Jump to content

[DE]Momaw

Warframe Staff
  • Posts

    6,097
  • Joined

Posts posted by [DE]Momaw

  1. The problem to me is that defense doesn't win battles.  Warframe is not a game where you can really outlast an opponent. You don't win a fight through endurance and then move on with your life.  Instead Warframe is a game where enemies come at you, en masse, and persistently. This leads to a style of gameplay that emphasizes fast kills, AOE killls, and crowd control, more than it does defense.   And then there is the mechanics of blocking, whereby in order to block you must switch to your melee weapon i.e. give up any kind of ranged capability, which makes you vulnerable. Finally, melee weapons are for the most part much weaker than guns. I am not including permanent stealth Loki builds, as they have a significant melee damage multiplier, nor ability-based melee like Exalted Blade.

     

    All of this conspires to rob sword (axe) and shield of its practical application.  Enemies at low levels die trivially to absolutely any properly modded weapon, so why would you pick a melee weapon with relatively slow speed and short reach, when a whip or a polearm can clear entire rooms with a single stroke, or warframe abilities, or AOE spam, etc.  And at the other end of the spectrum, if you're fighting at high levels then a weapon that can reduce damage against you seems attractive until you consider that in order to get this blocking power you're forced to engage these super power enemies at short range and without cover, with a weapon that has very low practical damage output. Why on earth would I use a sword and shield to slowly kill an enemy that can in turn kill me almost instantly, when I could instead put them down with a single arrow or shotgun blast.

     

    Really if you want a quick and easy fix to make shields relevant, go back to the olden days when we could block without our melee weapon equipped. Because then you can quickly alternate between blocking and shooting and THAT would be useful.

  2. If you want DE to fix bugs, it is helpful to describe exactly what the problem is and how it happens. They become invincible...Both of them?  Even the jetpack? All the time or only during some animations? Does this happen right away, or do you use some combination of abilities on them that causes them to become invincible?  Have you tried ray trace weapons, projectile weapons, AOE weapons, and warframe powers on them and found them to be invincible to everything or only some?

  3. Ammo pick ups and ammo restores do not scale to the ammo pool of the weapon you have. Except for the very old (and totally unavailable) ammo boxes that are just fill your pool up copmletely.

     

    I don't know about "intended" but it's been this way forever and Kohm is not the only thing that has this problem.

  4. So I like using my kubrow, and I was a big supporter of the idea of being able to fit them with armor for customization.  The problem is, I don't really like any of the sets that have been released yet.

     

    I don't like any of the sets.

     

    But if it were possible to mix and match parts of the armor as we saw fit, just like how we do with warframe armor cosmetics, I would be approximately 300 times more likely to actually buy any of it.  Some of the bits are cool, and if I could use this without the weird face part, or use only that for the legs without the back....You see how it goes.

  5. Important information that the UI fails to give us:

     

    * Reach. How far away can we hit somebody? More reach equals more reliable hits and more chances to hit multiple enemies at once.

     

    * Knockdown radius. When we ground slam how far away are enemies going to be affected?

     

    * Slam type. Some weapons knock enemies down, some knock down with ragdoll, others cause elemental procs....

     

    * Interrupt resist. Some weapons give you a very high chance to avoid being interrupted mid-swing, to the point that you can just ignore heavies trying to slam you and such things.  Others.... Not so much.

     

    * Block ratio. How much damage gets through a block? Some are very good at this, and it's not only the obvious sword and shield.

     

     

    Obviously this is all observable if we pull the weapon out and use it during a mission but I don't think think it should be necessary. These are simple properties that can potentially have a big impact on what weapons we choose to use (or to buy), and should be displayed for us so we can make informed choices.

     

     

  6. Does anyone actually use mutation mods?

     

    Very often for me. Even on my bow.  By the time you run into enemies that a bow can't one-shot if you lose a damage mod for utility, you're at such a high level that the difference in actual killing power is only another couple of minutes.

     

    On the other hand, arrow mutation is so efficient that I never even think about how many shots I have or waste time looking around for the pink.

     

    *shrug*

  7. Should note however, Lanka does have an AOE by virtue of it's magnetic damage that triggers...sometimes. Not gunna get much out of that either however outside a brief stun.
     
    You mean electrical.  Elec damage can chain to nearby targets.  Magnetic is not AOE.
  8. + Very high damage!

     

    + Huge punch through value.

     

    + Magazine and reload are not painful

     

    + Only moderate loss of accuracy from using Heavy Caliber

     

    --

     

    - Unreliable because not 100% crits

     

    - Lead time required to hit moving targets

     

    - High zoom scope makes it clumsy at short range (i.e. most of the time)

  9. Primed Fast Hands strongly recommended.  Vulkar's reload speed is brutal, to put it bluntly.

     

    Not a fan myself. You have to put utility mods on it to make it less painful to use, which cuts into its damage potential.  Neither Vectis nor Lanka have this problem.

  10. If it is effected by power strength, the scale factor is really small...

    Power strength 100% and 185% doesn't seem to have huge difference with the armor reduction.

    Any detail please?

     

    Well this is something we can test out.

     

    TIME FOR TENNO SCIENCE

     

    I'm going to start by looking at an armored enemy target. Let's go with Arid Heavy Gunner because she's armored, very tough, and near the start of the list.  What sort of damage should we use? It should be something that doesn't have any special modifiers against the armor or the flesh, so that we are strictly dealing with the armor reduction values.   All forms of physical damage is invalid, as are many elements. Neither the armor nor the flesh is resistant or weak to cold, and electricity.  I'll go with electricity since the only weapon that does pure cold damage is the Glaxion and that's a continuous weapons, and continuous weapons are too bizarre for good testing.  For the same reason I will not use amprex, quanta, or synapse.  Which leaves us with the Lanka, which does pure electrical damage in (big) discreet shots.  I remove all the mods from my Lanka which leaves it doing a base of 300 electrical.

     

    Rounding everything to the nearest 3rd decimal place.

     

    For the first test I will mod my Frost for 100% power strength and shoot a level 8 arid heavy gunner (minimum level) to get a sense of its damage reduction.  My rifle does 112 damage, which means my weapon is only 37.333% effective, which means

     

    300 / (300+x) = 0.37333

    300 = 0.37333 * (300+x)

    803.572 = 300+x

    503.572 = x

     

    Considering that according to the codex the arid heavy gunner has an armor rating of 500 at level 1, I'd say we're spot on.

     

    Now we spawn a higher level enemy. Level 100 ought to do it.  Against a level 100 arid heavy gunner my weapon does 12 damage. This means my weapon is 4% effective, which is an armor rating of 7200.

     

    Yikes.

     

    After I use (very carefully) use Avalanche on the level 100 arid heavy gunner, my shots do 19 damage, which calculates as an armor rating of 4437.

     

    (For sanity checking sake, does this work backward?  Plug in the armor rating calculation, 300/(300+4437) = 0.06333,  times 300 damage is 18.999. We're good!)

     

    Now the first moment of great curiosity:  Is that a 40% reduction in armor? .....   No.  It's pretty close though, at 38.375%.  I'm willing to blame rounding errors in my math and the information the game is displaying to me.

     

    So now we go back to the ship (ugh) and outfit for higher power strength. My ordinary Frost build has 170% power strength (max rank Transient Fortitude, plus Arcane Squall helmet).

     

    Using 170% power strength Avalanche against a level 100 arid heavy gunner, I see 34 damage. This is 11.333% effective, which means target has an armor rating of 2347.  This is 67.4% reduction in armor over the original 7200.  Is it what we expect to see?  We know the ability nominally reduces armor by 0.4, and we're multiplying that by 1.7 from power strength which gives us.... *drumroll*  68% armor reduction.  That's pretty damn close to the 67.4% we observed in testing.

     

    Conclusion A: Yes, avalanche is affected by power strength.

     

    But.....

     

    The difference between a 300 damage weapon doing 19 damage versus doing 34 damage is.... basically irrelevant.  The armor reduction from Avalanche ends up being mathematically present and verifiable but pointless in gameplay because of the non-linear way that armor works.  Damage reduction from armor is calculated as

     

    damage * 300 / (300 + a)

     

    Where 'a' is the armor rating. What this means is that with an armor rating of 300 the target takes half damage. An armor rating of 600 means they take 1/3rd damage. 900?  1/4.  Armor is at its most "valuable" at low values, and Avalanche doesn't touch that.  It turns armor rating in the thousands into smaller thousands, and that still means they are barely grazed by your bullets. Against the tested arid heavy gunner at its minimum spawn level of 8, and a base power strength Frost, all you're doing is reducing their armor from 500 (incoming damage*0.375) to  300 (incoming damage*0.5).  Kind of pointless.

     

    If you really want to fight armored enemies, Corrosive Projection in a squad is still by far the best solution. And if you're fighting solo, corrosion procs reduces their armor rating by 25% every time so it only takes 2 corrosion procs (leaves them with 56.25% of original armor, permanently) to beat Avalanche's effects.

     

    Conclusion B: Armor reduction from Avalanche works but it's not worth caring about.

  11. Haven't used this mod myself because I don't have one. But if the wiki is right and it's 6 armor per hit, literally the integer value "6", then it's pointless. By the time you care about the enemy's damage reduction their armor rating is like a thousand. This needs to be something like -10% of their max armor rating per hit since you're sacrificing a damage mod in order to fit it.  Or make it so that 1/x'th of the damage you inflict on them comes out of their armor rating instead of their health.

  12. Every other conversation i have within clan or alliance is about DE doing things wrong, what they should do, what we need them to do, what we want them to do, etc.  When players that are unsatisfied with the direction of the game go so far to develop charts, media material (pictures, videos, memes) you have to take a step back and actually question yourself and people you work with is this a good thing.

     

    The thing is that a significant portion of the player base simply doesn't understand what a game is. "Don't change Peacemaker, it doesn't even scale well!"  "Boltor Prime isn't even that strong, you need to empty your entire magazine to kill a level 150 enemy".  Too many players that want to stroll around raking in rewards and chortling about how clever they are for getting all this stuff with no real effort. Too many players wanting to "beat" the game without wanting to be challenged in playing it. Too many players with absolutely every possible resource at their disposal who forget that a lot of others do not have the unique special combinations that make or break everything. Too many players who think that Warframe is six hour T4 survival and try to make the game work there, when only a vanishingly tiny fraction of us care to do that.

     

    There's good ideas in the mix, but from DE's perspective it's a signal to noise problem.

  13. Increase Spread, Remove Damage Falloff

     

    The disadvantage of doing that is that then you have RNG based hits.  If you want to increase Hek's pellet spread to the point that it's ineffective at long range i.e. not competing with actual long range weapons then it's basically random whether you hit the target with anything at all.  Would you be more confused by seeing hits that show reduced damage over range, or by shooting your gun at a target and seeing no damage whatsoever because RNG decided not to put any pellets there?

  14. It's because you have multishot on, and the game averages out the status across multiple projectiles for you.

     

    For example if you have 50% status chance on 1 projectile, then your chance of status is 1 minus the chance of failure, i.e. 1-0.5, or 50%.

     

    If you have 50% status chance on 2 projectiles, then either one of them could proc status.  The chance that a single given projectile will proc is 50%, but the chance that ANY of them will proc compounds the chance as 1-0.5*0.5, i.e., 75%.

     

    Adding a mod that gives you +60% status chance would make the single-projectile status chance equal to 0.5*1.6, which is 80%.  Any single projectile has an 80% chance to proc status. With two projectiles, the chance that ANY of them will proc is 1-0.2*0.2 = 96%.   Obviously 96% chance to proc is not 60% greater than the 75% chance to proc you started with so it doesn't make intuitive sense. But it's right.

  15. Frost prime doesn't even have that much gold, and if you use Immortal skin and the "cooler helmet" you'll lose all your gold parts :/ (same with mag prime)

     

    No dispute that Frost Prime is not a very "prime looking" Prime, but it's worth pointing out that you can add gold with Prisma armors which have shiny metallic parts.

×
×
  • Create New...