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TheArcSet

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About TheArcSet

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  1. If you're watching the stream on PC: click on your avatar icon, at the start of the stream and make sure it's set to 'online', mine always turns off. Alos, I used to refresh until I got the 'watching warframe stream warframe' text, but since the home streams started, that has rarely happened.
  2. This works for all the set bonus mods, excluding the sacrificial ones.
  3. Ah, sorry, I missed that; my fault for reading the posts from the bottom up. Still, by my calculations, that would still only give 87 corrosive damage vs ~112 pure viral; a 29% difference. Were you accounting for the virals modifier on gineer-flesh, under the armour? Also, just FYI, you can reach the -90% point by combining heat with corrosive; which can also help it ramp up much more quickly, though it takes up mod space.
  4. Are you sure about that threshold? Assuming you're only dealing pure corrosive and viral (for simplicity) 1695 ferrite armour and 10 procs means they'll have (0.2*(1695*0.25))/(0.2*(1695*0.25)+300)= 22% damage reduction against corrosive. So 100 damage will deal ~78. Viral & 10 procs will have 84.9% damage reduction. So 100 damage will deal 15.1*4.25*1.75= ~112.3. I know there is a point where the threshold tips, but even for the rare heavily armoured units, I think it's a lot higher that you're suggesting. I seem to recall Xlp3 calculated something between 3k-4k; so under sotie level for those rare units, but well above it for most normal ones; not to mentions how ferrite vs alloy would effect things.
  5. Well, this is what, her 4th 4th now? We can hope there'll replace it with something better eventually. It does suck that she lost accelerant and a lot of her damage viability. She used to be so good for fissure farming and could even do sorties, if you had a mind too.
  6. Huh, that was the only one I really invested in and I was about to fuse it.
  7. I grind Valis a lot at one point, until I have about 20 of each; then I just spend standing on relic packs.
  8. Make use of his passive by spamming his a1/a4 and bringing weapons that can cause bleeding. Make use of his a1 to deal damage that bypasses armour, but not shields, also, the argument can be used to temporarily strip armour, beyond the elemental proc limit, or on proc immune enemies. If you want to stealth, use his a2 with high duration; not really that useful. Use his a3 to get finishers and deal massive true to single targets; the augment refunds energy, makes the finisher automatic and buffs the damage. His a4 makes you cinematically auto attack for base 2k true damage & proc 600 bleeding; the augment boosts combo with use and passively your combo time; his a2 reduces the marking cost while active. Use high energy and efficiency to let you spam abilities, strength to buff damage.
  9. Ah, thanks for explaining. I'll add that to the wiki, so others know this. Still, it could still do with a bit of a buff, maybe to 3 stacks, like lots of other mods.
  10. Melee 2.95 came out. Channeling's gone until rage mode is implemented. The exponential mods have been made multiplicative instead. Combo goes to 12, but only directly buffs the new 'heavy' attacks, which consume all combo, unless you have combo efficiency. Spin to win is dead, replaced by heavy-spam. Focus was slightly respec-ed. Fortuna came out, along with modular secondaries and pets, ground-arch-guns, hover-boards and two boss fights. Damage 3.0: replaces ignite, now strips 50% of armour, over 3 seconds and compounds damage on each refresh; gas deals gas damage; blast is an accuracy debuff; procs can't strip all armour and have a duration; all enemies are weaker. All aoe weapons have a lot of fall-off now. Viral is the new meta, as it stacks up to +375% (used to be +100%). pellet weapons now display status per pelet and can't reach a magic 100%. Railjack came out and is mostly patched now; build one in your clan dry dock, or join a crew in navigation. Story went from Natah ->The Second Dream -> The War within -> Chains of Harrow -> Apostasy Prologue -> The Sacrifice -> Chimera Prologue -> Ropobolyst -> Erra and more conspiracy. Gas-city revamp, including secret lab challenges and mortus/proton/aero mod sets. A new vampire cat prowls the plains at night and can infect yours (all have 3 imprints now), but isn't that great at high levels. The sentients have started to invade. Arcanes nows level up to rank 5, but you can't double stack now. Convert levality and hacking replaced with the Parazon and it's mods. Kuva larva spawn in +lv30 regular missions and if you kill them them become an immortal li(t)ch, that will harass you until you kill it and claim it's special weapon, or make it a servant. Alerts were replaced by events you can do over a week (and reclaim old ones by emptying yours) and you get nightwave rewards and credits as you progress that; the credits can buy auras, skins, potatoes and certain weapons. New frames: some like Grendal are a bit meh, some like Wisp and Gauss are really powerful. The codex and market now have exhibition rooms to tell you the story of frames, for the few they've added. A new mission type called disruption. A couple of cinematic trailers that are quite cool. I'm probably forgetting some stuff, but that's what comes to mind right now.
  11. Seriously-_-. Every weapon in the game kills enemies; you can kill enemies, by jumping near them, with the mining laser, or the joke meme flaming can-opener and that before all enemies in the game received the recent nerf, to replace their armour with cardboard and their flesh with metallic tissue paper. When, not using Viral, or instead an element that an enemy is supposed to have a 75% vulnerability to, actually becomes equivalent to leaving off mods or carrying an Extinguished Dragon-key, as a 'personal handicap', then it's clear that something has gone wrong and that DE will want to fix it at some point. If all you care about is your kill count, may I suggest you take Saryn to Earth's endless defence. That should give you everything you want out of Warframe.
  12. I second this and have reported it too. Amalgam Furax Body Count is intended to add value to the underused Furrax by enabling ground finishers, with their x30 damage buff as well as offering some very brief cc. As it didn't push any blast damage, only the proc, it was already underpowered but, now that Blast has been changed, it now offers no synergy and little value as an augment. Can you please fix this be changing its effect to direct Knockdown and compensate for the fact that Conditional_Overload will only get one proc from it, rather than Blast&Knockdown, by finally giving it the damage it needed before and buffing the radius effect. DE, thank you for reading this and for you efforts to improve the game further.
  13. I second this and have reported it too. Amalgam Furax Body Count is intended to add value to the underused Furrax by enabling ground finishers, with their x30 damage buff as well as offering some very brief cc. As it didn't push any blast damage, only the proc, it was already underpowered but, now that Blast has been changed, it now offers no synergy and little value as an augment. Can you please fix this be changing its effect to direct Knockdown and compensate for the fact that Conditional_Overload will only get one proc from it, rather than Blast&Knockdown, by finally giving it the damage it needed before and buffing the radius effect. DE, thank you for reading this and for you efforts to improve the game further.
  14. Dear DE, Amalgam Furax Body Count is intended to add value to the underused Furrax by enabling ground finishers, with their x30 damage buff as well as offering some very brief cc. As it didn't push any blast damage, only the proc, it was already underpowered but, now that Blast has been changed, it now offers no synergy and little value as an augment. Can you please fix this be changing its effect to direct Knockdown and compensate for the fact that Conditional_Overload will only get one proc from it, rather than Blast&Knockdown, by finally giving it the damage it needed before and buffing the radius effect. Thank you for reading this and for you efforts to improve the game further.
  15. If it still did over 4x damage itself and more than 4x damage to bleed/burn/poison/gas ticks, how exactly would it be useless? For that matter, how exactly is the most powerful melee mod in the game "useless"? This aim of this post was to suggest a way for DE to resolve the problem they created, making nearly every weapon without Viral on it an intentional handicap (below level 500 or whatever), without DE inevitably reversing the viral buff and either putting it back to x2, or making it worse than that. Currently it largely invalidates their whole armour/health modifiers system, so it's fairly certain that, once they have a lull in changes we have to swallow, they'll nerf it into the ground later on. The goal of this suggestion was to was help guide them away from that.
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