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Etzu

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Posts posted by Etzu

  1. Il y a 11 heures, Xzorn a dit :

    I fight lvl 400+ enemies all the time and I've used Hunter's on a weapon once. It's more productive to either produce higher flat damage against unarmored or strip armor. As I mentioned theres few cases where Bleeds can keep up on guns. Melee is another story thanks to Lasting Sting and Condition Overload.

    A lvl 100 Bombard will take 32 Corrosive procs to fully strip it's armor. A lvl 200 will take 36 procs. Lvl 300 takes 38. Lvl 400 takes 40 procs and Lvl 1,000 takes 46 procs. Notice how the number of procs needed slows down as they scale? Their HP does not however. There's a 10 proc difference between lvl 100 and lvl 1,000 meanwhile a lvl 100 Bombard has 41,772 HP and a lvl 1,000 Bombard has 4,464,372 HP a difference of 4.4 million.

    Armor functions as a delay before you can start hitting the enemy's health pool. The impact of that delay is directly related to the kill time it would require to burn through it's HP in the first place. If you're fighting lvl 400 Corpus and lvl 400 Grineer with appropriate weapons you won't really notice a difference in kill times because that delay to burn through armor now plays a minor role in your total kill time.

    I like your way to expose the problem, that's right I'm not able to test further than lvl 155. The bleed is indeed a "flat" damage that seems to have no bonus nor malus of any kind, it's only scalled on the base inate damage of the weapon, the damage mod, the critical tier, and the critical damage.

    As you're used to fight against high lvl mob, can you try this build: Serration, Split Chamber, Vigilante Armament, Point Strike, Vital Sense, Hammer Shot, Hunter Munition, Argon Scope. (last slot you can use whatever you want, even a riven)

    On one of those primary if you have: braton prime, boltor prime, tiberon prime, veldt, sybaris prime, cernos prime, dread. (you can also try on beam weapons but replace the two multishots one for other mods, the multishot on beams have strict fixed critical that will reduce the bleed capacity)

    And comparing on your knowledge on the killtime against high lvl heavy target using the elemental combo and this build to see if my feeling on that bleed build is real or just efficient lower level mobs ?

     

  2. There is something that none of you seem to understand. I love the mod Hunter Munition, I use it on nearly all my build.

    Just be honnest guys, and admit that this mod is way too powerfull and has no equivalent for other damage type.

    This only leads to a "meta" build like the "memeing-strike" spine-to-win meta that forced DE to work on Melee 3.0.

    So for the sake of the game, if you're not capable of fair thinking on how the game can be improved to valorise DE's overall work just don't post useless messages and get out of this thread.

  3. il y a 24 minutes, Syasob a dit :

    you usually have to grab a proper cat and build around this mod

    I see what you mean about building arrround the cat, but I've just tested without the cat and to me it's still way too much. Multishot doesn't increase directly the critical chances but it makes you crit much more often than without it, and then yep when you don't have multishot it's kinda not interesting. (using multishot is not building arround hunter munition, it's one of the basic way to increase the damage)

  4. il y a 5 minutes, Leyvonne a dit :

    Sure, Corpus is easy with a mouse, but with a controller it isn't just simple "click on a spot". It is move left stick to the dircetion of the node you want to rotate and keep it in that direction -> use left or right bumber to rotate. Accidentally moved the stick slightly? Well you now rotated a node you didn't want to and most likely lost your chance to get it right in time.

    I mean, the pain won't be much more for controller than it is already right now for controllers. But the difficulty difference between controller and mouse solving will be way higher yep.

  5. il y a 10 minutes, Syasob a dit :

    No, unless you rave a +615% cc Riven.

    Actually it was not 10%, but 12% on my weapon but with the 150% multishot from Split Chamber and Vigilante Armament there is most of the time at least one crit from all the mutlishots without using a kavat and a riven.

    With a Braton Prime, base 12% crit chance:

    • Point Strike: ( 0.12 x ( 1 + 1.5 ) ) = 0.3 (30% crit chance per shot)
    • Point Strike & Cat's Eye: ( 0.12 x ( 1 + 1.5 ) + 0.6 ) = 0.9 (90% crit chance per shot)
    • Point Strike & Critical Delay: ( 0.12 x ( 1 + 1.5 + 0.48 ) ) = 0.3576 (~ 36% crit chance per shot)
    • Point Strike & Critical Delay & Cat's Eye: ( 0.12 x ( 1 + 1.5 + 0.48 ) + 0.6 ) = 0.9576 (~ 96% crit chance per shot)
    • Point Strike & Argon Scope: ( 0.12 x ( 1 + 1.5 + 1.35 ) ) = 0.462 (~ 46% crit chance per shot)
    • Point Strike & Argon Scope & Cat's Eye: ( 0.12 x ( 1 + 1.5 + 1.35 ) + 0.6 ) = 1.062 (~ 106% crit chance per shot)
    • Point Strike & Argon Scope & Critical Delay: ( 0.12 x ( 1 + 1.5 + 1.35 + 0.48 ) ) = 0.5196 (~ 52% crit chance per shot)
    • Point Strike & Argon Scope & Critical Delay & Cat's Eye: ( 0.12 x ( 1 + 1.5 + 1.35 ) + 0.6 ) = 1.1196  (~ 112% crit chance per shot)

    I'm not saying argon scope is op, far from that, just saying that adding a cooldown or a fixed damage to the slash proc of Hunter Munition could give balance to that mod. You can litterally slash with 0% status chance weapon, and also with 0 slash damage based weapon but that's another story.

  6. Il y a 3 heures, Syasob a dit :

    Just leave it freaking be.

    It's not like HM is the only way to make your weapon work. Most of the game content is fine without HM and even if you want to use it you usually have to grab a proper cat and build around this mod. Not to mention that toughest targets we have now tend to be immune to status at all.

    I never said it's the only way, it's just abit outclassing other builds, except against status-immune unit you're right on that. Slash damages are not universaly usable, but Slash procs (bleed effect) deals "true damages" which just bypass absolutly everything.

    Il y a 3 heures, Xzorn a dit :

    Hunter's Munitions isn't OP, ever.

    Slash procs do not scale better than Corrosive against Armor 

    It's not op, it's just actually usable outside of the original purpose of the mod, which was to combine with the Hunter Command to make companion attack slashed mobs for a duration depending on the Command level.

    And about the armor, I can do some 5k per tick slash with a base slash damage of 18 against lvl 155 corrupted bombards, the proc damages totaly ignore armors reduction.

    Il y a 3 heures, uxx0 a dit :

    Yikes.

    I don't get why you'd ever use Cernos Prime as well. Keep in mind that this is all with enemy AI disabled, further inflating the numbers.

    I've tested in real mission too, when you're constantly making yellow crit (even a base 10% weapon can reach constant yellow with argon scope) having 30% chance to get a free slash proc based on your damage is abit too much.

    About the cenors, it's just a quick capture of the capacity of the Cernos I've made for my friends when I realized how HM worked on it, it's not "the weapon on which HM is op". I've tested that on a lot of weapons, snipers, auto-riffle, semi-rifle, shotguns, the only type that get "lesser" result are the beam type due to the behavior of multishot on them.

    ----

    I'm realizing that another possiblity than the cooldown could be some "fixed" damage for the slash proc of the mod, that way it won't change the way to apply procs on targets but without offering one extremly "cheap" kill capacity.

  7. Hey there.

    Since few weeks I look for one optimal warframe squad composition for high level content based on weapon usage, and for that I looked for incredibly strong weapon builds. My analysis lead me to realize that the Slash is actually the best polyvalent bet of all when you understand how it works. There is two traditional way to base your fightstyle on Slash, Status on any weapon type and Crit-Based with Hunter munition on primary weapons.

    In the case of the status, the weapon must have an interesting base status value and enought slash to proc it, and in some case you can just add one +120% slash mod to the weapon to compensate when the slash is not inate the highest but it will overall reduce the power of the slash ticks.

    In the case of the crit-based, just equipe "on headshot +crit chance" with hunter munition and the mods for multishot, crit chance, crit dmg, and dmg, this will leave you one optional slot for whatever you want on the weapon, and that will turn almost any primary weapon into an overclassed murder tool. I got here an example of the result using a Cernos prime using mirage and smeeta kavat, with and without mirage buff and arcane rage.

    So what's the point of all that ? Most people will tell you that Hunter Munition is OP, I agree and I disagree. The mod is meant to be use normally to lead pets to attack slashed target, not to provide to every primary weapon the capacity a wipe any sign of life on the system.

    So here is the only idea I found to balance that very strong mod without breaking its behavior: Adding a cooldown delay to the effect of Hunter Munition, at max level something like 3sec cooldown between each time the crit got 30% chance to slash.

    If any of you got other ideas on how to reduce the owerpowerness of the mod without killing the idea that devs had when they created it. (definitly designed for companions and khora as her lore is obtained in the same "event" as the modset)

  8. Hey there.

    I often notice some playing calling some "WTS" announcement in the trade channel, but they just add tags like "(wtb just for filter)" or "WTB nothing" or whatever just to get their selling message filtered by those using "WTB" only filter. It's not properly some spam, but in a way it's a spam of the filter "WTB" with unappropriated infos in the call. I reported one player for spamming for that reason, but I hoped I could add a message to explain the problem to the team. (sadly there was no additionnal message possible to add)

    Could we have some report option for "unappropriate channel usage" for those things ?

    • Like 3
  9. Hey there.

    Since about a week I'm experimenting some serious issues on my laptop when I play warframe. I'm getting the "Network not Responding" randomly, sometime in my dojo, sometime in mission, sometime in my orbiter, and it always leads to my network card to completely go mad. Let me explain, my network stay logged to my actual wifi network, but it looses the internet signal, and all other wifi-networks suddenly dissapears from the radars. If I don't react extremly fast to either reset the card by turning her on and off or killing the warframe process it leads my computer to a simple BSOD. The strange thing about the issue is that my actual internet router doesn't loose the internet signal himself. Also if I'm not the Host, then when the network does not respond for warframe, I just got the program not responding and have to kill the process before the BSOD to occures.

    This only happened to me on Warframe, but I can't certify it's warframe related 100%, I think my first problems started with the 24.2.10 hotfix.

    Does anyone else under Windows 10 is having issues similar to that since the 24.2.10 ?

  10. Il y a 1 heure, Bloomspark a dit :

    IMO, low trade value for archgun riven is not necessarily a negative thing.

    Also, don't you think a pack that will give you a random item *type* will be too frustrating for the player?

    I agree for the trade value, but in a way it's not good if turns worthless too. (it could fall very low like 5plat) It's negative because for new players it won't be a reliable plat source, that's why to me it's a negative, right now every good stuff that is easy to obtain (in easy as noneed to craft arcane) worth very low in plat. Then a new player can still hardly make some plats for the start of the game when you lack slots so bad.

    About the random, well, the sortie reward pool is random, won't be more frustrating than the sortie pool then.

  11. Hey there.

    We saw on devstream 122 that the archgun rivens are coming, and they were in the arbitration store during the stream. DE team mentionned they did not decide how they will come either by the shop or in loot directly. I've been thinking a lot about that, the positive and the negative of each possibilities and I came to those conclusions:

    Archgun rivens purchasable in the Arbitration store:

    Positive:

    • easy to obtain.
    • no changes in the endo / mod farming rates.
    • gives some kind of utility to the vitus essences.

    Negative:

    • veteran arbitration player will have tons of vitus essence in stock
      • price of the riven, in vitus, could be too high due to that point
      • if price is not high, then those veterans will have tons of riven directly when they appears
    • platinium trade value will be extremly low due to the easy obtaining method (like the fortuna arcanes compared to cetus arcanes, literraly divided by 10 in the value or even worst)

     

    Archgun rivens in the drop rotation:

    Positive:

    • no risk of having a "riven flood" occuring due to massive vitus stock of certain players.
    • platinium trade value will not be extremly low directly due to the not that easy obtaining method.

    Negative:

    • reduction of other reward drop rate.
    • no use for the vitus essence in the riven obtaining process.
    • still easier than regular riven to obtain, as you're not limited to one arbitration per day compared to the sortie.

     

    One idea that came to my mind on another way to grant access to the riven, with giving usage to the vitus, without risking the veteran-stock problem, is to have in the arbitration shop some kind of "pack", in which there could be an archgun riven, or maybe a sentinel weapon riven, and some other things that are less "OP"-capable. (cosmetics, relics, whatever, I trust DE imagination on that point)

    So what do you think of my conclusions, am I wrong on some point, have I forgot some point maybe. Feel free to add your own suggestion but please keep in mind the idea is to provide a feedback that is honest, not what you'd want but what you think is best for the game, for all players either veterans and newcomers.

  12. I have no idea if anyone already mentionned that, but there is one ingame correspondance to the duviri long-arm size. The Ghost of Luas seems to be of the same arm-size, but the ghost of Luas are symetricals. (Ballas is not symetrical, the guy on the throne isn't too)

    The thing that still troubles me is ... Why a robotic right-arm ? Why not both symetricals ? (unless it's related to the "vain faith" that ballas mentionned in the Vitruvian, when orokins stopped to use the symetry. Sectarus Bilsa mention that Alarez symetry was broken when encontering him)

  13. Also guys, don't forget one thing.

    "Plains of Eidolons", "Orb Vallis", "Planes of Duviri".

    The two first were names of the zone, always featuring the Enemy to face, not the faction to encounter. There is a lot of chances that the Duviri are not the name of any of the two creatures shown on the tease.

    About observations:

    The right arm directly made me think of Ballas, there must be some connection between them. But also the color pattern of that metalic arm is definitly grineer stylized, the deep blue base with some serpentine-shaped brighter version of blue, Grineers use same color pattern on their armors. I also think that his regular skin color is brown, and that he's trying to mimic something with that long arm and that white-eyed blue-skined mask. I feel also that the chestplate is very close to the Dax design, probably a war-trophy of some sort, and the shoes he wears made also me think about Ballas shoes abit.

    The small minion on the back looks a lot like a grineer mecanic body in the proportions, but never seen any praetorian anywhere.

    The thing that intrigues me is the whitish crystal from his throne. The only whitish crystal we know in the game is the one from the trees in the void and on lua, and ice also.

    Another thing, Steve said we never heard about them before, and that's "normal in warframe story", so logically one guy like the maked one that looks totaly like an emperor cannot really fit into any actual planet we know. Otherwise we would have heard about it, or the other people would, so there would have been mention of thing there or there. That really depend if the faction we never heard about are the one that we'll fight or the one on the pictures if they're our futur friends.

  14. Il y a 17 heures, Xhobract a dit :

    Well, the reason we use Amps against Eidolon shields in the first place is because only Void damage can harm them. Though I haven't tested Melt against them myself let alone done Eidolons in a few months, this should be the reason.

    I think why it actually doesn't apply on the eidolon is because it share the same code as the other new magus arcanes, like those that reduce damage resistance of the enemy for specific damage type, which actually don't apply on the eidolon too. And I totaly understand that those that would reduce the target resistance to puncture by 100% don't affect the eidolon, and I also understand why the actual magus melt is not applying, just wondering if it's intented or not.

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