Jump to content

StormSaber1

PC Member
  • Posts

    28
  • Joined

  • Last visited

Posts posted by StormSaber1

  1. I noticed that the syandana is shifted to the back by a significant amount on some frames (Trinity Prime and Nova deluxe), it's really sticking out. Same for the prisma version.
    For Nova, that might be intended, since at least the collar itself fits, but it's still a bit more to the back than for her prime skin. For Trinity it certainly doesn't fit, you can see the collar just clips into her back and I'm pretty sure it wasn't like this before.

    ultuwb.png

    z8lgfs.png

    qq1cbr.png

    e8n1ed.png

  2. Ok, just tried to calculate where that wrong value is coming from and it seems like the calculation for the third element is 1 + [third element mod value(s)], ie 90% is being added as x1.9 damage instead of x0.9, 60% is x1.6 instead of x0.6 and 90% + 60% of the same element is x2.5 instead of x1.5.

    Edit: Just checked sidearms and melee and they're like that too.

  3. 9 hours ago, Kalbintion said:

    Stoi's mentioned fix he did is now live. Let us know if there are any additional problems!

    Actually, it's probably even worse now, the DPS change when swapping mods is fixed, but now the third mod adds more damage alone than the two combined before it, and not just for Primed Cryo Rounds, but any elemental mod, even 60/60 mods add more than they should. Adding a fourth mod reduces the damage to a proper value.
    I tried a bunch of combinations and it seems the bug happens, when there is a combined element with a non-combined element, the non-combined element is always larger than it should be. Looks like it works fine with any amount of single element or combined element or two combined elements. So it's probably an error in elemental damage calculation rather than in a specific mod.

    6kgd4i.png

  4. Adding Primed Cryo Rounds after two 90% other elemental mods seems to add the same value of cold damage as the two previous mods combined (180%). Removing the two 90% mods then fixes the cold damage value back to 165%. Switching them around also changes overall DPS (probably the mod acts as 165% when combining with other elements, but acts as 180% when alone after other elements).

  5. So after playing a bit, here's my feedback on some of the other status effects, to add to the ones I reviewed in my previous post.

    Blast: Just as bad, if not worse, as Puncture now. It losing its aoe is a mistake, plus the debuff itself is pretty useless. Imo bring back the aoe mechanic, but instead of it being an aoe knockdown, make it an aoe stun (enemies will instantly go in a stunned pose and stand like this for the duration of the stun, ie. not stagger). To make it compatible with status stacking, either keep the new debuff and have it apply to all enemies in the blast radius, or give the aoe some instant spike damage (not a dot) that scales from the weapon's Blast damage amount, that can continuously trigger as the status keeps proccing.

    Electricity: Right now, if I understand right, it's basically Gas with a stun. Imo a good mechanic fitting electricity would be dealing bonus spike damage to the target, that scales from the weapon's Electricity damage amount, and stunning it, then chaining to the closest enemy in a certain radius (maybe bigger than other aoe status effects) once and doing the same or reduced amount of damage with or without the stun component. Basically it would be kind of a weaker Blast, but the difference would be that Blast stuns groups of enemies with a small amount of damage or a debuff, while Electricity stuns only 1 or 2, but deals more spike damage than Blast. As for status stacking, it already "stacks" by itself, as the damage is instant and every status proc benefits from it.

    Gas: Seems kinda meh now, mostly because there are not many enemies that are really weak to it except fodder infested, who die just as fast using any other damage type while tankier infested are all weak to Corrosive. Plus there's the fact that if there's a Toxic Ancient, all surrounding infested automatically become immune to Gas. Imo either bring back Gas applying Toxin status, or make the Gas dot bypass shields, so it's basically an upgraded Toxin again.

    Magnetic: Still not worth using as before, mostly because Toxin exists and the fact that the majority of corpus enemies just don't have enough shields. I think it should have some bonus effect on top of the current one, something that doesn't affect only shields. Something like instantly breaking nullifier bubbles and frost eximus bubbles while disabling abilities and auras, jamming robotic enemies (stun?), making enemy hitboxes larger (as in attracting bullets) with the priority to weak spot hitboxes etc.

    • Like 2
  6. 13 hours ago, Jarriaga said:

    The problem with punch-through as a proc is that you'd need either a completely different and separate status effect for melee puncture, or melee puncture effectively gets no status effect. There's also the can of worms of what gunblade puncture procs would do.

    You're right, I haven't thought about melee, though they have the follow through stat, which reduces damage for following hits in a single swing, so I guess it could just auto set it to 1 (full damage) or even above 1, for the remainder of the swing if it procces puncture status at any point. But a new effect would probably be better.

    • Like 1
  7. Reposting some of my thoughts from the workshop thread regarding new status effects.

    Corrosive: As of the current changes to it, Heat seems to be the superior option, as Heat strips 50% armor compared to Corrosive's 26% (up to 80%). Sure Heat has a 2 second ramp up before it reaches 50%, but you only need 1 proc for that, and it will still continue to be 50% as long as a single Heat proc is present, and considering they last 6 seconds, it's not that hard to achieve. Meanwhile with corrosive, to reach 50%, you need to apply and keep 5 separate procs, which have their own duration. So even if corrosive lasts 8 seconds, you will still start losing stacks, if you are not applying new procs fast enough, even before reaching 50%, much less 80%, which needs 10 stacks active. Also remember that Heat has a damage and cc component to it too.

    Puncture: The current effect is still way too useless and boring, so instead of applying the weakness debuff, what about giving the individual projectile/bullet, that triggers the status, a 2m (or a different value) punch through? As for stacking in the rare case one projectile/bullet procs 2 or more puncture statuses at the same time, just add another 2m to it.

    Cold: It still looks really useless, even with status stacking. Honestly I think there should be no diminishing returns in subsequent procs and the cap should be increased to 100% for a complete freeze. You'd still have to maintain 4 different cold stacks (with their own duration) at the same time to keep the enemy frozen. And in the case it would become really overpowered (like the entire party running high fire rate cold weapons with high status chance), just add a diminishing return to the freeze itself (for example if target is frozen for a total of 6 seconds, give it an immunity for some time).

    All statuses: I quite don't understand why the new statuses have diminishing returns on subsequent procs. Slash, Heat, Toxin and now Electricity don't have any diminishing returns, they just apply the same effect again over the previous procs, so why put them on others? I could kinda understand putting them on stuff like Viral, but why Cold, which is already pretty meh, or Radiation? Also why all those arbitrary caps? I don't see any reason to cap Radiation for example.

  8. After testing a bunch of weapons and trying to figure out their builds, I realized that Condition Overload pretty much makes other base damage mods (Pressure Point) a waste of a mod slot and an undesirable stat in rivens, even with around 20% status chance, if your attack speed is fast enough. Same thing with Blood Rush and other critical chance mods, there's just no point in adding 88% more crit chance from Sacrificial Steel, when you have 720% from BR.

    As others said, making CO be additive with itself was a good idea, but it still should apply to total damage instead of base damage. Same with BR, make it apply after other crit chance mods, but make it scale linearly instead of exponentially.

  9. 53 minutes ago, SpiralSilver said:

    I would kinda like it if heavy attacks, more than simply dealing more damage, had some cool kink like extra range/criticals/guaranteeed procs depending on the weapon class, but more importantly I would really love it if they used less combo hits and/or if there were more effective mod options for efficiency.

    That's a pretty good idea, right now heavy attacks are just boring charged swings with increased damage, which I've found not really worth using, even with mods for it, simple attacking still beat them in dps.

    And why leave it at that? Maybe heavy attacks could even be some sort of special ability unique to a weapon class.
    Staves and polearms could have a room cleaning spin with increased range, similar to Wukong's Defy.
    Claws could have an attack that makes you jump at an enemy that's closest to your crosshair and deal massive damage with increased crit and increased frontal cone range or something.
    Fist and sparring weapons could have a kinetic punch similar to Arca Plasmor like weapons or Baruuk's fist attacks.
    Whips could have a sweeping attack that pulls enemies together or applies bleed.
    Nikanas could have a forward charging slice through enemies attack etc.

    • Like 1
  10. I think the combos in stances still need a bit of work, some of them don't fit their supposed role, like stationary combos should make you stationary, but they move you forward so you tend to miss your enemy (e.g.Malicious Raptor, especially with really high attack speed), or the forward combos still restrict your movement too much (e.g. Cleaving Whirlwind).

    I think the basic combos (no movement and forward movement) should have only upper body animations, which would result in completely unrestricted movement, and keep the specialized right click combos as they are. Shimmering Blight does this and it's pretty nice, even though it only has two attacks in its basic combo and doesn't have a stationary special I think. This would also probably result in some unused animations, but those could probably be used for new stances.

  11. I agree, as someone who uses the Ignis all the time, that thing absolutely melts everything without any effort. I can easily kill lvl 150 corrupted bombards in like 3-5 seconds, and I don't even have to reload, just constantly hold m1 and aim in the general direction of the enemy, and I'm not even using a riven. I never achieved that level of destruction against large groups of enemies without interruption with any other gun (without using rivens), not even the Catchmoon.

  12. 19 hours ago, Twilight-Knight said:

    I do not know what to describe this ... should I agree with you ?

    - It's so damn obvious like they making game for little KIDS only now. This phase is terrible and disaster with combo affects .
    It's like made for who only play with lv 50 unders. At high levels the ONLY thing useful about their change is the combo stances, yet 1 good thing can't handle 3 bad things.

    So you can't spam a single button and win the entire game without putting in any effort anymore, but somehow it's made for kids now? Hahaha

  13. Today I did the Gift of the Lotus alert for the Exilus Adapter and someone lagged behind when we were supposed to extract. During the time the last guy was running to the exit, one of us extracted alone, which made everyone unable to extract at all after that, we all just stood there at the extraction point and nothing was happening, we eventually died from the lack of oxygen, then one guy resurrected and we extracted, but apparently the other two guys lost everything, but I didn't.

    This feature needs some serious revisions.

  14. 13 minutes ago, DarknessDevourer said:

    Because no one wants to wait another month to get some sort of content after waiting for 2 months already...? I don't know how much of the game you've played, but us who've done, obtained and just pillaged the entirety this game has to offer kinda live from update to update.

    It's not fun waiting. You must be able to understand that (I hope).

    I understand that, waiting for others to contribute during the event wouldn't be that great, for people who did everything already, now that I think about it. Imo the event (or any future ones) would be way better if they were made more in the vein of old school mmos. Basically have some multi stage repeatable tasks for the whole community to do, both for newbies and veterans, and let them work towards a common goal by doing these, instead of just rigging the whole event, which is lame as hell.

  15. 18 hours ago, C0bra5 said:

    we were progressing at 3% per day for the first 4 days of the event, there is no way at the rate we were going we would have finished, it got boosted on day 5

    Why couldn't they just leave the event running until it actually finishes, even if it would take a month.

    • Like 1
  16. I really liked the Dual Cestra, the fire rate and the fact that it's a projectile weapon made me feel like a bullet hell boss, so I was really looking forward to getting the syndicate version, but it feels like a total downgrade.
    When you compare the stats of both, you can see the Secura version is just a straight upgrade, but in reality, it has half of the regular version's fire rate, even if the stat itself is identical between the two.

    I'm not really sure if it's supposed to be intended and it's just an UI bug, or if it was just forgotten when the regular version apparently got a buff or if the regular version is actually bugged to be better than intended.

×
×
  • Create New...