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VENDOMINUS

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Posts posted by VENDOMINUS

  1. No point in hate speech. This is a should be a civil discussion. MarakViri has his points. They're not really different from mine. In my first post in this thread I did write that 50% would be the bare minimum where the 2 abilities would be comparable for their own advantages. Realizing they could make the skill 3x more costly did open the possibility of the skill actually getting a QoL instead of getting deleted.

     

    Atm I can't think of any frame that I'd prefer to use Eclipse on over Roar. For Melee ,Wrathful advance seems better than both to me.

     

    Well, time to go and subsume Roar on everything I guess. RIP Eclipse.

    • Like 1
  2. 5 hours ago, MarakViri said:

    That said, please tell me what you meant by 2 mods, because this cannot be it.

    Well, since you can't snapshot the duration on other people and the range of total eclipse is way lower, you obviously need a range mod to compensate To make it the same the closest mod would be overextended if you plan for your team to have the buff for it's duration, but let's just say "any mod for simplicity. We also don't add a mod for duration since their durations are close enough and eclipse doesn't care about duration in the case of buffing teammates.

     

    You did also conveniently skip the case where roar has about 2x the ability strength of eclipse.

    91% Eclipse / 179% Roar

    Faction ModEclipse : 1000 * 1.3 * 1.91 = 2483

    DoT : 2483 * 1.3 * 0.35 == 1129.765

    Roar : 1000 * 1.837 = 1837

    DoT :  1837 * 1.837 * 0.35 == 1181.09915

     

     

    As you can see, convenient math is convenient. Not all people have all primed mods so using them at all for these calculations is cheap. Also, if you're using roar, it's unlikely that you'll use a faction mod to begin with. The whole Calculation people are making is flawed from the very start. I often find myself needing to cut either attack speed or something else from the builds, because there simply isn't enough room for everything.

     

    Also I'm sure using all you energy on eclipse wouldn't be a problem if you're relying on shieldgating, buy spamming skills every second xD.

    • Like 1
  3. 2 hours ago, SneakyErvin said:

    I wont watch the video. I still dont know why people lazy post and dump a video without bringing up the highlights they wanna discuss from the video. No I wont watch a video I'm not interested in watching so the creator gets an extra view. Especially not when there arent even time stamp links to the key points the poster of the thread wants to bring up.

    Oh no! Giving 0 cents to a creator while costing you about 0 cent of electricity is a price too high to pay. Still your time may be worth something, but I'm pretty sure you'll spend a lot more of it if you start arguing about not watching it. It's hard to argues about something if you only guess what it is based on common biases.

    I'll admit that I have negative real life charisma and trying to abridge the video wouldn't have the same effect.

    It's not a point to make cc make enemies just stand in place, but have an effect that's beneficial, instead of strictly doing nothing.

     

    2 hours ago, SneakyErvin said:

    What the game needs are more threatening targets that you cannot CC or kill with AoE. Giving you situations where you might be better of CCing the trash as you focus the main target or similar. We need lots of different types of threatening targets that push us to use different and specific methods as the mission progresses. CC immune, skill immune, AoE immune, weakpoints, damage type immunites, unmitigatable CC (ignores PSF etc) and whatever else they can come up with.

    As a person who does endurance with different frames, I can vouch that if you can't kill something with some damage, you can kill it with a lot of damage. Regularly nuking the map is not uncommon even at level cap. There each pellet  can oneshot you. What's more threatening than that? The fact that the answer to all problems is "hit them with enough damage to instantly kill them" is where the issues of a stale dps meta emerges.

     

    2 hours ago, SneakyErvin said:

    The only thing they should avoid are things that some frames just cant handle, like a need to CC something before killing it or requiring abilities to kill something, since not every frame has access to those things as baseline.

    As far as I know, every frame has access to a melee, secondary and primary, which are almost always a source of CC.

     

    Like I said. I think the video rises some good questions, on topics that are rarely discussed, like the presumption from the dev's that the only thing Loki can turned into  to be viable is a dps. 

    I personally hate the new mumur warden that are immune to most things other than guns. On the other hand I find myself actually using my archgun on them when I'm running a frame that doesn't bring a good ranged weapon with it. They also serve as a head that will stay there until you hit it for incarnons.

    It's hard to say if people would like more or less such enemies.

    2 hours ago, -ShadowRadiance- said:

    I mean without trying we can overkill everything in the game.

    As someone who deals with levelcap buy nuking the map, I do agree.

  4. I think you pointed the elephant in the room yourself. For Eclipse to be what roar is, it needs 2 mod slots. So that would be anywhere from 79% power strength difference all the way to 179%. Since a lot of builds stay under 170% ability strength by default and you take that 79% difference. That results in roar running at 170% strength while eclipse running on 91%, provided you want to use them for buffing your friends while retaining other core aspects of the frame you want to play. (Yes, I know that some frames can build 400% ability strength, but in that case the buff would be for the frame only, and would not have the same function.)

    For solo there is no reason for eclipse not to be better. Having a high cost, prevents you from running with with no flow, archon shards for energy or similar costs, resulting in lower ability strength. Having a high cost prevents it from being spammed all the time, to have both effects as needed.

    I'm pretty sure, the changes are already decided, and we'll see them today, but if people are not happy, what I'm suggesting has some merit for changes. It doesn't need to be 100% the same numbers.

     

    • Like 1
  5. A point that was raised, was changing some mechanics to require CC instead of pure damage to solve. For example needing to CC an overguarded enemy before being able to break the overguard instead of outright deleting it with damage from across the map, Nullifier, being affected by CC, but the bubbles not being shrunk by damage abilities. While I don't like the suggestions, I have to admit that would make fighting them harder and more interesting. Right now as long as you can dish out enough damage, you don't really care for anything else. Only buffing CC to affect things that it currently doesn't wouldn't mitigate the DPS meta at all.

    A rework of some core mechanics will not come anytime soon, but it's not bad to bring it to the table at least. It may help devs with designing future mechanics to make things more interesting.

  6. Soo, I just saw a video and I thought it'd be a good topic to discuss.

     

    I personally think that there is merit in what he's saying. CC is rarely important anymore, and it may need some buffs.

     

    1.What do you guys think. Should DE make changes that mitigate the DPS meta?

    2.Do you think too much DPS may break the game? (I mean, some frames can throw out so much CC that if some mobs weren't immune to it. Nothing would move ever.)

    3.What changes would you make to Loki? The the things he suggested make sense?

    4.Is it wrong for me to make this thread in the first place? (I'm not really sure)

  7. Just putting my 2 cents on the statement. "Being forced to use outdated or bottom-tier RNG equipment in new high level game modes is not "difficulty" "

    Yes it is. It's a lot more difficult to do something when you can't use the weapons that do billions of damage. Imo all frames can be modded in a way where they can either kill anything that isn't above level 5k with no problems, while surviving just fine with 1 augur mod (that's where the helmith system can help, if you can't think of a better way). Those who can't do it with just abilities can usually do it with a decently modded weapon even if it's not meta or even good. Chances are at least 1 weapon will be useable, and you have the whole week to mod it to where it should be.

    • Like 1
  8. Guess DE found some game-breaking glitches. I applaud them for the delay. The last thing people want is to get a broken mode that doesn't work as it should.

     

    I'd also ask for the clarifications that other people asked for.

    1.Do the bonus 5 netracell rewards stack with the 5 for the week or does it just reset them.

    2.Can you get rewards from the new mode only once per week? or can you get rewards as long as you have netracell rewards to spend?

     

  9. I'm surprised noone mentioned the obvious solution to the eclipse problem. Have it be at 100% damage buff and 90% DR for helmith, but put it's bas for DR at 40% and increase it's cost to 75 to match roar or even 100 energy (For Helmith). Considering it's new QoL This seems like a more of a compromise than outright deleting the ability from everyone's frames (Yes I know that energy cost is largely irrelevant for many builds, but to me it seems like a better tradeoff).

     

    I'm pretty sure making QoL doesn't mean: "making something that's bad some of the time, be bad all of the time".

    • Like 1
  10. For me the best Frames for solo level cap are (There are frame I just don't play yet):

    Revenant (he can heal defence objectives with leech eximus thrals)

    Xaku (with Terrify (he killes anything at level cap in less than 0.5 sec, so things can't even think of shooting at the objective. Needs at least 1 augur mod)

    Gara (As long as you have at least a basic stat stick available (needs at least 1 augur mod)

    Mesa (at level cap performs as a discount Xaku)

    Rhine (Stomp, helps a lot during defence since it almost freezes things with overguard too)

    Wisp (needs at least 1 augur mod)

    Vauban (needs at least 1 augur mod and preferably one good weapon)

     

    You can do level cap with most things, But pretty much it always it boils down to "Can you do defence?" and "Can you defend extractor for more than 20 sec at a time?" If the answer to both are yes. Then the warframe will work for solo level cap. Things with overwhelming area damage can usually do defense pretty well. If you get one of your modded melees with influence it get's a lot easier.

  11. After searching for Brief respite on the forum. This thread poped up. I seem to be having the issue of brief respite not working on it's own.

    I went on a SP Circuit run and noticed that I wasn't getting any shields when casting skill, It didn't matter if I had none, some or full shields. The mod did nothing.

    After the run I went to simulacrum to test it out. It turns out that brief respite doesn't work at all if you don't have at least 1 augur mod equipped. If you equip one, it will start working as normal. (when you have overshields it won't contribute (as per description), including the cast that get's you the overshields.

     

    This seems like a bug that needs fixing.

    Since most of my builds have at least one augur mod by default I just noticed that. Sadly, now instead of a better mod, I have to put and augur mod on my Mirrage. Oh well.

  12. I think it would be appropriate if his augment's "brief invulnerability" got increased duration based on how much he was overkilled by. For example if he's has 10k hp and the hit that kills him does 100k damage (unreduced) he'd get another 50%  from what it should be. Or maybe each attack received while invulnerable, would increase it's duration by 0.2 sec or something. That'd allow him to be alive more at higher levels and have more alive time.

     

    Everything seems great, in general.

    • Like 1
  13. My personal opinion on Eclipse is that DE is throwing a smoke bomb to distract us from the nourish nerf. I find I hard to believe that Roar being nerfed by 40% is the same as eclipse being nerfed by 85%.

    I think DE will make it something more reasonable after the outcry of all tenno. Imo it should be at least 50%  to be at least close to roar in terms of power (base bane mod increases effective dots by about 57%) while not considering that roar affect skill damage too.. It seems more reasonable to me for the buff to be at around 100% to be worth using over other options. As for the damage reduction. Most people would probably agree that it can just be removed. Another person suggested giving the the rest and rage treatment for the helmith, which is not a bad idea.

    Nourish may arguably be better with the lower viral buff, since now people will be able to proc dots more reliably when running high ability strength. Having too much viral damage was not always the best thing. Sadly the nerf will be felt a lot by people running it with low ability strength.

    For Decoy, just having more health may not be the best thing. As we know enemies at high levels can melt a few million overguard with a few shots, while the don't have that much health to give the decoy. I would be good if in addition to getting more health it could also get auto-scaling armor or damage pillow, like demolysts, archons and acolytes.

     

    Btw, can someone say if the what Gara's blind range is going to be, and will it scale with strength, range and duration?

     

    • Like 4
  14. your SP modifier is off xD. Also we're pretty much talking only about ranged weapons here.

    8 minutes ago, Aruquae said:

    You mean bleed? It should do normal damage in regards to the first question. This isn’t including galvanized aptitude kind of status, as it’s conditional, but it would operate normal following the guidelines I mentioned previously. 

    From what I saw when testing his statuses seem to disappear a lot quicker than normal

  15. Friends, I did my tests while having 0 stacks from kill every time. It's not really important how much damage the clone does over the length of the mission, since that depends on many factors that are impossible to make a standard damage % from (including how good you are and killing everything in a 360 degrees around you and your Sentinel doing 2.-20 times more damage than your clone). For repeatable tests the Similacrum seems like the best place since you can control the enemies and your own buffs(or lack there of).

    My previous questions are still in the air for grabs.

    1.So I was wondering can someone tell me how much damage does the clone actually do?

    2.Does it take into account enemy armor reduced by corrosive stacks?

    3.Does it's statuses deal damage and how much?

    4.How inaccurate is he really. When I give him a machinegun he fires at almost a 45% angle away from the enemy

    5.Should they change his description to reflect his true worth (from 3x damage to 0.05x to damage)? - From my testing the 3x multiplier does indeed only affect the marked target and the damage is about right. It doesn't affect the chained or aoe-ed mobs. So the answer to this question is "No".

     

    The point of everything is to come to a conclusion of the skill us of any use in terms of damage for high end content (or high SP). Even if the clone doesn't really do good damage, he still acts as a decoy for the 5 seconds that he lives.

  16.    So today I randomly decided to do some tests and optimize a bit my infiltration Wukong (100 Ability Strength ,no damage buffs at all from arcanes or Wukong himself, no shards too)

    I of course had already noticed that his aim was bad, and I do mean bad. He can barely hit the broad side of a barn if you have him a 200 bullets to do it. Still what I found surprising when I tested in the cimilacrum is that even when he does hit he doesn't really deal much damage.

    I tried several weapons and could mow down all 20 of them 1 by 1 with body shots with one clip and he couldn't kill one of them with 10 clips. While firing point black and I can see him procing statuses on the enemy.

    What I noticed was that his statuses also disappear a lot quicker than normal. Does that mean that they don't deal even close to normal damage?

    On the ability is says that his damage should be 3x normal while in reality he seems to do less than 5% of my unbuffed damage.

     

    1.So I was wondering can someone tell me how much damage does the clone actually do?

    2.Does it take into account enemy armor reduced by corrosive stacks?

    3.Does it's statuses deal damage and how much?

    4.How inaccurate is he really. When I give him a machinegun he fires at almost a 45% angle away from the enemy

    5.Should they change his description to reflect his true worth (from 3x damage to 0.05x to damage)?

     

     

     

    I know his A.I. got nerfet in the past, but the current state of the skill seems rediculous.

     

    EDIT: Decided to check the wiki for more info and here is what I found...

    • Wukong splits himself into two corporeal forms, creating a loyal Specter armed with all of his weapons. Celestial Twin attracts enemy attention as he follows Wukong, attacks with either gun or melee dependent on the player's currently held weapon, and has a damage multiplier of 0.5x and a health multiplier of 1.5 / 1.6 / 1.75 / 2x. The twin remains at Wukong's side indefinitely until killed or manually dispelled at any time by holding down the ability key (default 1 ).
      • Health multiplier is affected by Ability Strength.
      • Damage multiplier is not affected by mods.
      • Twin Warframe and weapons stats are affected by Wukong's equipped Mods.
        • Will not utilize Galvanized mod kill bonuses, as the bonus is tied to a buff only players can get.
      • Health multiplier affects both the health and shields of the twin.
      • Celestial Twin specter AI is designed to aggressively attack nearby enemies while also staying close to Wukong's proximity. It will not attempt to parry enemy attacks with its melee weapon, and will also frequently teleport to reposition near Wukong.
      • Celestial Twin will have swirling aura around his body (affected by energy color).
    • While active, Wukong can command his twin to prioritize a target on the aiming reticle by tapping the ability key (default 1 ), leaving a mark above the target for no energy cost. Once commanded, the twin will seek and destroy the target, and has a damage multiplier of 3x. In other words, 6x the damage it would do to an unmarked target.

     

    I think the damage is not really 0.5x from my tests.

    On further testing, I found that chaining weps only do their increased damage on the marked target and not to whatever the beam is chaining to. The same applies to explosive weapons.

  17. 1.As far as standalone support goes, I'd say Revenant is definitely the best support with his augment. He provided affinity wide immortality with no cd and also CC's opponents to make them easier to hit, while providing status and knockdown immunity and all in one skill. Also does the same at level cap. You can take any helmith to meke him give you damage or something else (I prefer nourish, because everyone can spam their skills all day long with the 400+% ability power (in Circuit it pretty much means free level cap for your entire team, provided they don't leave. Roar or shared eclipse also works great. WIth his one he can heal defence objectives to full in 1 sec when he captures a leech eximus. While also taking away agro on multiple fronts.

    2.As far as general standalone support goes, I like Gara with nourish. Your whole team can go afk for all she cares, and things will be dying just as quick, though this is mostly while camping. Everyone will be a walking or standing black hole that can't die. Sadly 99% of people can't play Gara properly or don't have the discipline to do so. That is why Gara goes under the radar of most people.

    3.Wisp is most people's number 1 since she pretty much makes you immortal at everywhere except level cap, while boosing your movement and attack speed to near volt levels. She can also full strip OR provide you the whole team with infinite energy thanks to archon stretch and nourish, Or solo anything while giving a satisfing effect as support.

    4.While Stynax can do a lot, I think he suffers from being unable to do many thing properly at the same time. Armor stripping has limited range and angle, Overshields and overguard is great, but I don't think it scales as good in later levels. Being unable to protect defense targets pretty much excludes him from the running for best support altogether. He could fit right in with any other support to make a great combo though.

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