed to create more variaty in weapon choices it's even more questionable because you now can't help weapons with sub par crit with other souces of crit chance to work the same as weapons with beter crit stats, invalidating the "bad" weapons.

    I'm not asking to revert the change to these mods completely as I support limited scaling to our damage (and enemy EHP) but to reconsider the functionality and (lack of) interaction with the current iteration of these mods.

  10. vor 2 Minuten schrieb 844448:

    Means there's still some challenges that require you to play well or have some knowledge, otherwise you would never die or fail from that

    Still no challenge? Let's balance things out yeah? Surely you don't mind having enemies that hit harder or slightly tougher or your gears balanced for the sake of having a challenge

    Where is your point regarding rivens? None of this justifies the arbitrary means of aquireing a riven for a favorite piece of gear.

  11. vor 1 Minute schrieb 844448:

    You haven't seen multiple layered RNG yet, this is very mild

    No challenge to begin with? I really doubt you never died or failed a mission before and rivens as you said on meta weapons, it will have massive impact where more people can stack more stats so I don't think you've thought about this

    Oh I've failed many missions because of deaths. It was either bad play or missing knowledge but never not bringing gear with a riven. There have been builds that allowed to do any level of content imagiable with ease, before rivens even existed. I don't use rivens, for reasons mentioned above.

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