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DealerOfAbsolutes

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Everything posted by DealerOfAbsolutes

  1. They are multiplicative with another. 10 stacks Viral multiplies damage by 4.25x. A Sortie level enemy with 6000 armor stripped to 1200 has DR reduced from 95% to 80%, which is 4x damage. Procs alone multiplies damage by 17x before getting into the fact Corrosive damage has an additional 1.75x against Ferrite while ignoring an additional 75% of it. I'm surprised why DE hasn't reworked Puncture procs into a generic damage bonus additive with Viral and Magnetic. Like say +60% at 1 stack and +150% at max. Negligible boost for Viral builds, but huge buff for Corrosive. Viral is synergistic with Slash, why can't Puncture be synergistic with Corrosive? When 4xIPS weighting still existed, Puncture was in fact detrimental to Corrosive, which was why pure elemental Amprex was so popular.
  2. Acolytes are immune to Viral procs because DE made Viral too strong.
  3. A lot of maps and enemies weren't designed with unlimited stamina in mind which is why so many new missions are mobile defense reskins. Warframe now is just bullet jumping simulator towards extraction.
  4. A lot of underperforming mods could use buffs in general and it isn't like DE didn't buff old mods which were already in everyone's inventory. Rifle Aptitude: +15% Status Chance --> +90% Status Chance True Steel: +60% Critical Damage --> +120% and X2 on Heavy Attack Critical Deceleration: +48% Critical Chance, -30% Fire Rate --> +200% Critical Chance, -20% Fire Rate Ideas: Tactical Pump: +30% Reload Speed --> +75% Reload Speed Primed Tactical Pump: +100% Reload Speed --> +250% Reload Speed Rupture: +30% Impact --> +90% Impact, +90% Base Damage Piercing Hit: +30% Puncture --> +90% Puncture, +0.9m Punch-through Sawtooth Clip: +30% Slash --> +90% Slash, +30% Status Chance New mods: Festering Bodkin: +50% Chance to apply *Viral Proc* on *Puncture Proc* (x2 when Fire Rate is Below 2.5) Viral and Corrosive together allows certain weapons like Synapse and Tysis to compete with Viral+Slash builds as Viral+Corrosive procs are multiplicative with each other. It may also give Puncture Crit weapons a way to run Viral + Slash with 0 elemental mods.
  5. At this point, DE might as well introduce mod disposition to increase the use of weaker mods. My idea: Primary and Secondary Aura Slot Mods with a disposition of 2 or less can fit into the Aura Slot. Disposition 2 mods give capacity equal to drain. Disposition 1 mods give capacity equal to 2x drain. It would be a huge boon to new players who aren't swimming in potatoes and forma to experiment with, while giving veterans more modding freedom without locking themselves into 8 forma builds.
  6. Biggest offender is ammo mutation on low ammo capacity AOE weapons that otherwise have near 0 sustained DPS.
  7. Ignoring the Net Armor value by 75% and a 1.75x multiplier isn't insignificant. It's the reason why the TTK on a Heavy Gunner is comparable to a Corpus Tech when using Corrosive in Sorties. The real issue is that armor isn't capped. The gentler scaling past level 70 simply reduced Bleed's exponentially increasing effectiveness into a linear one. Things might actually be fine if armor just capped at level 70 and have health scaling be more aggressive after that point. Just for comparisons sake, consider a level 90 Heavy Gunner with 5950 Ferrite armor which provides 95.2% DR. 100% Neutral will deal 4.8% Damage. 1x Neutral 100% Viral will deal 1.75x Neutral against Cloned Flesh, 8.4% Damage. 1.75x Neutral 100% Puncture will deal 1.5xNeutral while ignoring 50% armor, 13.7% Damage. 2.85x Neutral 100% Corrosive will deal 1.75xNetural while ignoring 75% armor, 29.3% Damage. 6.1x Neutral before any procs 35% True Damage from a Bleed tic will always deals 35% True damage per tic regardless of level as it ignores armor 100%. 7.29x Neutral DE's logic seemed to be that since armored enemies have an order of magnitude more ehp than everything else, anti-armor types need to have an order of magnitude effectiveness over neutral types to normalize TTK's across factions when using the correct damage types. For a more detailed comparison see chart below. As armor scaling changes at level 70, effectiveness of anti-armor becomes less aggressive beyond that point which is why the True Damage line goes from Exponential to Linear. Disclaimer: Of course this is merely just a rough illustration as this does not take into account Corrosive or Viral procs or the fact 2 element mods gives +180% Corrosive, not 100%, or the fact Bleed tics a lot more than once. This is just to highlight the relative power of armor modifiers and true damage over neutral types.
  8. Magnetic: Exodia hunt proc, drags enemies towards afflicted target within 5m, increases by 0.5m for each additional proc capping at 9.5m. Blast: Knockdown, entire body is treated as head during damage calculations. Puncture: Increase damage towards target by 60% on first proc, capping at 150% on tenth. Additive with Viral and Magnetic bonuses. Gas: Damage= 0.5xBasex(1+faction%)x(1+status%) Damage scales with extra status.
  9. I'm not talking about the radar. I'm talking about things like Sargus Ruk weak points. Usually half the squad deals no damage to him and one guy is clean up.
  10. Literally me for months. Literally the same problem with a lot of bosses. At least one person in the squad knows what they are doing and for the rest, it's a blink and you miss it moment where they don't learn anything.
  11. Warframe could use more blaring red indication markers. Like a red glowing reticle that screams shoot me for the clouds. For boss weak points. For when our Warframes are targeted by Bombard rockets. Giant red glowing AOE circle denoting explosion radius ala Lenz for enemy explosives before they make contact so players can't complain about being one shot out of nowhere. Warframe is terrible at telegraphing.
  12. Things like red lock on ephemera on our Warframes or highlighted AOE zones on the ground before an attack lands. Tenno Sense. Then again Warframe does feature these things from time to time like Magnetize auras, but Warframe is sensory overload most of the time due to the speed and spawn rates.
  13. It's not exactly diminishing returns, but opportunity cost. Increasing armor continues to increase your ehp linearly. DR= Net Armor/(Net Armor+300) Health Multiplier = 1/(1-DR) Every 300 armor is equivocal to +100% ehp, but of course this runs into the same issue as stacking Base Damage as the relative return gets lower and lower. It's always better to have diversity of multipliers. Weapons have a lot more multipliers and slots to work with than Warframes. Enemies on the other hand don't have slot limitations like Warframes, so armor on them is ridiculous. Warframes have to juggle health and armor mods, but enemies just have both increasing exponentially.
  14. Damage types are a mess. So messy in fact that DE ditched the idea of resistances against Tenno by creating special Tenno health, armor and shield type with generic -25% resistance against everything. Corpus used to hit harder because they dealt Puncture damage that ignored 50% of a Warframe's Ferrite armor with a 1.5x boost. On paper, it was to give Corpus Projectile weapons that dealt Puncture an advantage over Grineer hitscan weapons that dealt impact a leg up against heavily armored Warframes, but not like that even matters because damage scaling results in players getting one-shot despite whatever damage the enemy is packing anyways. DE eventually deemed it as needless fluff complexity and just scrapped the resistance system against Tenno altogether. DE needs to rethink how armor works and how it interacts with different damage types on both sides. Just for comparisons sake, consider a level 90 Heavy Gunner with 5950 Ferrite armor which provides 95.2% DR. 100% Neutral will deal 4.8% Damage. 1x Neutral 100% Viral will deal 1.75x Neutral against Cloned Flesh, 8.4% Damage. 1.75x Neutral 100% Puncture will deal 1.5xNeutral while ignoring 50% armor, 13.7% Damage. 2.85x Neutral 100% Corrosive will deal 1.75xNetural while ignoring 75% armor, 29.3% Damage. 6.1x Neutral before any procs 35% True Damage from a Bleed tic will always deals 35% True damage per tic regardless of level as it ignores armor 100%. 7.29x Neutral DE's logic seemed to be that since armored enemies have an order of magnitude more ehp than everything else, anti-armor types need to have an order of magnitude effectiveness over neutral types to normalize TTK's across factions when using the correct damage types. For a more detailed comparison see chart below. As armor scaling changes at level 70, effectiveness of anti-armor becomes less aggressive beyond that point which is why the True Damage line goes from Exponential to Linear. Disclaimer: Of course this is merely just a rough illustration as this does not take into account Corrosive or Viral procs or the fact 2 element mods gives +180% Corrosive, not 100%, or the fact Bleed tics a lot more than once. This is just to highlight the relative power of armor modifiers and true damage over neutral types.
  15. No problem. It's a fact that's only really relevant against Eidolons or back when the Wolf of Saturn Six first dropped. Corrosive has the same +75% against Ferrite, which was why people used it against Liches even if the Lich was "Corrosive Resistant" back when they had status immunity. Just for comparisons sake, consider a level 90 Heavy Gunner with 5950 Ferrite armor which provides 95.2% DR. 100% Neutral will deal 4.8% Damage. 1x Neutral 100% Viral will deal 1.75x Neutral against Cloned Flesh, 8.4% Damage. 1.75x Neutral 100% Puncture will deal 1.5xNeutral while ignoring 50% armor, 13.7% Damage. 2.85x Neutral 100% Corrosive will deal 1.75xNetural while ignoring 75% armor, 29.3% Damage. 6.1x Neutral 35% True Damage from a Bleed tic will always deals 35% True damage per tic regardless of level as it ignores armor 100%. 7.29x Neutral For a more detailed comparison see chart below. As armor scaling changes at level 70, effectiveness of anti-armor becomes less aggressive beyond that point which is why the True Damage line goes from Exponential to Linear. Disclaimer: Of course this is merely just a rough illustration as this does not take into account Corrosive or Viral procs or the fact 2 element mods gives +180% Corrosive, not 100%, or the fact Bleed tics a lot more than once. This is just to highlight the relative power of armor modifiers and true damage over neutral types.
  16. This highlights another issue of Warframe. There are a lot of niche mechanics that don't matter at all in normal play. Players can actually plow through the Star Chart without ever learning how to Bullet Jump. Minmaxers like to talk about damage modifiers and how banes are a separate multiplier to Base Damage. How banes double dip into Bleed for some reason. About how the new Acolyte Arcanes made Serration obsolete, etc, etc, but none of that really matters. Small things like how armor modifiers double dip. Radiation bypasses 75% of Alloy armor while dealing +75%. Useless knowledge outside of Bleed immune Bosses. Warframe has needless complexity that adds no depth to gameplay because everything can be breezed over with big enough numbers.
  17. Potatoes and Forma also contribute to the idea that QoL mods are useless. Early game, capacity is super limited and as enemy health scales exponentially, we must mod our weapons with exponentially increasing damage to have adequate KPS. QoL is a luxury for p2w players with early potatoes basically.
  18. If I didn't check YouTube tutorials or the wiki, I would have thought Warframe was pure p2w after unlocking the market that shows plat prices.
  19. Or, armor just doesn't scale at all. An Elite Lancer with 300 Base Armor will have 300 armor at level 1 to 9999. 300 armor = 50% Damage Reduction = 2xehp Multiplier This is equal to a Corpus Unit having a 1:1 Health to Shield Ratio with the caveat that armored units are still vulnerable to health weaknesses as armor merely provides Damage Reduction and doesn't substitute health like Shields do. As armor doesn't scale, Bleed that ignores armor won't scale in effectiveness like it does right now. 35% Base Damage as True Damage, would remain equivocal to 70% effective Damage against Elite Lancers from level 1 to 9999, making it more in line with other Damage procs. Right now, due to armor scaling, 95% DR = 20xehp Multiplier at 6000 armor means that Bleed that ignores it deals 700% effective damage from 35% Base Damage. Of course, armor scaling has always been a band-aid to the elephant in the room which is player damage scaling. Outside of invincibility phases, shield gating, damage caps, status immunity and damage attenuation, armor scaling was the OG way for DE to design enemies that didn't get one-tapped from a half-decent build. If armor scaling is to go away, Grineer health scaling would need to be more aggressive to compensate, but it would be easier for DE to manage. Instead of finely adjusting an armor scaling dial and a health scaling dial, they would just need to finely tune the health scaling dial. As the double dipping armor modifier mechanic would be less significant, there would be even less reason to use Corrosive over Viral, so Viral would probably need to get nerfed, by changing the +75% against Cloned Flesh to -50% or something. That way, Corrosive = Raw Damage, Viral = debuffing.
  20. Infested modular Warframes. The strain mutates based on the Warframes you bring against it. You can tailor make your own Warframe nemesis that you can play as later with the caveat that they will never have prime variants.
  21. Or have Shields grant Crit immunity. As long as a unit has some Shields, Crit Multiplier against them is converted to 1.0x. This would bring some dichotomy to the weapons we use against Corpus and Grineer as well as bridging the ehp disparity. Bleed is only strong relative to armor scaling as it ignores armor scaling. 99% DR from armor grants 100x ehp, so Bleed which ignores it deals 100x effective damage over neutral damage types. The problem with this is that such a thing renders +/- resistances pretty much moot. Corrosive? Radiation? Forget the armor types, Bleed is just better unless the enemy has status immunity. If armor was just static and Grineer just had insane health scaling, Bleed would be in line with everything else.
  22. Huge work? Honestly, the amount of effort DE is expending on "damage attenuation" from the Condrix to Corpus Sisters alone is probably more than what they would need for a transparent across the board stat squish for all weapons. The only opposition to a stat squish would be the die-hard minmaxers who actually know about multiplicative mod interactions. Casual players don't know or don't care about how Banes double dip in dots and apply multiplicatively after Serration. Most of them probably don't own maxed out Acolyte Arcanes that make Serration obsolete. Most casual players don't even bother with Sorties, let alone Steel Path or endurance runs. If DE decided to make Critical Damage and Viral procs additive with Serration, where 4.4x Crit multipliers are reduced to mere +340% Damage, and 10 stacks of Viral only nets +325% Damage, only a minority will yell. It's not like we can see the effects of Crit multipliers, Bane mods, damage types on the mod screen. Casual players just take the final damage number on the bottom as face value and don't know the value of Bleed procs. People complain about the Melee nerf, the Condition Overload nerf, but all of that is small potatoes compared to the Corrosive nerf. Pre-status change Corrosive could strip armor 100%. 6000 Armor at Sortie levels granting 95% DR was reduced to 0%, letting players deal 20x damage which makes Red Crits look cute. There is a reason why enemies are status immune, but not Crit immune. Pure Crit weapons were once seen as "garbage" because they scaled poorly against armor until DE dropped Hunter Munitions. Most of an enemy's TTK at high levels was spent stripping armor unless you ran 4xCorrosive Projection or Bleed. Nowadays, max stack of capped Corrosive is just an 80% strip, 6000 armor is reduced to 1200, which is still 80% DR. 4x damage which is roughly Viral level. Nowadays, with the new S-curve armor scaling, pure Crit weapons scale decently even without Hunter Munitions.
  23. That's the weird thing in Warframe. Better versions of things are usually easier to get than the base version.
  24. I'm surprised we don't have an elemental proc that restores Warframe Energy. Magnetic: Restore Warframe Energy equal to 100%*(1/(Fire Rate*Multi-shot)) of enemy level. Most players don't care about doing more damage to Corpus and Infested as they are so much squishier than Grineer. We need more utility procs. Also, Magnetic getting energy Regen would open up players to other operator schools.
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