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PsycloneM

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Posts posted by PsycloneM

  1. Continuing from the conclusions of a topic I posted last week, certain weapons do not apply the correct damage multiplier for prompted finishers.

     

    Prompted finishers (stealth finishers and counterattack finishers) deal a high percentage of the equipped melee weapon's total damage as finisher damage. The damage multiplier is observed to be a product of the stealth attack multiplier (4x) and the innate finisher multiplier of the equipped weapon (3x, 4x, or 6x). 

     

    - Staves, polearms, daggers, and dual daggers have a 3x multiplier for prompted finishers. 

     

    Serro (75 base damage, +60% damage from Steel Charge):

    Stealth finisher

    Counterattack finisher (front)

    Counterattack finisher (rear)

    75 x 1.6 = 120

    120 x 4 x 3 = 1440.

     

     

    - With the exception of hammers, all other weapon types have a 4x multiplier for prompted finishers.

     

    Dakra Prime (60 base damage, +60% damage from Steel Charge):

    Stealth finisher

    Counterattack finisher (front)

    Counterattack finisher (rear)

    60 x 1.6 = 96

    96 x 4 x 4 = 1536.

     

    Inconsistencies are to follow.

     

     

    - Hammers are supposed to have a 6x multiplier for prompted finishers.

     

    Jat Kittag (80 base damage, +60% damage from Steel Charge):

    Stealth finisher

    Counterattack finisher (front)

    Counterattack finisher (rear)

    80 x 1.6 = 128

    128 x 4 x 6 = 3072.

     

    From these images, you can see that the Jat Kittag's stealth finisher is dealing less damage than its counterattack finishers. It appears to be using a 4x multiplier instead of the 6x multiplier for hammers: 128 x 4 x 4 = 2048.

     

     

    - Daggers are supposed to have a 3x multiplier for prompted finishers.

     

    Dark Dagger (35 base damage, +60% damage from Steel Charge):

    Stealth finisher

    Counterattack finisher (front)

    Counterattack finisher (rear)

    35 x 1.6 = 56

    56 x 4 x 3 = 672.

     

    The stealth attack multiplier does not apply to the rear counterattack finisher. Only the daggers' innate 3x multiplier is used: 56 x 3 = 168. This is also evidenced by the lack of yellow font for the damage value.

     

     

    - Weapons using the newest stances (Kronen, Silva and Aegis, and Venka) are supposed to have a 4x multiplier for prompted finishers.

     

    Kronen (65 base damage, +60% damage from Steel Charge):

    Stealth finisher

    Counterattack finisher (front)

    Counterattack finisher (rear)

    65 x 1.6 = 104

    104 x 4 x 4 = 1664.

     

    Silva and Aegis (35 base damage, +60% damage from Steel Charge):

    Stealth finisher

    Counterattack finisher (front)

    Counterattack finisher (rear)

    35 x 1.6 = 56

    56 x 4 x 4 = 896.

     

    Venka (37 base damage, +60% damage from Steel Charge):

    Stealth finisher

    Counterattack finisher (front)

    Counterattack finisher (rear)

    37 x 1.6 = 59.2

    59 x 4 x 4 = 944.

     

    For these weapons, none of the counterattack finishers are receiving the 4x stealth damage multiplier. Only the innate 4x multiplier is used: 104 x 4 = 416, 56 x 4 = 224, and 59 x 4 = 236. Again, this is also evidenced by the lack of yellow font for the damage values.

     

     

    To summarize:

     

    • Stealth finishers from hammers do not use their innate 6x finisher multiplier. The default 4x finisher multiplier is used instead. This has been tested with the Fragor, Jat Kittag, and Magistar.
    • Rear counterattack finishers from daggers do not use the 4x stealth attack multiplier in the damage calculation. This has been tested with the Dark Dagger, Karyst, and Sheev. Only applies to single daggers as dual daggers yield the expected damage values.
    • All counterattack finishers from the Kronen, Silva and Aegis, and Venka do not use the 4x stealth attack multiplier in the damage calculation.

     

    Other weapon types might have similar inconsistencies, so I'll update this list if I find any.

  2. To be honest, I'm a little disappointed with Radial Javelin's proposed changes assuming those are the only changes it will be receiving in the upcoming rework.

     

    Radial Javelin launches a limited number of javelins that are obstructed by the environment, it lacks any sort of long-term utility, and it has an incredibly long cast animation. The proposed changes only provide a solution to a couple of those issues.

     

    Radial Javelin could benefit from a faster recovery animation, as well as the ability to incapacitate enemies by impaling them to walls as the ability description states. To make up for the damage loss the ability received in Damage 2.0, as it once dealt armor-ignoring physics impact damage, the ability could have a bleed proc with a high status chance and be tied to the melee combo counter. Successful attacks would add to the counter, and the damage would be affected by the combo multiplier.

     

    As for Slash Dash, I completely agree with the OP. Slash Dash's status chance could be increased (not to 100%, but somewhere between 25% to 50%) while allowing the ability to be tied to the melee combo counter.

  3. Several months ago in a couple of devstreams, we saw previews of new finisher animations for Valkyr's Hysteria that were to be included in the ability's rework. This seems to be her finisher animation that's executed from behind, and

    is the one that's executed from the front.

     

    With the rework already in place, Valkyr still uses Furax animations when performing stealth finishers, counterattack finishers, and ground finishers while in Hysteria. I'm curious to know whether her intended finisher animations are still a work in progress, or perhaps there was an issue with their implementation.

  4. No problem and agreed! My post was very last-minute in regards to this week's patch release, and we received confirmation of an upcoming fix in less than 12 hours.

     

    There are still a couple of issues to work out: stealth finishers and counterattack finishers no longer deal the same damage, and Valkyr still uses Furax animations while performing finishers in Hysteria. I posted what appears to be Valkyr's finisher animation that's executed from behind, and this

    seems to be the one executed that's from the front. None of these animations are used in-game.

     

    I'll discuss the animations in a relevant forum as I wouldn't consider their absence to be bugs.

  5. Just updating this topic after a bit of testing.

     

    • The issue with Hysteria has been resolved. After ending Hysteria, the Fragor's counterattack finisher inflicts 2112 damage and uses the correct animation.
    • Hysteria's finisher animations (including ground finishers) still use Furax animations. This is one example of a finisher animation that was shared on a devstream that Valkyr currently does not use.
    • Stealth finishers and counterattack finishers used to have the same damage formula. Using the same Fragor with 55 base damage and +60% base damage, both finishers should be dealing 55 x 1.6 x 24 = 2112 damage. However, instead of using the finisher damage multiplier for hammers, stealth finishers are using the default 16x multiplier.

    gZFprb7.jpg

     

    That's 55 x 1.6 x 16 = 1408 damage for the Fragor's stealth finisher. The animation is correct: Valkyr kicks down on the Lancer's leg and clobbers him. It's the damage that does not reflect the weapon Valkyr is using. I should mention that Hysteria was not involved in this test, so the issue appears to be present at all times.

  6. "Prompted finisher" refers to stealth finishers and counterattack finishers, both of which prompt the player to press a button to execute the attack. Both of these executions deal the same amount of damage and damage type. None of the screenshots I took are of ground finishers.

     

    Attacks (not finishers) on unalerted enemies deal 4x damage across the board. Prompted finishers increase that multiplier further, depending on the type of weapon, and also change the damage type.

     

    The point of the post was to show that Hysteria will cause the equipped weapon to behave like a fist weapon in regards to prompted finisher animations and their damage calculations. I also wanted to point out that all of Valkyr's finisher animations, including ground finishers, still use fist weapon animations while Hysteria is active.

     

    Thanks, Rebecca. I'll check it out later tonight to see if everything's cleared up.

     

  7. So I'm sure you all are aware at this point that prompted finishers will deal a high percentage of your melee weapon's total damage as finisher damage, and that the exact percentage depends on the weapon that's used. For instance, finishers caused by hammers deal 24x total melee damage.

     

    Here is a Fragor with 55 base damage and +60% damage from Steel Charge:

    gtx2S0i.jpg

     

    55 x 1.6 x 24 = 2112. Notice how the finisher animation utilizes the Fragor as you would expect.

     

     

    I activated Hysteria. After the ability expired I performed another finisher, and here's what I'm seeing:

    PAxaLkt.jpg

     

     

    Not only is Valkyr performing a finisher animation as if she has a Furax or any other fist weapon equipped, but the finisher damage has been reduced. Finishers from fist weapons deal 16x total melee damage:

     

    55 x 1.6 x 16 = 1408.

     

     

    So it seems to be the case that once Hysteria expires, the melee weapon performs finishers as if a fist weapon was equipped. On a side note, it should also be noted that Hysteria's prompted finishers and ground finishers still use fist weapon animations and not the customized animations displayed in a particular devstream. I'm curious if this is a related issue.

  8. Sorry but i have to turn my bash mode on^^..... i´m seeing a lot of suggestions for "an additional effect" on Super Jump! Really???? oO

    What the hell would that accomplish??

     

    It could potentially give Super Jump a new function outside of mobility and initiation that would be useful, regardless of the height restrictions of the level. There are players that use Super Jump regularly, so I would not completely agree with scrapping the power and replacing it with something new.

     

    I can't say I'm a fan of turning Super Jump into a slower Slash Dash that follows a parabolic trajectory, so I can agree that adding a damage component is not the right way to approach this in my opinion. However, you say that Super Jump with an AoE effect on liftoff/landing would lack utility. If this AoE dealt no damage but caused all enemies in range to be knocked over, that would prove useful. Even if you are in a height-restricted room and cast Super Jump near a group of enemies, you don't have to worry about flying helplessly since all enemies around you are going to recovering from the knock down.

     

    That said, I think Super Jump could benefit from more than one effect and still be worth its cost. As a comparison, Paralysis has the capability to stun enemies, to damage them based on the amount of shields drained from Valkyr, and to leave stunned enemies open to prompted finishers that deal very high single-target damage—all for half of Super Jump's energy cost.

     

    • Super Jump could have a non-damaging AoE knockdown effect that triggers on activation. All enemies within a certain radius of Excalibur will be knocked down as the jump is performed.
    • The moment Excalibur gains control of his abilities after performing the jump (which happens near maximum height) Excalibur's melee weapon becomes imbued with energy. This will trigger a melee-focused buff that lasts for a short period of time. Examples of a melee-focused buff include:
      • Increasing the melee weapon's channeling damage by a respectable percentage (affected by power strength) that lasts for a limited number of attacks.
      • Granting Excalibur cost-free channeling damage (equal to the channeling damage of the weapon) for a very limited number of attacks.
      • Improving Excalibur's stamina recovery rate and/or maximum stamina by a respectable percentage (affected by power strength) for a short duration.
      • Increasing the melee weapon's status chance and/or critical chance by a respectable percentage (affected by power strength) for a limited number of attacks.

     

    For buffs that are applied in a limited number of attacks, I would imagine each attack acting as "charge." The number of charges would be visible in the UI to let the player know how many enhanced attacks are remaining. The stamina buff could be applied the moment Excalibur lands, and the ability timer could appear in the UI as normal. 

     

    I think Super Jump having one of these buffs would be interesting as there are currently no other powers that can boost these weapon stats. I would also argue that a melee buff could improve the synergy of Excalibur's powers, especially with Radial Blind's stealth damage multiplier (which typically only works for the first hit).

     

    Super Jump could be used to reach higher elevations, to initiate certain attacks/abilities, or to provide short-range CC. Excalibur could then have a melee buff applied that would supplement the rest of his offensive capabilities.

  9. Slash Dash

     

    • Slash Dash could add to the Melee Combo Counter (increasing the counter by one for every damaged enemy), as well as be affected by the Combo Counter Multiplier.
    • In addition, Slash Dash's status chance could be increased to a respectable value, somewhere between 25% to 50%.

     

    I'm seeing people here and elsewhere on the forums suggesting that the status chance should be boosted to 100%. This would be too powerful in my opinion. Most abilities of similar cost that are able to deal high amounts of damage do so to a limited number of enemies per cast. For instance, Shuriken has a 100% status chance (bleed DoT), but can only hit a maximum of two targets per cast. Slash Dash obviously doesn't have such a limitation; with a 100% status chance you can potentially charge into a large group of enemies, and everyone that's hit would suffer a bleed DoT that scales with Slash Dash's damage.

     

    With a moderate status chance, say 35%, Slash Dash would have the highest probability to proc against 3-4 enemies among a group of 10 (25.2% for 3 and 23.8% for 4). Having a moderate status chance would encourage players to use Slash Dash in such a way to maximize the number of enemies hit in one cast: not only will it increase the probability of inflicting bleed DoTs on more enemies, but striking more enemies will affect the melee combo counter—boosting Slash Dash's damage as well as any bleed DoT.

     

    Finally, these sort of changes could bring Slash Dash a little closer to its Damage 1.0 roots. Slash Dash once dealt serrated blade damage: it completely ignored enemy armor, and dealt three times more damage to light Infested units. With Damage 2.0 enemy resistances and Slash Dash's currently low status chance, the power's damage potential has suffered (although it still remains a great mobility tool).

     

     

    Radial Javelin

     

    • Similar to Slash Dash, Radial Javelin could add to the Melee Combo Counter, as well as be affected by the Combo Counter Multiplier.
    • In addition, Radial Javelin's status effect could be turned into a forced bleed proc with a status chance somewhere between 50% to 100%.
    • Radial Javelin's post-cast animation could be replaced with one that has a much faster recovery time.
    • Javelins could have increased punch through (similar to a charged Lanka projectile or greater) in order to resolve the issue of objects acting as obstructions.
    • Enemies hit by javelins could be impaled to surfaces (regardless if they're killed by the damage) over a duration that changes with rank. Impaled enemies could be completely incapacitated over the duration. If a javelin strikes multiple enemies, all damaged enemies will be pinned together.

     

    Melee combat, as well as successful Slash Dashes, will help increase the damage potential of Radial Javelin and vice versa. This could greatly enhance the synergy among Excalibur's offensive capabilities.

     

    If Radial Javelin is to help Slash Dash and standard melee combat, there has to be enough time after Radial Javelin's animation for Excalibur to continue attacking to keep the counter going. As it is now, Excalibur spends way too much time pulling his sword out of the ground. It looks cool, but it's cumbersome, leaves Excalibur vulnerable, and would be a hindrance to a player who is trying to prevent the combo counter from resetting.

     

    Radial Javelin not only launches a fixed number of projectiles at enemies within range, the projectiles lack any sort of punch through. The suggestion to improve the punch through (on the order of several meters) would help alleviate the problems Radial Javelin currently faces when it comes to obstructions in the environment. While Super Jump provides a decent workaround by increasing the height at which Radial Javelin is cast, using one ability in order to make another function at a basic level should not be a requirement.

     

    Currently, Radial Javelin (along with several other first generation warframe ultimates) has a noticeable lack of utility. Radial Javelin's description states, "Launches javelins towards enemies, dealing high damage and impaling them to walls." I would like to see the latter part of that quote in action against all damaged enemies. Surviving enemies could be pinned to walls, unable to retaliate as they struggle and grasp the hilt of the javelin in agony.

     

    I should also mention that because Radial Javelin has the unique property of launching a limited number of projectiles within an AoE, as opposed to affecting an unlimited number of enemies within an AoE, Radial Javelin's utility should be very effective as compensation (as less enemies are likely to be affected in comparison).

     

    Finally, I've suggested the forced status effect to give Radial Javelin the strength it once had when it dealt physics impact damage in Damage 1.0 which ignored the armor of most enemies.

     

     

    Radial Blind and Super Jump

     

    I trust that the effects of Radial Blind will not be as restricted as they were in U14.6. I would like to see Radial Blind as a ability that requires the player to think about how to use the power to its greatest effect through timing and positioning, but I also believe its potential as a CC tool should not be so diminished. The proposed changes look good, so we'll have to see how everything plays out. As far as suggestions go:

     

    • Radial Blind could have an ability timer in the UI.
    • The blind visuals (smoke escaping from victims' eyes) could be reinstated. Currently those effects are no longer in place, and so it's become more difficult to know which enemies are actually blinded.

     

    Regarding Super Jump, I fully agree that this power could have some additional effect to make it a little bit more than a mobility/initiation tool. Ideally, this additional effect would also improve the synergy of the rest of Excalibur's powers. Unfortunately, I don't have an idea at this time.

  10. BANSHEE:

     

     

    SONIC BOOM

     

    POWER RANGE (METERS): 10 / 12 / 13 / 15

    DAMAGE: 25 / 35 / 40 / 50

    POWER STRENGTH: 20 / 40 / 50 / 60

    DRAIN: 0 / 1 / 2 / 3

    CONCLAVE: 10 / 10 / 30 / 50

     

    - Everything looks fine with the exception of the ambiguous "power strength" stat. What exactly is this stat referring to? I'm interested because up until now, I assumed Sonic Boom's damage was the only stat that could be considered a power strength stat. Clarification here would be appreciated.

     

     

    SONAR

     

    POWER RANGE (METERS): 20 / 25 / 30 / 35

    POWER DURATION: 10 / 15 / 20 / 30

    CRITICAL MULTIPLIER: 2 / 3 / 4 / 5

    DRAIN: 4 / 5 / 6 / 7

    CONCLAVE: 20 / 20 / 40 / 60

     

    - Everything looks good. No complaints.

     

     

    SOUND QUAKE

     

    POWER RANGE (METERS): 12 / 15 / 18 / 20

    DAMAGE PER SECOND: 125 / 150 / 175 / 200

    ENERGY PER SECOND: 25 / 18 / 15 / 12

    DRAIN: 10 / 11 / 12 / 13

    CONCLAVE: 50 / 50 / 85 / 120

     

    - The moment Banshee's hands make contact with the ground during the cast animation, damage is inflicted in a small area of effect. I think it would be nice to know just how large that area is.

     

     

    I'll update this post when I can obtain a rank-0 Silence.

  11. I noticed that a couple of "ability mod feedback" threads have popped up since since I made this topic. You guys are free to discuss ability stat feedback here. I made this topic for that very reason.

     

     

    ASH:

     

     

    SHURIKEN

     

    SHURIKENS: 1 / 1 / 2 / 2

    DAMAGE: 100 / 250 / 350 / 500

    DRAIN: 0 / 1 / 2 / 3

    CONCLAVE: 10 / 10 / 30 / 50

     

    - Shurikens will only seek enemies within a limited range. I'm noticing this value to be roughly 60 m. Having the exact value would be appreciated here.

     

     

    SMOKE SCREEN

     

    POWER DURATION: 2 / 4 / 6 / 8

    DRAIN: 4 / 5 / 6 / 7

    CONCLAVE: 10 / 10 / 20 / 30

     

    - Enemies within Smoke Screen's area of effect are staggered momentarily. The radius of this area of effect (10 m) should be specified.

     

     

    TELEPORT

     

    POWER RANGE (METERS): 20 / 45 / 45 / 60

    DRAIN: 6 / 7 / 8 / 9

    CONCLAVE: 10 / 10 / 30 / 50

     

    - No complaints here. Everything looks good.

     

     

    BLADE STORM

     

    TARGETS: 9 / 11 / 13 / 18

    POWER RANGE (METERS): 15 / 20 / 22 / 25

    DAMAGE: 750 / 1000 / 1500 / 2000

    DRAIN: 10 / 11 / 12 / 13

    CONCLAVE: 50 / 50 / 85 / 120

     

    - The maximum number of attacks Ash can perform (assuming there really is a limit) as well as the targeting range limit (50 m) should be specified.

  12. I've been wanting to see ability stats ever since Damage 2.0 was released. While I do enjoy testing to understand warframe mechanics and sharing my results in the forums, this kind of information should already be in the game. At long last, ability stats are finally here.

    I made this topic in order to discuss any inconsistencies (ability stats not matching in-game observations), missing or misleading information, and possible improvements to the system.

    I'll start off by discussing Nova's abilities. Unfortunately, I do not have a rank-0 Worm Hole or Molecular Prime to test. If anyone could share their listed stats from the UI I'd be grateful.


    NOVA:


    NULL STAR

    ANTI-MATTER PARTICLES: 3 / 4 / 5 / 6
    POWER RANGE (METERS): 7 / 8 / 10 / 12
    DAMAGE: 80 / 100 / 120 / 150
    DRAIN: 0 / 1 / 2 / 3
    CONCLAVE: 15 / 15 / 33 / 50

    - As I mentioned in the Naming Consistency topic, "antimatter" is one word and does not require a hyphen. Considering that "antimatter" and "anti-matter" are both used throughout Nova's descriptions, it's best to stick with "antimatter" for consistency.

    - The listed damage does not match in-game observations. I'm seeing Null Star's antimatter particles dealing 100 / 125 / 150 / 200 damage. This could simply be a case of values in data not matching what's used in script.


    ANTIMATTER DROP

    POWER RANGE (METERS): 5 / 8 / 10 / 15
    DAMAGE MULTIPLIER: 1 / 2 / 3 / 4
    DRAIN: 4 / 5 / 6 / 7
    CONCLAVE: 15 / 15 / 38 / 60

    - The 100 base damage of the power isn't listed. The particle also deals 10 damage on contact. I understand that these values do not change with rank, and so these stats are not required for the mod fusion UI.


    In regard to any ability stat that does not change with rank:

    - Damage type, status chance, energy cost, and other ability stats that do not change with rank are not being displayed. While this information is not vital for mod fusion, I do think this information (as well as the rest of the currently displayed stats) should be available in the Arsenal. We should be able to place the cursor over an ability mod in our warframe's loadout and view its stats on the left side of the screen as if it were a weapon.

    - We can equip mods on our weapons and see how their stats are affected. We should be able to do the same for abilities. It would be nice to know how Blind Rage is affecting my power's energy cost, or to see the types of damage Radial Javelin inflicts, or to understand how Overextended is reducing my power strength without relying on external sources.

  13. Freeze Damage ----> Cold Damage

     

    - The former is used in the descriptions of specific mods: Cryo Rounds, Rime Rounds, Chilling Grasp, Frigid Blast, Deep Freeze, Ice Storm, Frostbite, North Wind, and Vicious Frost.

    - The latter is used for weapon stats in the UI.

     

     

    Fire Damage ----> Heat Damage

     

    - The former is used in the descriptions of specific mods: Ember's Fireball, Ember's Accelerant, Incendiary Coat, Hellfire, Heated Charge, Molten Impact, Wildfire, and Blaze. "Fire damage" is used in the descriptions of tips in the UI. It's also used in the weapon descriptions of the Heat Dagger and Heat Sword.

    - The latter is used for weapon stats in the UI.

     

     

    Poison Damage ----> Toxin Damage

     

    - The former is used in the descriptions of specific mods: Infected Clip, Malignant Force, Contagious Spread, Toxic Barrage, Pathogen Rounds, Pistol Pestilence, Fever Strike, and Virulent Scourge. Saryn's Venom also uses "poison damage" in its mod description, despite dealing viral damage.

    - The latter is used for weapon stats in the UI.

     

     

    Anti-matter ----> Antimatter

     

    - The former is used in the descriptions of specific mods: Nova's Null Star, and Nova's Molecular Prime. "Anti-matter" is also used for Null Star's stats in the UI during mod fusion.

    - The latter is used for Nova's warframe description, as well as Antimatter Drop's name and description.

     

    "Antimatter" does not require a hyphen.

  14. Reckoning:

    • Fixed an issue with Oberon's Reckoning blinding enemies around the caster and not the slammed targets.

     

    Now I can observe the blinding effect. I've updated Reckoning's wikia article in response to this change. Unfortunately, range is a quantity I cannot accurately measure. Now that warframe ability stats are being added to the UI (as seen when fusing select mods), hopefully we can acquire this information down the road.

     

     

    Hallowed Ground:

    • Armour boosted by 5/10/15/20% per rank for all Allies on Hallowed Ground, with stacking being explored on multiple casts.

     

    This quote is from the U14.5 patch notes. I've given feedback about the armor boost; however, the point of referencing this statement is to find out whether stacking is still being considered. A couple of updates have passed, and the armor boost still does not stack with multiple casts.

     

     


    So, if you had enough energy, you could keep someone in bleedout forever?

     

    With very high power duration and a constant supply of energy, it seems like it would be possible.

  15. • Radial Disarm will now deal damage to Infested enemies in addition to losing their weapon if applicable.

     

     

    After a night of testing, I'm noticing that mutalist ospreys are the only Infested unit that are not damaged by Radial Disarm. I just wanted to report this in case this behavior is unintended.

     

    I also assume that Infested enemies losing their weapons will become applicable once new enemy types are introduced to the faction. As of now, mutalist ospreys are the only units that lose their abilities while disarmed.

  16. This is just a friendly reminder in case this hasn't been logged. As of U14.5.2, Absorb's passive energy drain is still 7 E/s as opposed to the advertised 4 E/s. I don't know what's in store for this power considering the amount of feedback it's received since its most recent change. However, as of now, Absorb's behavior doesn't match what's described in the patch notes.

  17. As host, I can't say I'm observing any issues with Renewal and the bleed out timer. Renewal does not have to be active on a player before they enter the bleed out state. It's also important to note that the 15 / 13 / 12 / 10 second duration applies to the bleed out slow, and that energy is drained as usual. With maximized power efficiency, the slow will be reduced to 0.45 x 0.4 = 18%. The timer will progress at 1 - 0.18 = 82% normal speed, and advancing 1 second on the timer will take ~1.22 seconds in real time. That difference will probably go unnoticed in many cases.

     

     

    I tested +30% and +157% power duration on Renewal. With +30% power duration, the slow becomes 0.45 x 1.3 = 58.5%. The bleed out timer will progress at 1 - 0.585 = 41.5% normal speed, and advancing 1 second on the timer will take ~2.41 seconds in real time. Since the slow duration is 10 / 1.3 = ~7.69 seconds, I should be able to measure how long it takes for the timer to progress 1 second while Renewal is active with no problems. Here are the results:

     

    ZDjkk8z.jpg

     

    After three trials, I'm getting an average of 2.41 seconds as predicted. I can also use this average to estimate the value of the slow percentage. Everything checks out.

     

     

    With +157% power duration, I have to change my methods. The slow becomes 0.45 x 2.57 = 115.65%, and the timer will progress at 1 - 1.1565 = -15.65% normal speed. The negative sign indicates that the timer will actually reverse; it will take ~6.39 seconds in real time for the timer to go back 1 second. Since the slow duration is now 10 / 2.57 = ~3.89 seconds, Renewal will expire before I can complete the measurement.

     

    Instead, I estimated how much time was added to the bleed out timer while Renewal was active. I recorded how long 1 second on the timer would last in real time while subtracting Renewal's duration. Since it takes ~6.39 seconds in real time for the timer to go back 1 second, it should take ~3.89 seconds in real time (Renewal's duration) for the timer to go back ~0.61 seconds. The latter is what I intended to estimate. Here are the results:

     

    8IcwTAo.jpg

     

    After three trials, I'm getting an average of 0.63 seconds. The negative sign again indicates that time went in reverse. I also used the average to estimate the slow percentage. Both estimations are very close to their predicted values.

     

     

    So, at least as host, Renewal's effect on the bleed out timer seems to be fine.

  18. You are complaining about an OP ability still being OP? Nicely done!

     

    Complaining? I'm testing and sharing results, and I've been doing that here for the forum and wiki for a long time now. My observations don't match what's mentioned in the patch notes, and I'm letting the developers know. There's nothing more to it than that.

  19. Nyx Changes:

    • Nyx’s Absorb has had it’s passive energy drain significantly reduced from 10 energy per second to 4 energy per second, and instead now has an energy drain based on incoming damage. This drain is 8 energy per 1000 damage. These drainage values are affected with the use of mods.

     

     

    My first concern is that I have never observed a 10 energy/second drain from Absorb before the update. By recording 60 FPS movies while Absorb was active, and using QuickTime to measure time to the nearest hundredth, I have been observing a passive energy drain of 7 energy/second. This is from using an unmodified Nyx with her default helmet.

     

    It's mentioned in the patch notes that Absorb's passive energy drain is now 4 energy/second, and that 8 energy is drained for every 1000 damage absorbed. The latter is definitely working. With Streamline and Vespa, absorbing 12205 damage caused Nyx to immediately lose 54 energy. That's ( 12205 / 1000 ) x 8 x ( 1 - 0.3 - 0.15 ) = 53.7 ---> 54 energy.

     

    However, I'm not observing a passive energy drain of 4 energy/second. With an unmodified Nyx, I recorded the amount of time it took for Absorb to drain 10 energy. Here are the results:

     

    76Hhf3C.jpg

     

    I'm still seeing the original 7 energy/second drain. It does not seem as though Absorb's passive energy drain was changed with the update.

  20. I'd have to test more, but it seemed rather effective from my usage so far. Damage dealt to anyone in my squad reduced dramatically after a reckoning, even if no enemies perished in it.

     

    I would assume that's from the forced radiation proc, as surviving enemies will draw aggro for a short duration. I just don't see any blinding going on to those enemies unaffected by the initial cast.

  21. Reckoning:

    • Forced Radiation Proc added to damage on targets.

    • Small radial blind added to slam impact, but only for enemies that survive the damage of the cast. This radial blind will be applied to enemies that move into range after it’s been cast and are blinded by the impact of those being slammed by Reckoning!

     

     

    I've been testing Reckoning, and I have yet to observe the blinding effect produced by surviving enemies. From what I understand, the blind will only work on enemies that were originally unaffected by the initial cast. The radial blind simply does not appear to be functioning at the moment.

     

    Enemies that wander next to suspended victims are not phased by the impact:

     

    - They don't stagger and clutch their faces as if they've been blinded.

    - There is no smoke effect escaping their heads (indicative of the blind state).

    - Enemies are completely aware of their surroundings.

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