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DimkaTsv

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  1. Sorry... I couldn't stop myself. No offence. Octavia main considered Nezha skills boring? Main of frame which is so OP that people don't play for how boring gameplay for it is most of the time? Man, people do percept things very differently sometimes.
  2. I guess it just transfers statuses, then instantly expires as CC cannot be applied, and explodes all transferred DoTs in one instance? (Isn't it 1.5x of total DoT damage or something?) Also... Wait... Really? Nezha augment is able to transfer EXISTING statuses? I thought it was only for statuses you inflict AFTER you impale enemies. Not before and after. Aka based on what said, you just prime enemies, then use S4 and every enemy shares their statuses with every other speared enemy in area? WTF? Now i DEFINITELY know why it was nerfed, if it worked like this. Because radius scaling becomes actually quadratic with number of mobs affected and potentially can cause status amount issues (which is why status spread bond on robotics were nerfed to have cap of statuses). It is potentially even more broken than Melee Influence, even if it could not tripledip in faction damage.
  3. Good argument. I was not good enough to calculate part of circle, and that approximation could've also given skewed results. Sure. Point was that relative difference in area measured in ratio or percentage will highly depend on environment and placement. It won't ever go above raw area/volume percentage though. And tendency is that with larger radius you lose more useful area/volume simply because mobs cannot spawn out of bounds, in air or under ground. And with radius increase often enough larger and larger percentage of total area/volume becomes useless.
  4. Actual effective area change is more often than not is way less than 75 or 90% (in case of 50m vs 23.85m circle and sphere). Due to fact that at least parts of effective area will be out of bounds for enemies, and more radius you get, more area is getting out of bounds compared to actually useful area. It will depend on tileset and your specific location as you said. But in common case AOE reduction is about 40-60% (aka up to 75%). For example this is circle area vs effective area on tileset. For example, if you have 50.35m radius vs 23.85m radius, 50.35^2*п=7964.32 23.85^2*п=1787.01 1787.0/7964.32=0.224*100=22.4% But (sorry, not geometry expert, so i will approximate areas here to rectangles instead of cropped circle fragment) but you are fighting in corridor 20 meters wide your loss is NOT 75%. 50.35*2 (it is radius, duh)*20=2014 23.85*2*20=954 954/2014=0.4737*100=47.37% Meaning that practical loss would be 52.63% instead of 77.6% which could be though from base area calculation. And if you do AOE volume difference will be even more drastic. 23.85^3*п=42598 50.35^3*п=400800 42598/400800 =0.1063*100=10.63% with raw volume of sphere But, again, in reality actually useful volume difference will be like 40-65% approximately. While taking in account out of bounds via useful area based on same corridor of 20m width and 15m height, difference will look like this: 23.85m radius = approx (23.85*2)*20*15=14310 (as it fits in XXlength*20width*15height in meters virtual hall completely) 50.35m radius = approx (50*2)*20*15=30210 14310/30210=0.4737*100=47.37%. Aka 52.63% loss instead of 89.37% you could see with raw volume diff. Actually now that i noted, both of these differences came down to 52.63% loss. For both area and volume calculation. ------------- But don't get me wrong. I also agree that 50% nerf was too much. 25-30% would've been better option. I am just pointing out that raw area calculations are quite deceptive in terms of real percentage difference.
  5. Simeris will also lock you from using S4 after using such order: S2 S3 S4 S3 S2 S4 On other hand i understand why. ESO is intented to lock you out of abilities. And Dante isn't only frame who relies on spamming them. Nobody will change ESO for single frame.
  6. [SPOILER: REDACTED] Or wait... Now that i am triple thinking, you may have intended to convey slightly different situation. Basically any modded damage (or combination of it) will be placed into absract slot (0) for elemental damage (not mods, just abstracted elemental type slot). Then goes innate and imbuement with order based on it's type [Heat(1) - Cold(2) - Electricity(3) - Toxin(4)]. And i just mixed them up in one pile... So by this logic Electricity innate + Toxin modded + Heat imbued ==> does not interpret as Heat(1) / Electricity(3) / Toxin(4), but as Toxin(0) / Heat(1) / Electricity(3) instead. Yeah... Now that makes much more sense. What an annoying and obscure rule. (especially as heat is first to get cucked). Seems like i really need source of small amount of corrosion damage on my Nepheri. And by no chance i can get just small amount of it, without consequences on status weighting... Well, today i learned. When i do remember a lot of stuff about Warframe obscure BS, but this one caught me off guard, as i never actually played with imbuements, so never looked into rules. Thanks. Now... Is must i do something to close topic? Or should is just drown with time? Tbh, probably some person will later stumble on it though googling.
  7. Problem is such: Let's say that i have weapon with innate basic elemental damage. I use single basic elemental mod with this weapon. And i use single basic element imbuement with augment. In process of figuring out rules i parsed every combination (except ones with cold innate weapons as currently don't have such at hand), and in general it is pretty consistent that imbuement prioritizes combination with modded elemental damage, freeing base weapon element as additional proc. Aka Toxin base + Electricity mod + Heat imbuement ==> Heat forced + Radiation high chance + Toxin low chance (due to weighting shift). Or Electricity base + Toxin mod + Heat imbuement ==> Heat forced + Gas high chance + Electricity low chance. But there are two major inconsistencies. 1. Heat innate damage completely ignores these rules, as it always combines first. Moreover. It will also ALWAYS combine with modded elemental damage as priority, and not imbued element. For example (incorrect interactions): As you can see all of these combinations produced radiation, instead of corrosion and magnet respectively. Reason for this is that innate heat prioritized merging with modded element over imbuement. These four samples are all following expected behavior, but only because heat is not innate element of the weapon. 2. Cold base and Electricity modded will merge into Magnet damage, unless heat is involved, then heat forcefully prioritize merging with modded elemental damage. But at the same time when heat is involved it takes complete priority: Main thing is that i want to know if such elemental merging priority rules are bug, or intended behavior. For example priorities for heat damage merging seems to be way off mark. I have excel table of combination tests. And only noticeably broken things, based on what i saw are ones that i mention here. But if someone wants to help me with innate cold weaponry, i would accept your input. ----------------- Main reason why i asked this question, is that based on what i managed to scrup i should have ability to make this combination: heat base + toxin modded + electricity imbue = electricity forced + corrosion + heat remnant. But i freaking cannot because heat ignores merging rules! So i get [gas + electricity] instead... And that's it!
  8. Problem is not that they combine. I account for that when i build. Problem is rules by which they combine. It is inconsistent that i can make force radiation + heat and still keep toxin base weapon, because imbuement only mixed up with electricity mod. But i cannot do same with heat based weapon. Aka toxin base + heat mod + electricity imbue = electricity forced + radiation + toxin (with decreased proc rate due to weighting) toxin base + electricity mod + heat imbue = heat forced + radiation + toxin remnant (aka it still merged with mod and not base) But heat base + toxin mod + electricity imbue = electricity forced + radiation and not [electricity forced + corrosion combined with mod + heat remnant from base]. Meaning suddenly, because it is heat, now imbuement merges with base element and not mod. and heat base + electricity mod + toxic imbue = toxin forced + radiation. Meaning that it also always prioritize radiation instead of merging with imbuement (spoiler no matter what you will imbue here, with heat base and electricity mod you will always get radiation + imbuement separately). That is HUGE difference in behaviours between different combination of imbuement, modded elemental damage and base element of weapon. And i am questioning, did DE intentionally programmed that heat will ALWAYS combine ignoring default behavior no matter the source, or is it a bug. If it is bug, i want it to be fixed. And if it is intended behavior, then please make imbuement freaking consistent with rules! It should not prioritize specific combined elements over others. From what i saw specific combinations take priorities. 1) Heat will ALWAYS combine, no matter where it is. If heat is in base elemental damage of the weapon, it will prioritize combining with modded elemental damage and not imbuement for some ungodly reason... 2) If there is Electricity as innate element and Cold modded, they will combine into magnet (which should not happen, cold should combine with imbued element and free innate electricity). Unless there is heat, then it will be blast (or radiation) as heat will take priority and will merge by rules (with modded elemental damage taking priority) I wanna have ability to make this combination: heat base + toxin modded + electricity imbue = electricity forced + corrosion combined with mod + heat remnant. But i freaking cannot because heat ignores merging rules! So i get gas + electricity... And that's it! Resolved: There is specific rule for that Order is always such: 0) Modded element 1) Heat innate or imbued 2) Cold innate or imbued 3) Electricity innate or imbued 4) Toxin innate or imbued. When you have multiple elements in "innate or imbued" it will work just like mods but with fixed spacing 0-1-2-3-4, meaning modded damage will always merge with leftmost "innate or imbued" element, and right most will be added on top.
  9. Well... With how fast squad (not you alone mind you) can kill mobs, it basically becomes infinite duration. Which is kinda op if i may say so... They only capped max duration you can stack so timer won't become like 10 minutes. Basically all timer increasing abilities have such limitations already.
  10. Depends on combination. I would also enjoy if someone with weapon that has base cold damage but not-guaranteed one gives me some info on how elemental combinatons would work. Sadly augment behavior is inconsistent depending on combination, to be specifically it seems like Heat merging overrides everything, aka DE intentionally (or unintentionally) made it in such way so you could not split heat damage from merging. Electricity is forcefully merging in some combinations as well. In table below you can see, that you are physically unable to merge imbuement with elemental mods instead of weapon base element, if that weapon is base heat: I still would like if someone will make test of cold base weapons, as i don't currently have one. It will help me to provide priority list. Currently it seems like priority is like this: 1) Heat + Electricity, no matter where 2) Heat + Cold, no matter where 3) Electricity + Cold, no matter where 4) Heat + Toxin if toxin is a mod and not base Maybe i am wrong though. Merge means that imbuement combines with base+mod creating new element Add means that imbuement adds damage on existing combination Mod means that imbuement merges with mod, and you can still get such combination of element in order of frequency (Forced imbuement + [mod+imbuement combination] + base weapon element) Separate means that imbuement does not merge, instead weapon element will still be base+mod, and imbuement is completely independent.
  11. Hm... Let's go into DM's for now, so we won't litter all over unrelated topic.
  12. When it crashes just go to latest lines. There will be error specified. It is not necessarily that you will always see what you expect though. Atm DE have debugging through DRED Breadcrumb mode enabled, so it will give slightly more information than usual. For example one of my crashes due to too low voltage when undervolting GPU. [Again, this one is my own fault. Do not look too deep, it has no relationship to topic itself]. 0x887A0005 (or DXGI_ERROR_DEVICE_HUNG) error is most frequent one when you do OC or UV.
  13. Not sure, actually. There are a lot of possibilities. But EE.log right at moment of crash may have cleared up picture a bit. Maybe stock OC is wonky for you, and Warframe is very sensitive to unstable OC's (hence why i use it for testing). Maybe you ran at some combination of location/settings that is broken for DX11, but i never do that content, for example.
  14. Can confirm that. I also tried that exact combination (and one with armor strip) to see that Vulphaphyla doesn't use her basic attacks at all. Only mods. This actually also brings a point of locking down my companion lifelink recovery to 4 seconds cooldown of viral quill.
  15. Now that is weird. I played DX11 when DX12 was disabled. Except ones that happened due to my own "negligence" (aka i am in progress of testing of OC parameters), i had no reproducible crashes on both 6750XT and 7800XT. Meaning that if you had issues with DX11 there were most likely NOT related to card being from AMD. AMD related issue was specifically "Reproducible frequent crashing on DX12, when Enchanced Shaders parameter is enabled. Can happen more frequently in new tileset"
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