Jump to content

rainy

PC Member
  • Posts

    277
  • Joined

  • Last visited

Posts posted by rainy

  1. Toxic lash is an unbelievably high damage ability, overlooked by just about everyone because it's not flashy trash-wiping saryn play, all due to some gross weapon mod scaling far beyond any other weapon buffing abilities. A rare case of a status damage oversight, a system that typically struggles in half the game (status-capped units, status-immune bosses, poor mods, shotguns, gas).
     

    At 100% strength, an unmodded gun deals 100 damage:

    Toxic lash deals:

    100 x 0.3 x 100% = 30 damage on initial hit

    PLUS, damage over time: 

    initialHit x (Toxin Modifier x Ticks)

    30 x (0.5 x 7) = 105 damage over 7 seconds.

    Already unmodded, lash is contributing +135% of this gun's statusless damage. Double for melee. A far cry from what the arsenal suggests is only 30%.

     

    With +90% toxin and +55% faction at 100% strength, 100 base damage gun deals:

    100 x (1 + 0.9) x (1 + 0.55) = 294.5 starting damage.

    This hit procs toxic lash:

    294.5 x 0.3 x (1 + 0.55) x 100% = 136.9 damage.     +46.5% instant damage.

    Over time lash deals:

    initialHit x (Toxin Modifier x Ticks) x Faction 

    136.9 x ( 0.5 x (1 + 0.9) x 7 ) x (1 + 1.55) = 2321 damage over time. damage over time.

    With two typical mods, lash is now contributing +835% of this weapon's non-status damage. Reminder that this is only 100% strength.

     

    If the issue above isn't clear: +90% toxin and 1.55x faction should have a net effect of (1 + 0.9) x 1.55 =2.945x total damage. Lash should only be doing 2.945x total damage too, but instead it jumped from (30 + 105) -> (136.9 + 2321), an increase to lash of over 18x damage. This is because Toxin mods have double the effect, and faction mods have triple the effect!! This is where gas should be!! Not toxic lash. Not Saryn. She has enough.

    With so many dimensions to its scaling, Toxic Lash has the capacity to easily surpass the old Eclipse in damage multiplier. A good riven with toxin and faction with 300% strength could produce lash contributions of +2000% damage, or +4000% if it was a melee.

    This can be focused and exploited. 100dmg weapon with 2p1n tox,dtg- roll, avg grade (150% tox, 1.75x dtg), 1.35x dispo, +150% toxin, 1.55x faction, at 300% strength

    (100 × (1 + 0.9 + 0.6 + 1.5) × (1 + 0.55 + 0.75)) +

    ((100 × (1 + 0.9 + 0.6 + 1.5) × (1 + 0.55 + 0.75)) × 0.3 × (300 × percent) × (1 + 0.55 + 0.75)) +

    (((100 × (1 + 0.9 + 0.6 + 1.5) × (1 + 0.55 + 0.75)) × 0.3 × (300 × percent) × (1 + 0.55 + 0.75)) × (0.5 × (1 + 0.9 + 0.6 + 1.5) × 7) × (1 + 0.55 + 0.75))

    = 64146 Damage over 7 seconds, a multiplier from 920 damage of 6972% for guns, and 13844% for melees. That is obscene. Those are percentage multipliers of an ordinary weapon just for 300% strength and some mods (minus its own status damage, will be lower for slashers and beams). If waiting 7 seconds is not realistic for the typical impatient warframer, just 1 second of tick damage totals to 11585, a 1259% multiplier still. Not to mention the free status type for Condition Overload which can further increase damage. The Toxin mods do not even need to form toxin on the host weapon, they can be combined into viral or corrosive, a substantial luxury that almost all weapons cannot naturally afford.

     

    Some contrasting damage bonuses at 300% strength:

    Toxic Lash: 6972% Multiplier, divided by other status damages. Takes time. Ignored by Ability immune targets, despite artificial skill restrictions attempting to categorize lash as a "weapon buff" like archon continuity. Not Restricted.

    New Eclipse: 700% Multiplier. Restricted

    Scrapped Eclipse: 1150% multiplier, divided by damage mods+1. Would have been restricted.

    Vex Armor: 925% Multiplier, divided by damage mods+1. Restricted

    Thermal Transfer: 550% Multiplier, divided by elemental mods+1, griefs allies. Insane nuke, Costs a modslot. Not restricted.

    Gara Amp combo: 512.5% Multiplier on glassed+splintered(single) enemies. Limited Targeting.

    Blazing Chakram: 400% Multiplier. Limited Targeting.

    Xata's Whisper: 279.4% Multiplier with the same 2.25x faction, ignoring status damage. Does inherit elemental bouses in come cases. Ignored by Ability immune targets. Restricted

    Sevagoth Amp: 250% Multiplier

    Natural Rhino Roar: 250% Multiplier, doubled-1 for status damage.

    Caliban Amp: 205% Multiplier. Wishes it was Thermal Sunder.

    Helminth Roar: 190% Multiplier, 280% for status damage. Restricted

    New Helminth Eclipse: 190% Multiplier. Can become DR. Restricted

     

     

    So yea, not only should lash be considered a damage skill on the order of all the top abilities and therefore Restricted from being used alongside others like Roar and Eclipse, but it should be fixed to not have such goofy scaling.

    • Like 4
  2. 5 hours ago, OgreEye said:

    (faction rivens) have become nearly useless

    This is what motivated DE to freeze dispositions from ever dropping again. Their effects have diminished, and DE gets to dodge the bad attention when players' bad guns get nerfed by dispo. Now we have an obscene field of incarnon rivens with completely system-breaking dispos, which are far from useless.

    5 hours ago, OgreEye said:

    none of the factions that rivens can get a damage bonus to are relevant to what they're actually being used for. ---- 

    5 hours ago, OgreEye said:

    omni-faction damage bonus

    Counter suggestion: remove faction damage from the pool entirely. The last thing you want to add to weapons is another universal multiplier, because it would automatically become an essential slot.

    Alternatively, MAKE MORE DUAL-STAT MODS!!! This is such a huge untapped dimension of modding disversity.

    "Bankrupting Serration: +155% Damage, 1.25x to Corpus"

    "Clone Sense: 110% Critical Damage, 1.25x to Grineer"

    "Antiviral Trigger: 80% Fire Rate, 1.25x to Infested"

     

    Factions have always been a point of stress for players. They know they are optimal for damage, but Warframe's loadout system is not smooth, it is in fact very clunky to continuously make adjustments to mods and builds for every single situation. There are like 10 levels of arsenal synergizing gimmicks now.

    • Like 2
  3. On 2024-01-04 at 4:28 PM, Ihmael said:

    naros Rework: 

    Passive: Sarcophacus deals %health true damage to all but eximus. 
    %Chance to convert defeated enemies to mummified allies. The max total mummies is independent of other sources (see below)

    Potential passive augment: Whenever your mummies die, they grant you a portion of their armor and max health for x time. 
    1. Launch a ball of sand. Sand marks enemy, if enemy dies with mark 100% chance to turn kills into mummies, shares max count with passive. Augment adds a blind/aoe/chaining effect. 
    2. Deals %health true damage. Still heals and turns into mummy, no cap on total mummies. Augment added with update that converts healing over max health into overguard the max of which scales with power strength, total armor (see 4) and total max health. Edit: REALLY speed up the skill pulling enemies to you, or have you teleport to ones you wanna drain in a swarm of locusts. 
    3.Turn it into a toggle, with full access to movenent and weapons/other abilities. Augment remains similar, but adds damage scaling with melee like a pseudo exalted. Edit: No longer ragdolls, but pulls in enemies and slows or blinds them as they get closer. 
    4. Augment is added to base kit (optional, could still be part of the augment mod). New augment effect retriggers the skill and duration upon killing an enemy affected with scarab swarm. The armor bonus now scales multiplicatively with modded armor, and maybe armor given by arcanes. 

    Sarcophacus prooobably shouldn't be a damage source, you are technically invincible while doing it. It just needs to refill from a flat amount of damage it deals rather than % of damage done to an enemy.

    Taking max health of enemy targets is a great way to scale survival in a mission. Enemy damage is exponential though while health is not, but taking armor could help versus some factions. Having reliable and scaling survival is not a bad identity to have for Inaros. Attaching it to sand shadow death is VERY cumbersome and doesn't seem like fun.

    Dessicate is okay, marking a target for sand shadow is at least a fast way to make one. Throwing a sand ball is just kind of lame. The big blind is a pretty important part of Inaros' current utility, not to mention it makes him kinda unique. Not many frames do blinds.

    %maxHealth true damage devour is a good way to go. It's a very committed and time-consuming ability. Beyond level 50 you'll never devour in a reasonable time, let alone get any reasonable payout from it. I don't like overguard, I like Inaros' naked health bar xD. No gates please.

    Sandstorm is technically a toggle already. Full movement and weapons and abilities PLUS melee-scaling damage in a pulling aura that also slows/blinds is ridiculous. Pick any two.

    Scarab swarm augment becoming innate is nice. Rather than saying "scales multiplicatively with armor mods", you can say it adds like 300 base armor that is affacted by mods, like the reverse of Effigy.

     

    Overall, sandstorm is too much. The guy can't do %health damage, have insanely scaling survival, AND insanely scaling damage. Those are the two factors to an overpowered and inbalanceable frame: Infinite damage and infinite survival. Especially with no consequence to movement. I would personally leave him with some minor utility like Dessicate's blind, while emphasising survival throughout his kit. His equippable weapons and helminth are damage enough.

    5/5 scaling. 2/5 for fun. 3/5 for identity. 

  4. His issues extend beyond just survival, he has mechanical flaws like sandstorm not holding enemies (like old zephyr tornado), passive being an actual coffin, basically zero damage, abilities contributing virtually zero utility other than devour's safe state and dessicate's blind+finisher heal.

    17 hours ago, Godlysparta said:

    Scarabs grant Inaros 1% damage reduction up to 90 stacks.

    cooler idea: multiply his health max instead by up to 10x. same effect, less obfuscated. The stacking and only gating at max hp is a bit rough, could make it suicidal to cast Scarab Swarm. It strongly influences the frame to use rapid-fire attacks and weapons, which could necessitate a cap on stacks/sec to loosen that bias.

    Dessicate doesn't really make sense as a lifestealing debuff. Like why sand would do that. Maybe if it was some return from scarabs. "Only source of healing" is a bit of a lie.

    Devour's idea is interesting, it could be like floor quicksand or something. Quicksand certainly will devour things, so wouldn't need to change the name. Does inspire some alternatives for this ability. Can act as only crowd control or a slow. A little sad because Inaros' single-target devour is cool, the effect is just limited.

    Sandstorm idea is good. I think changing this to a toggle aura is the future of the skill. Am not a fan of attaching dessicate to it, especially with its lifesteal thing. Keep it simple and let it just be for evasion and enemy confusion. Blind is too strong, is basically Silence.

    Scarab Swarm is actually already corrosive xD. So it would go, dessicate -> hit to lifesteal -> cast swarm. In terms of steps, the lifesteal would be wewakened by enemy armor, but the enemy armor doesn't get solved until you lifesteal.

     

    Inaros is certainly weak. He's a starchart meatstick. Speaking of stats, they weren't really mentioned in the post what you would change, other than adding 90% DR (which I find lazy whenever I see DE add DR.) but some nice mechanical/design ideas. Thank you for the post!

  5. Quote

    When we normally release a brand new weapon, it starts at the minimum 0.5 disposition, because we know decreasing high Dispositions has never been popular. 

    I think the approach for this should be obvious. Incarnon adaptors completely change the dynamic of a weapon as well as include stat bonuses of the player's choice. These adapted weapons should be considered uniquely prefixed as a variant and not use their original disposition once made Incarnon.

     

    Primes, Prisma, Vandals all do this already. They have stat bonuses, and sometimes new fire modes. For incarnons, it becomes a long list because weapons with existing variants now have like, 4 x 2 variants (eg, Incarnon Strun Prime), but it's simply what is required. Thankfully dispositions are automated, right?

    Quote

    We didn’t want to give Incarnon-equipped weapons their own 0.5 disposition, forcing players to sacrifice powerful Rivens in order to experience the new content, so we decided to leave Dispositions untouched for launch.

    A difficult position indeed! As a player, rivens do bring certain excitement to these weapons, as well as making these particular rivens somewhat relevant for the first time ever. On the other hand, these incarnon forms are sometimes grossly overpowered in the scope of any player's arsenal. Some even exceed the likes of Laetum. I don't think their popularity should ever weigh on this! So many released all at once that the usage is totally diluted.

    To be honest, DE can't possibly claim they are making further choices out of a concern of balance, while these incarnons have pushed the limits of player arsenals so far in one patch. I realize ya'll aren't one entity, maybe Pablo releases broken stuff, meanwhile riven department is following actual design rules.

    Certain rivens which particular players are rightly frustrated with are the 0.5 disposition ones, bordering on unslottable, making the riven system itself irrelevant for the most popular weapons, which is really backwards for engagement! I've argued before that the dispositions should even be reduced further to 0.45 or even 0.40 because of the vast and rapidly growing chasm of power difference between current 1.5 dispo and 0.5 dispo weapons and because of DE's stubbornness to keep rivens capped to 1.55 disposition. I also appreciated that the best weapons didn't depend on rivens whatsoever, but some weps seriously need 2.0 or even 3.0 dispos to become relevant again even with the mightiest roll.

    After having the incarnons with usable dispositions, I no longer believe this. I think there is some enjoyment from the riven system that is lost on 0.5 dispos, to the detriment of the game.

    The obviously unpopular part is when invested players completely lose their value because the riven bottom is so low. Maybe the bottom should be adjusted to 0.65, and the ceiling should be uncapped.

    Quote

    and only decrease weapons that are deemed problematic in their influence to the game as a whole. As of right now, no existing weapon meets this criteria,

    Ya'll have hugely problematic weapons!!! You've only smothered their usage with a huge group of even stronger weapons!! The player usage analysis is deeply flawed for measuring equipment, not to mention the bottom end of equipment is just a desert of junk that is beloved by some but still untouched by everyone because they are literally a waste of time that can't complete missions, yet dispositions don't help them the other way around.

    These weapons need to be measured and actively rebalanced after they are released, not recklessly unleashed to further make gameplay challenges impossible to create. This is a deep hole now that DE continues to dig over and over again. We run into it any time boss DR is introduced in a vain attempt to equalize equipment. Maybe bosses should only suffer Conclave-spec damage, since those are actually somewhat equalized! That's a winwin where conclave gets supported again and bosses can feel fair.

  6. After watching this for several days (no availability all weekend), thought it was an honest error on the part of SteelSeries, in hopes of getting my code before the advertised June 28th deadline with no initial mention of a quantity limit, I finally got home after a day of work.... The codes were not only gone 10 hours later, they were gone only ONE hour after the dev post, and allegedly being resold on other websites. I work a day job, I never had a chance to begin with.

    Can't I just... pay you for the stupid colour palette directly?? Save the awful PR and the invasive app. Trying to get this code has been miserable and misleading.

    The original post never mentioned a key limit, only a deadline of June 28. I am here, it's not June 28, and yet I can't get this code?!

    • Like 1
  7. 7 hours ago, Harutomata said:

    Currently if the affected mob dies, the scarabs just get destroyed and the healing they'd provide is wasted

    That's a good point about the scarabs! You can't depend on their heal, because it requires keeping your target alive which should never be a goal, because something is going to kill them.

    7 hours ago, Harutomata said:

    I think adding armor strip to Inaros is a good idea.

    I don't think every frame needs armor strip. I think corrosive's removal should be linear instead of sharply effective at full removal, but Inaros can already bypass armor by prompting finisher attacks, which converts your melee to dealing true damage. It's slow and limited for targets, but if you need something to die you can do it. If given other strengths instead, I think that's good enough. Armor can be countered many other ways in the arsenal.

    7 hours ago, Harutomata said:

    After all, one of the main complaints about Inaros is that he brings nothing to the team.

    I made some of his abilities externalize their effects so it benefitted the team.

    • Desiccation only worked for Inaros because enemies must be facing him, that handicap is gone.
    • Added status gives benefits for the team and objectives too by applying to enemies.
    • Devour can be shared, and its strong survival skill it.
    7 hours ago, Harutomata said:

    When I play with public matchmaking on, I like to bring frames which help the team in some way. But I can't really bring Inaros for that purpose with his current kit. Which is a shame because his theme and prime are kinda cool.
    I don't think I picked Inaros even once in any of the Duviri game modes either.

    Right? It's tragic how bad and unhelpful he is.

    • Like 1
  8. Inaros is now unvaulted for his first time! I've grown to love his theme and character, but struggle like most to make him practical.

    Normally I am averse to reworks. I typically believe most frames are fine by design, they just lack in numbers that are simple to adjust.

    Inaros, a survivor named in legend as the "Fear Eater", is not that, he is functionally below-par of all warframes as generalized mechanics have outgrown him on a few points:

    • The death mechanic, once a unique way to self-revive, now an actual coffin.
    • Disallowed shields. If shields weren't literal invulnerability, this wouldn't be an issue.
    • Crowd Control protection (Overguard) has removed much of his only utility: to disrupt enemies. Many dominant Warframes today have self-centered abilities or status effects that reliably work.

    His utility is so limited that ally tenno frequently look down upon Inaros teammates as meat sticks that provide little to the mission.

    Inaros is tanky, but he's not actually that tanky. His modded EHP falls into the upper 18% of warframes. He has the second highest natural EHP behind Atlas Prime, but higher than Grendel. Anything with a cheap 90% damage reduction ability is immediately tankier than him, and they can commit to strength for stronger abilities too because STR = DR, which Inaros couldn't do, because his abilities only serve to heal him and disrupt basic foes.

    image.png

    Modded Warframes compared by EHP. Equipped with Umbral set, Redirection, and strength mods where EHP is increased by abilities.

    With his poor healing, it does not place him well. He can be fixed with some basic mechanical adjustments.

     

     

    New Passives:

    1. Shieldless. Fine concept, now recognized as a trait.
    2. Sarcophagus: Inaros' body returns to its resting place, but a sand shadow of himself takes his place. He must fill the sarcophagus with 3 slain enemies before he rests for good.
      1. Shadow is a full copy of the Warframe under the player's control, wielding his loadout and unmodded abilities.
    3. Sand Status: Erode. Inaros' abilities carry a special status effect that mildly weakens and slows, applicable to Overguarded enemies.
      1. Not a damage type, only a status, similar to Nukor's Microwave.
      2. Stacks to 10. Starts with 20% slow and 20% reduced damage, +4% each per stack, up to 56%. Lasts 6 seconds, but refreshes the stack when applying more.

     

    Modified Abilities

    1. Desiccation
      1. Now blinds enemies whether they face Inaros or not.
      2. Applies a slash proc instead of an ability damage-over-time. This lets it stack with multiple casts, apply to ability-immune targets, and provide statuses for CO.
      3. Now kicks sand in all directions. Desiccation can already be cast in a 360 degree arc by facing directly upward or downward.
      4. Energy cost reduced to 10.
      5. Blind duration reduced to from 8 to 4 seconds. Slash duration is default 6 seconds. This detaches the damage from duration modding.
      6. Applies 1 Erode status per cast.
    2. Devour
      1. Now guaranteed to kill the target in 5 seconds.
        • Applicable targets are limited to non-eximus, ability-vulnerable, non-bosses.
      2. On kill, 1% of the target's maximum health is added to Inaros' own base health for 45 seconds, decaying over time to 0 bonus.
        • Percentage does not scale with strength.
      3. Inaros is no longer invulnerable while Devouring.
      4. Can now walk while grappling a target to make adjustments for obstacles, or take your victim around a corner.
    3. Sandstorm
      1. Ability channels up to 5 seconds, after which it automatically releases Inaros. The sand begins to settle but the storm persists for 3 more seconds.
        • Persisting sandstorm does not lift enemies,, only the initial channel.
      2. Full energy cost increased to 100, but no longer drains while active or channeling.
      3. Base range increases from 7 meters to 12 meters over its channeling.
        • Now a spherical radius instead of short a flat plane that cannot hit targets below.
      4. Continuously applies new Erode status effect on the ability's intervals (~3/sec?)
      5. Camera PoV no longer limited. Can face camera up or down.
    4. Scarab Armor
      1. Armor bonus is now total armor instead of modded armor.
      2. Channeling scarab armor purifies Inaros, making him status immune and cleanses active effects after 1 second.
      3. Energy cost removed. Health cost remains 2900.
      4. Losing 100 health or more causes Scarab Swarm to shed 1% of Scarab armor to strike the last attacker.
        • Stun duration of 4 seconds.
        • Does not spread.
        • Inflicts 1 corrosive proc per second.
        • No range limit
        • 1s cooldown
      5. Scarab Swarm can be cast towards 1 target, shedding 20% of scarab armor.
        • Stuns target for 15 seconds
        • Spreads contagiously to up to 19 additional targets within 10 meters of any affected one.
        • Inflicts 1 corrosive proc per second.

    With these changes

    Desiccation has less limited functions. Devour grants him scaling survivability. Sandstorm is less committed. Scarab Swarm provides more survival with more armor and emulating Mesmer Skin without the invulnerability, as well as more crowd control and utility.

    Devour provides Inaros' level scaling, letting him contest in more extreme content as a survivor once again. Some outcomes modded with the umbral set:

    • Current HP: 550 x (1 + 300% + 770%) = 6435 (Non-prime)
    • Level 50: Elite Lancer - 2906 HP, provides 145 base health, equating to 8131 Health
    • Level 100: Heavy Gunner - 31184 HP, provides 312 base health, equating to 10085 Health
    • level 200: Steel Path Heavy Gunner - 112290 HP, provides 1123 base health, equating to 19574 health. With the armor from umbral Fiber (658 armor), his EHP is 62514, just surpassing Umbral Citrine, but not as high as Nidus.

    It's a very secure degree of health, which is frankly the point. but it's not indestructible, To show the extreme, levelcap heavy gunner provides the following:

    • Level 9999: Steel Path Heavy Gunner - 322149 HP, provides 3221 base health, equating to 44126 HP, or 140929 EHP, less than a very optimized Assimilate Nyx, but more than a linked Nidus (who uses mutation for invulnerability).

    While that's indeed a lot of health, the level 9999 heavy gunner deals an incredible 448x more damage than the level 200 heavy gunner for only ~2x more health, so Devour will fall off long before then. It also lets players relax and take hits (Be fearless, like the "Fear Eater" should!), which is a style that'll result in insanely more damage as opposed to being airborne 90% of the time to reduce enemy accuracy.

    • From personal experience, I find Lavos with Umbral set and Adaptation (14000 EHP x ~10) starts feeling scared around level 500, where enemies only deal 1% of the lvl 9999 damage. Lavos unlike inaros has an extremely potent heal on an 8 second cooldown, reliably restoring his health to full.
    • Rhino absorbs enemy damage as a health bar, meaning he can work from the wild enemy damage scaling rather than their health.
    • Once again, Devour's bonus decays, it's high initially, encourages duration modding, and takes a vulnerable 5 second ritual.

     

    Reflections on the post above

    These are all ideas from one evening. Inaros just lacks the survival that should be his primary trait, and lacks utility and function outside of that to provide in the mission other than being a meat stick, which ally players often look down upon Inaros teammates for being.

    I think this gives him more applicable debuffs, health buffs that fall in line with his devouring theme, and a variety of other utilities that will make him and his team live long and deal a little more damage. The Erode status gives Sandstorm a Defense Objective utility, as well as a unique effect for the nerds that want to maximize CO's bonus. I think this mostly aligns with his original design. My only concerns is that it may still be lacking in support and damage.

    It's important that devour health is added to base, or else players will neglect health modding entirely.

    • Like 2
  9. Sempotes, Crushing Ruin. Swinging the hammer produces incredibly loud sound effects with the neutral combo, while all the other combos don't produce sound at all, as if one combo has stolen the volume of all combos combined.

    While shown on this particular stance, Drifter Sampotes has the same volume problem.

    Funny loud at first, but exhausting. My ears are ringing now and its sound is obviously clipping like crazy.

  10. It would have been really unfair if some players got to complete two weeks in one if we got week 1 rotation today 😅so this is the expected outcome. It's a good week to repeat early because there are no variants of the stalker set or Zylok/Sibear (yet), so we get a circuit vacation 6 weeks from now :)

    • Like 2
  11. Added incarnon attacks for Zylok, Burston, Braton, and Torid.

    All radial components of these attacks have no effect from multishot, despite the expectation that they should, especially when the arsenal UI suggests that it is applying.

    I also realized there was an uncategorized bug report section for PC bugs, but thought mission was for general gameplay reporting. Am I in the wrong place?

    • Like 3
  12. 2 hours ago, [DE]Megan said:

    Our original intentions were to always default to the Config with the highest capacity with the theory being that Config was the most effective.

    That was definitely breaking with the expected standard. I think the majority of players have their most desired config in the first position because of how tedious loadouts and the arsenal are, and capacity is like... really unrelated... I wouldn't have left that mechanism in at all.

    Duviri needs to do better to follow precedents of the rest of the game. Players have years of warframe intuition that Duviri goes back on...

    2 hours ago, [DE]Megan said:

    When “Melee with Fire Weapon Input” is enabled in the settings, using the default Melee input will now trigger Drifter's Quick Shot while in Duviri. 

    Wait, is that super clunky 1-shot swap an intentional mechanic? Why is swapping weapons instant but I can't keep firing my gun with MB1 from melee like the rest of the game? Every time I run into this I need to double tap my weapon swap button to make the gun usable again. I can't hold swap to equip the melee either!

    2 hours ago, [DE]Megan said:

    Changed the descriptions of the following Decrees to highlight the differences between their mechanics and improve readability (shorten): 

    • Venomous Touch: 

      • Old: “Every third melee attack deals X% Toxin Damage with guaranteed Status Chance.”

      • New: “Every third melee attack deals X% Toxin Damage.” 

        • Note: The guaranteed Status Chance still occurs! 

    •  Critical Frost: 

      • Old: “Critical Hits deal X% Cold Damage with a guaranteed Status Effect.” 

      • New: “Critical Hits deal an extra hit with X% Cold Damage.” 

        • Note: The guaranteed Status Chance still occurs! 

    I like simpler descriptions, but I don't like that this is obscuring the guaranteed status effect. A not-insignificant number of mechanics are forever hidden to patch notes and wiki pages because of things like this. I think if it's too sophisticated to be written, then there needs to be general rules, simple indicators, or simpler mechanics. For all we know these might be multiplying total damage instead of adding their elemental factors together! It's 50/50 at this point with any new mechanic.

    • Like 9
  13. On 2023-03-24 at 1:52 PM, Tiltskillet said:

    Also Basmu and Shedu mag depletion pulses. 

    You know, I initially had these and the Quatz reload in the draft, but they do like 10 damage or something negligible like Cobra and Crane shield throw 😢 but I suppose they still count. It's unfair to lose damage on things like imaginary compatibility. If beams can get it, everything should.

    On 2023-03-24 at 1:52 PM, Tiltskillet said:

    However Komorex in AoE mode, not affected by FS, -is- benefiting from multi.

    Multishot probably works because Komorex is a projectile instead of hitscan beamAoE. The BeamAoE hits from opticor, trumna etc all work with GunCo actually on their direct-hit targets. Komorex would not. The nice part is this doesn't break the arbitrary GunCO rules that they cannot apply to explosions, since it's still only affecting a single target and not the radius.

    • Like 1
  14. 21 minutes ago, Tiltskillet said:

    Do you know of any others?

    There are like 3 different levels (of broken):

    1. Punches through - Explosion occurs on last surface/target
    2. Punches through - Explosion occurs on first surface/target
    3. Literally can't punch through.

    I haven't done many either xD. Opticor Vandal was a 2, Trumna was a 2, Mutalist Cernos was a 1, Afentis Throw (technically explodes?) was also a 1. Sporothrix is a 3. Although I only checked bodies. Terrain is a whole different level.

    • Like 5
  15. 16 minutes ago, Tiltskillet said:

    Thanks for making this bug report.  I've been contemplating making one for Battacor, just discovered the issue with continuous AoE weapons, and have an old one for Ambassador.  Yours is far more comprehensive than mine would have been. 

    Thank you! This all came up because someone mentioned Opticor on the gunco list. I was going to make a thread for punch-through not working on a bunch of things too, such as Sporothrix (despite Mutalist Cernos working), and I saw another thread mention Mausolon (despite Trumna working). I'm sure there are more.

    15 minutes ago, Tiltskillet said:

    Ambassador in AoE sniper mode and Scourge throws have bizarre secondary explosions, also unaffected by multishot, but with different qualities than the explosion shown in the Arsenal.

    I didn't notice it at the time with Ambassador. The hitscan explosion values (for all such listed weapons) appear in the center of the simulacrum room instead of on the target (often placing them off-screen), maybe that's what you saw?

    As for scourge, yea there are like 4 numbers and I never quite figured out where they all come from xD.

    • Like 2
  16. Multishot does not apply in any form to all of the following attacks:

    • Hitscan Explosions (Multiplied in arsenal, but not in reality).
      • Ambassador alt-fire explosion.
      • Mausolon explosions on both main and alt-fire.
      • Trumna main-fire explosion.
      • Battacor alt-fire explosion.
      • Ferrox main-fire explosion.
      • Tenet Ferrox main-fire explosion.
      • Opticor Vandal explosion (likely Opticor too).
      • Braton Incarnon explosion.
      • Burston Incarnon explosion.
      • Zylok Incarnon explosion.
    • Alternox Alt-fire (Multiplied in arsenal, but not in reality) - This attack is almost functionally identical to Torid, which has no placement limit.
    • Catabolyst Bladder attack - If Penta's visibly growing magazine can create multishot grenades from nothing, I think Catabolyst's magazine can too.
    • Speargun Throws  (Multiplied in arsenal, but not in reality) - Throws historically functioned this way. Multishot in general doesn't make logistical sense in the first place, and especially now that Spearguns clearly duplicate in your hand, it no longer makes sense for it not to apply. It would have negligible gameplay impacts regarding throw gimmicks, only raise them to advertised damage. If this is due to placement limits, raise the limit to be equal to modded multishot rounded up, or simply delete all deployed spears upon every throw.
      • Afentis Throw projectile.
      • Javlok Throw projectile and explosion.
      • Scourge Throw projectile and explosion.
      • Scourge Prime Throw projectile and explosion.
      • Ferrox Throw
      • Tenet Ferrox Throw
    • Beam AoE - Some beams have a radial component that is overriden by the main beam (only one can hit) that give shape to an otherwise laser beam. Damage and Status Chance are normally expected to be improved by multishot, but instead there is no effect.
      • Ignis, Ignis Wraith, Catabolyst, Embolyst, Cortege, Glaxion Vandal, Primary Gaze, Torid Incarnon and its respective beams.

    Understandable exceptions:

    • Buzlok alt-fire (Arsenal shows multishot affecting damage)
    • Zenith alt-fire
    • Like 25
  17. No Hildryn changes? Balefire and Aegis Storm are in a pretty weird spot still.... Pillage struggles vs infested without a combo augment that barely makes up for its own cost, and the base armor removal is only 25% which again stops replenishing shields once enemies are depleted.

    • Like 5
  18. Shattering Impact does not function on the following exalted weapons:

    • Exalted Blade (Both physical hit and wave)
    • Valkyr Talons
    • Diwata
    • Iron Staff
    • Desert Wind (Both physical hit and wave)

    Shattering Impact does however function on:

    • Shadow Claws (Exalted)
    • Garuda Talons (Not Exalted)
    • All other melee attacks with impact damage.

     

    This can be easily reproduced by striking a grineer Butcher once in simulacrum, as its base armor (5) is low enough to remove in a single strike of shattering impact (-6).

    • Like 1
  19. This is a bug that occurs as client.

    1. Enter mission as client (not host)
    2. Cast Tectonics to create Bulwark
    3. Let the bulwark be destroyed by enemies
    4. Cast Tectonics again to create another
    5. Attempt to roll it and replace it by casting Tectonics again.

    Result: the Bulwark created after one dies cannot be rolled, and casting bulwark again will cause it to buffer and appear only the instant the last one is destroyed. As Atlas Prime, it also loses its golden metal style, suggesting that the wrong bulwark object is being created.

    • Like 2
×
×
  • Create New...