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Loli-kon

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Posts posted by Loli-kon

  1. Thanks for the insight Emilot.

    Went back and tried doing test to see the actual damage inflicted on the hp with and without multishot.

    The tests concluded that multishot does NOT change the actual damage inflicted. This was tested on an opticor with nothing (as control) and a single split chamber mod (as test) on corpus crewman lvl 50. The damage done to the hp bar was the same regardless of control or test which leads me to believe multishot is somehow bugged on opticor... (unless I screwed up badly which I in fact welcome cause I hope this isn't an actual thing). Any further input from the community would be greatly appreciated.

  2. Hey folks hoping someone can set me straight.

    So I have this opticor riven with 120% multishot, and combined with split cham it totals to +200% multishot.

    I am aware that multishot technically doesnt change the damage since all it does is fire an additional beam according to the %, but for some reason the additional bullets dont change the ingame damage numbers. Using a maxed heavy cal I can visually confirm 3 beams, but the damage number is still equivalent to just a single beam. Shouldn't the ingame damage numbers sum all the damage done by each beam, for a sum of 3 x the damage of a single beam? I've been doing a lot of tests in the simulacrum and the damage number with no multishot is the same as that with +200% multishot. All the beams are hitting the same location on the target, and I always only see one damage number regardless of multishot. I'm honestly going crazy right now...

    Hope someone can save me from destruction...

  3. I have a flux rifle, ignis, spectra, and synapse, and I can safely say none of them are netting me the damage numbers they ought to be doing according to the stats in the arsenal. So either the arsenal is bugged, or the continuous weapons are. I really wish DE would post more "known issues" threads, we still have no idea of they're even going to "fix" the lack of Ember Prime's polarity slot.

     

    Try doing what I did and go test the damage on the sabotage car things.

     

    You should be noticing that the ammo use is significantly less when modded vs not modded.

     

    I don't think the arsenal is bugged; it's probably just that the damage you see in-game is not reflective of the arsenal.

    Someone above said you see more numbers popping. I personally didn't test this, but my testing with ammo use satisfied me so.

  4. I don't get what you want answered here.

     

    The mod priority is working as intended. What's happening for elemental weapons is that their damage type (be it elec, fire, toxin, whatever) does not count as a mod (duh).

     

    So what happens is: let's say you have Ignis. It's fire elemental damage. Now let's say you want Blast (fire + cold), so you add cryo rounds.

    And you get blast as intended due to the mix of cryo round and the innate fire elemental.

     

    Now let's say you want to add electricity damage on top of that. So you add Stormbringer intending to get Blast and electricity.

    In reality you get Magnetic and fire BECAUSE the mods of cryo round and stormbringer mix together. When multiple elemental mods are brought in, the innate elemental is not involved in mixing priority simply because it's not a mod. You need to have a separate Hellfire mod equipped in order to achieve the desired effect.

     

    In simpler words, yes the system is working correctly and is intended.

     

    And yea don't be posting vids instead of words, even though I watched like 5 mins of it to get what was happening. 

  5. Here's how continuous-fire weapons work.

    They deal a very, very large number of tiny damage tics. These tics are added up until they reach an arbitrary number and then displayed to the user. Increasing the size and/or number of the tics does not increase the aforementioned number. It simply causes it to be displayed more often.

    Base-Damage and Multishot mods are working just fine.

     

    So what I gather from this is that multishot, let's say for Ignis, should cause more damage numbers to be displayed.

    However, when I tested on mobs using 1 ammo at a time, I only saw 1 damage number popping up.

    Now, I don't claim to know precisely how multishot works for continuous fire weapons, but if the mod does work, shouldn't we be seeing 2 damage numbers with 1 ammo?

    Since the purpose of multishot is to effectively create another "shot", the mob should be hit twice and thus should show 2 damage numbers. 

    I know what I saw in my tests (unless I'm delusional). If someone else could do what I did and prove/disprove my results, that'd clarify a lot of things.

    I'm gonna go do more tests.

     

    Edit: So I just went and did a sabotage mission and tested clean Ignis vs Multishot-only Ignis.

    In 4 kills, clean Ignis used 80-84 ammo per car-thingy. 

    In 4 kills, multishot-only Ignis used 44-46 ammo per car-thingy.

    Conclusion? Multishot is working. Though I do not understand why only 1 damage number shows up.

  6. Just did some more testing with Ignis, and I have reason to believe Multishot may be bugged as well.

     

    Did one-tick damage trials on infested, and always yielded one damage pop-up.

     

    IF multishot was working, then the chance of me getting no multishot in 20+ trials is 0.1^20.

     

    Pretty unlikely.

  7. I'm just gonna confirm:

    You guys are keeping track of when the slow effect of stomp actually ends right?

     

    Pretty sure y'all know this, but you can't use stomp til the effect animation's done.

  8. Hey guys,

     

    Some of these (maybe even all) have probably been said by others, but I ain't gonna go search where they are. Besides probably good to keep these things updated so new people can see em.

     

    Vortex: seems that whenever I use it, it grabs me in a death grip and drags me into it. Can't even try to move out of it.

    Ignis: Serration seems to have no effect on this guy (was doing 30-37 on chargers, and still the same dmg range after rank 12 Serration).

    Acrid: Most notably the DoT does 8-10 dmg (for me atleast) per tick when its supposed to do 18.

    Torid: Everyone knows what's up with this guy. No elementals seem to be working for this guy (tested both Cryo and Hellfire). Dmg on direct hit is working properly. My gas clouds weep.

    Any weapon that had Physics Impact in Dmg 1.0: no more "pin-em-up" for you guys it seems. Though this could be intentional as there is no longer a Physics mechanic (I think?).

     

    And someone mentioned Bastille's being stupid. It's working for me properly.

     

    Anything else I missed, feel free to point em out. I wanna know what new things pop up I guess. Will keep adding things.

     

    Edit: Welp Heavy Caliber doesn't seem to work with Ignis either.

     

    Moar edit: Think I have a good idea why elementals don't seem to work for some weapons. Just ran an ext mission with a clean Flux with only a maxed Hellfire. Saw the enemies catch fire maybe 10 out of the 100 that i killed. My Flux also had 9% status at that time. Pretty sure I'm not the only one who noticed this, but I think the elemental effects are now set at a chance rate instead of being 100% as it was in dmg 1.0. If this is true, then iunno. Makes my Ogris, Flux, and Torid pretty much useless at the moment. Sadness. Someone prove me wrong please.

  9. Wait I'm confused.

     

    Are we talking about range or strength?

    If it's strength, then assuming you have max Overextended and no Focus, the limit on Bastille is 5. No problems here.

    If it's range as in the actual diameter of Bastille, then maybe something's wrong.

     

    And I'm pretty sure you know this, but range doesn't affect the number of enemies effected.

  10. Hey folks,

     

    So. Checked the stats for my Flux rifle and Acrid.

    Flux = 150/s dmg (used to be 200/s dmg)

    Acrid = 20/shot (used to be 25/shot)

     

    Is this a bug, or did DE nerf these guys?

     

    I REALLY hope this is a bug... really.

  11. I agree with KingKeif.

    I'm not sure people should "abuse" support tickets like this. Yea it's unfortunate that you sold a frame or weapon by accident, but it serves as a lesson not to **** up next time. If people can just regain what they lost, support tickets are gonna be swarmed, when other issues such as bugs or plat related issues could potentially be bogged down by the amount of request for rollback.

    Not even sure if it is a roll back. If support gives you a brand new frame then that's cool, but if it gives you the exact copy (forma, etc) without taking out the credit gained, then something's veryyyyy wrong here.

  12. Think anything you pick up as drops you keep no matter when you extract.

    The only thing that is affected by when you extract is the extraction reward every 5 rounds.

    Meaning, you don't get any of the previous extraction rewards you passed up to stay longer.

  13. If it matters at all, I encountered a similar problem when I was spamming 4 Vortexes at the same time.

    Although the difference for me is that FPS would drop, then come back up, then drop.

    And if I stopped using Vortex the FPS rose back up to where it's supposed to be.

    I was the host at the time, and everything went smooth til I decided to spam Vortex.

    And yes someone was using Ignis if I remember correctly.

  14. Live enemies are supposed to be hit when you shoot them. Imagine shooting an ancient bearing down on you and because you are using puncture the damage numbers are not rolling off him but the small fry behind him.

    If my interpretation of this is correct, then you are saying that if my Ogris with puncture hits an Ancient, that Ancient will not take any damage. This is wrong, because what puncture does is it allows multiple enemies to be hit with a single shot (and ofc go through objects). For example, a Flux Rifle with puncture on will hit the first enemy, damage it, then pierce through to hit another mob behind the first enemy (assuming the puncture rate is enough). I am pretty sure this is how puncture was meant to work, because what's the point if puncture ignores the first enemy?

     

    In regards to Ogris specifically, puncture allows the rocket to pierce through the first enemy, preventing it from exploding. The first enemy still gets damaged, but it is damaged by the shot alone, not the explosion. So after the rocket has pierced through, anything it hits after causes the rocket to explode if it has used up the puncture distance. 

     

    On a side note, I figured out that apparently the body of an Ancient is "thicker" than 1.2 max puncture rate. Gotta shoot the legs to go through.

     

    Sorry for long post folks.

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