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Nokturnal

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Posts posted by Nokturnal

  1. Well seeing as he's an engineer/trapper. I'll just start making up abilities for fun.

     

    EMP Grenade - Tosses out a grenade that arcs and explodes, placing any robots caught in the radius in stasis and dealing electrical damage.

     

    Turret - Tosses out a turret that sticks to walls and fires in a 180 degree arc, much like Axton from Borderlands. Ranking it up could allow you to either create more turrets, increase the duration of the turret or increase how strong the turret itself is.

     

    Nitroglycerin Proximity Mine - Places a mine at his feet that will explode when enemies get near it, creating a cloud of cold vapor that slows nearby enemies for a duration. Enemies hit by the initial explosion will be frozen in place. (Unlike avalanche, they'll freeze in place and look more silverish in color)

     

    Manturret (Ultimate) - The engineer locks himself in place and activates hidden turrets from inside his Warframe, becoming a living turret that fires missiles and bullets at high speeds for a duration.

     

    Naturally, names could be changed but you get the gist of it.

     

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  2. I did some testing with Organ Shatter and an completely unmodded Ether Blades on low level content.

     

    I used a +75% Crit Damage, Organ Shatter.

     

    It doesn't affected Charged Attacks at all, period.

     

    When it does apply it's bonus crit damage, it's only for normal attacks.

     

    And the way it works is this.

     

    Unmodded Normal Damage: 30

    Unmodded Normal Crit Damage: 45    (aka +50%)

    With +75% Crit Damage Mod Crit Damage: 79

     

    So what it's doing is taking the base crit damage, multiplying it by 75% and adding that.

     

    It's not actually just adding +125% to the base damage, because 37.5 would be 125% of 30 and that would only make the damage 67.5 not 79.

     

    I've heard reports of it not working with all melee weapon's normal melee attacks though and I noticed myself, that sometimes even with Organ Shatter on it'd only crit for 45 and not 79.

     

    This mod is all kinds of buggy.

     

    On a side note. I noticed Ether Blades normal crit damage is +50% on normal attacks and +100% on Charged Melee attacks. I think it might have to do with adding +50% damage per Blade. Because normal melee attacks only attack with 1 blade at a time and charged attacks use both blades at the same time.

     

    I've noticed the same trend with other Dual weapons as well. So I think it can be safe to say Base Crit Damage is applied per blade/axe/dagger.

     

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    True Steel BTW, is just like the +Crit Chance ranged mods, aka it takes a % of the base crit chance and adds that. Seeing as it caps at +30%, it's very bad on tons of melee weapons.

  3. . It's just that shooting enemies through cover would to an extent ruin the whole Grineer tactic of hunkering down and pelting those pesky Tenno with bullets. Play with someone who has that mod and you can just hunker down as well and wait until he's taken care of literally everything in the room from cover.

     

    Now, I'm not inside the mind of the developers but my guess is that's why it's been nerfed in the first place.

     

    Did you even play update 6 with stacked puncture? It wouldn't go through most walls or even large crates. It punctured small cover like railings or really thin cover.

     

    Stacking puncture was never OP. Stacking multishot was.

     

    With Update 7, they capped mulitshot and it's still OP, but they nerfed puncture into the ground for no real reason. (Costs as much as multishot and even with new elevated values it's still horrible, Even if it cost 8 energy max with it's current max puncture level it'd still suck)

  4. Personally I think it should go back to +10 meters max and reduce it's max energy cost to 8. (Starting at 2 energy) This would actually give incentive to use it instead of a straight damage boost like every other mod gives. (Think about it, all it does is add the ability to AoE a little, no damage increase. Not like people are constantly killing 5+ mobs with 1 shot of the Paris atm)

     

    10 meters was never OP, anyone who says otherwise is just talkin out of their butt. What is OP is pressing 4 on "Press 4 to Win Frames", puncture relied on actually lining up your targets where as pressing 4 in the middle of a crowd is a joke.

     

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  5. As former MWO, I would echo what the previous guy said. PGI deserve every bit of toxicity they get. DE are absolute saints compared to PGI.

     

    Yea I came from Firefall beta myself, gotta say couldn't stand how slow they add new content and how bad the direction of their game started going. They're even trying to turn their pvp into an e-sport but refuse to actually correct the hit-boxes and barely attempt to balance classes. Basically had faith in them at the start that just died off as each update added nothing and fixed almost nothing. Eventually, it might be a good game, but that'll probably be in 10 years at the slow rate they work.

  6. I kept a list for awhile of my rewards. Stopped doing regular defense missions awhile ago since I've gotten every mod I need. Best suggestion I have for Cyro Rounds is either a high level infested map or just do Kappa (Sedna) and farm xp and hope it drops I've gotten it there like 3 times.

     

     

    Here's my list.

     

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    Gnathos (30-40)

    Wave 5 - Hellfire x3

     

    Xini (30-40)

    Wave 5 - Hellfire x8, Streamline x3 , Convulsion, Heated Charge, Enemy Radar x2, Redirection

    Wave 10 - Streamline, Heated Charge, Hellfire x3

    Wave 15 - Hellfire

     

    Kilken

    Wave 5 Magazine Wrap x 2, Rush, Pressure Point

    Wave 10 Shotgun Crit Damage, Pistol Crit Damage x2

    Wave 15 Hellfire, Heated Charge

    Wave 20 Hellfire

     

     

    Viver

    Wave 5 - Shocking Touch, Heated Charge x2, Hellfire

     

    Ixodes

    Wave 5 - Split Chamber, Convulsion, Streamline x4, Enemy Radar

     

    Narcissus

    Wave 5 - Stormbringer x2, Enemy Sense, Hellfire x2, Heated Charge

    Wave 10 - Focus

    Wave 15 - Convulsion

    Wave 20 - Streamline

     

    Palus

    Wave 5 - Hellfire x5, Streamline, Heated Charge

    Wave 10 - Hellfire, Hell's Chamber

     

    Despina

    Wave 5 - Hornet Strike

    Wave 10 - No Return

     

    Callisto

    Wave 5 - Cipher

    Wave 10 - Vital Sense

     

    Venus - Venera

    Wave 5 - Large Health Restore

    Wave 10 - Pressure Point

    Wave 15 - Hellfire

     

    Sedna - Camenae

    Wave 5 - Point Strike

     

    Sedna - Vodyanoi

    Wave 5 - No Return
  7. Good and Evil is all in the eye of the beholder.

     

    Example:

     

    When humans die, it's sad to other humans. (Aka Bad/evil)

     

    While every other species on Earth most likely views less humans as a good thing. (Besides Dogs and Cats maybe, except Grumpy Cat, he probably won't be happy till there's no humans left.)

     

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  8. Nice start, still lots needs fixing though.

     

    Before this tool can be accurate though, I'd suggest testing crit chance and crit damage of each weapon yourself instead of completely trusting the wiki, lots of information is wrong on there or is just a guess. Some people even lie about the numbers to try to make their favorite Warframe or Weapon sound better than it is. (Or lie cause they don't like a certain weapon/warframe) Crit damage of each weapon should be really easy to confirm on your own. (Crit chance on the other hand will take time)

     

    As far as how the damage formula works for all weapons is this. (For the person who asked about serration)

     

    (Base Damage x Basic Damage Mod) + Base Damage = Y

     

    Y + (Y x Freeze Damage Mod) + (Y x Fire Damage Mod) + (Y x Armor Piercing Mod) + (Y x Electricity Mod) = Damage with Elemental Mods On

     

    Multishot gives you a chance to do 200% of that damage, each projectile of multishot has to roll for it's own chance of crit. Just cause one projectile crit doesn't mean they all crit. (For example, each pellet of a shotgun has to roll for it's own chance to crit. The entire shell doesn't roll as one)

     

    Damage reduction from enemies is factored in before crits and crits are done last. Each element's damage is either reduced or increased on it's own and added back into everything. (Still unsure if each elemental type can crit on it's own, due to how the damage is displayed in-game I'm unable to confirm or deny it without a proper damage meter)

     

    As far as Invisibility, (Loki/Ash), Normal Melee attacks do +50% damage, Charged Melee Attacks do +100% damage while Invis. You can still crit while invis. (Red Numbers)

     

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    P.S. Though with DE constantly updating with invisible patch notes, it's going to be pretty rough to keep this application up to date each update.

     

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  9. Speaking of Plushies, that's one thing Warframe is missing.

     

    Merch!

     

    -Plushies!

    -kick-&#! warframe t-shirts one for each Warframe. Some with just Warframe logo on it and with a group picture of 4 Warframes.

    -Warframe towels? (Cause you should never forget to bring a towel)

    -Steve's Pink Hot Pants... cause you know, it's sexy.

     

    The founder packs all lack in material possessions, I'm sure your fans would love to advertise your game for ya.

     

    Lol they should even see if they can get Nerf to recreate some guns/melee weapons from Waframe.

     

    I want a Nerf Hek to shoot people with.

     

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  10. 51K xp on warframe?

     

    You must've been spamming Sound quake 50 times.

     

    lol no doubt.

     

    When all your Warframes are lvl 30 btw, you'll probably want to get more melee xp, so try not to kill stuff with Warframe abilities. Though, Excal's Slash Dash, Ash's Bladestorm and both Loki and Ash's invis will give you melee xp instead of Warframe xp.

     

    (Reason I say melee xp is cause there's tons of melee weapons)

     

    Personally I prefer loki cause his invis lasts the longest, he's fast and is pretty much invincible when played correctly. (Melee weapons also do +50% normal damage while invis and +100% charged damage while invis)

  11. Because i want them to comment if it's intended or not. I didn't asked them to clear anything, i already know that AP mods stack with armor ignoring weapons and boost damage.

     

    More specifically, i want them to say if it's working as intended or if it's a bug/exploit. Because, like i said, AP mods affecting weapons that already have 100% armor ignore makes zero sense.

     

    This didn't happened during closed beta, which is what makes me believe this is a bug on the Mod 2.0 system. If you fitted AP mods on daggers, people would laugh in your face.

     

    I doubt it's a bug/exploit, it works just like every other elemental damage mod. It adds it's own value which is reduced by resistances of enemy.

     

    The reason armor piercing mods were unnecessary on armor ignoring weapons before Update 7 was because you could stack any damage mod you wanted and they all had the same values (except a good fire one was hard to find) So there was no need to boost the armor pen of a weapon that already ignored armor.

     

    And if you want a dev response, ask support aka e-mail them, you'll get an answer faster than trying to get them to respond to things on the forums.

  12. I did not imply Dual Ether Swords is bad vs Grineer. But Fang is MILES better. It does more damage to grineer both on normal attacks and on charge as well. The 50% dmg vs grineer is simply something you can't achieve through modding on Ethers (or any other sword).

     

    Do a simple test, no mods Dual Ether and Fang, go find a decent level grineer which you won't 1 shot with charge damage from Ethers, then try it with Fang. Or keeps mods in both and do a grineer Boss with each and compare the TTK (time to kill).

     

    Yea I assume the armor piercing would make it better for grineer. 

     

    While Ether Daggers do extra damage vs infested.

     

    Both of them do more damage on charged attacks and the same amount of damage, so as long as their charged attack speed is the same they should be even, except one does extra damage vs grineer, the other does extra damage vs infested.

     

    With the innate AP from Fang though, it'll do more damage vs ancients than Ether Daggers does, so in the long run Fang would be better in my eyes because it's good for ancients and grineer, where as Ether daggers only do extra damage vs light infested.

     

    Ether does do 2x normal attack damage though, but with pressure point being so horrible, normal attack builds lack in high level content compared to charged attack builds. So both suck at normal attacks in my eyes.

  13. I'm still maxing my ether daggers then going to try out fang to give ya some feedback.

     

    So far what I've noticed about Ethers is they actually do have a very nice basic attack, but because pressure point sucks so much in comparison to Killing Blow, it's basic attack damage can't compare to it's charged attack damage.

     

    And if you want a fast melee weapon to do charged attacks with, Dual Zorens beat these hands down.

     

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  14. Maybe a smoke grenade?

    -Throw it to any surface with projectile

    -explosion with smoke that stun enemy within the effective range

    -the enemy being stunned in the smoke can trigger stealth kill

    -this ability itself is silent

     

    Ohh I likey, though the design would be very similar to Smoke Screen.

  15. Ok lemme just set some info straight.

     

    The fix today, fixed the whole pressing Crouch quickly while starting to slide to keep yourself sped up exploit.

     

    What you can still do...

     

    Slide + melee attack over and over. Quick way to speed yourself up, costs stamina though.

     

    Wallrun, you get a free speed boost when jumping off a wall.

     

    Just slide to regain stamina while still moving forward.

     

    Anything else?

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