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VENDOMINUS

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Posts posted by VENDOMINUS

  1. http://prntscr.com/CvS_VD4KFnCr

    Here're the drops from todays full run. Got 2 amber shards and Entrati lanthorn after the first mission, then got Melee adapter and tauforged shard after the 2nd and finally got duplicate after the 3rd. Since there are 5 reward chests we can assume that the melee fortification is not from the DA main rewards. (Also did pick up loot from a gruzzling, so that could be it).

     

    I would still be a good idea to have the normal arcanes not show as as main rewards, but that's no really a big issue.

  2. Gruzzling drops normal arcanes like the mocking whisper. Then should show up as unidentified. I didn't pay attention this time around, but I'm guessing they mix with the rewards, that are also unidentified, during the mission (for the 0.1 sec before you get them). That could explain why they the Archemidia reward tag, even if they shouldn't.

    However. I'm not too sure on this topic. Next week I should look into what I'm getting more carefully.

    • Like 1
  3. I've made a complete list of all weapons, you can't complete the DA with:
    1....

    end of list

    Since you can pick whichever frame you wand at the cost of 50 vosfor, there is no mode you can't beat by just using something like, xaku ,protea ,octavia ,ash, ember, sarym, wukong, zephyr, volt, vauban, vakyr, trinity, titania, styanax, sevagoth, rhino, revenant, nezha,, nekros, mirage, mesa, mag, kullervo, khora, ivara, inaros, hydroid, hildryn, gyre, gauss, garuda, gara, excalibur, dante, dagath, citrine, chroma, baruuk together with a diriga sentinel with helstrum.

    After checking out the rooster, I found that most warframes don't particularly care how strong their weapon is when facing enemies of about lv 500. Even those I didn't mention can do it easily with some minor adjustments. Some have a lot of extra damage, others have exalted weapons or pseudo exhalts that don't care, unless you plan on going SP levelcap.

     

    On the other hand you can just pick any warframe, put vitality adaptation redirection, energy nexus and brief respite on them, and pick laetrum at the cost of 50 vosfor and you can do anything DA can throw at you.

     

     

    Also considering loadouts seem to change daily, finding something usefull that you own shouldn't be all that difficult, provided you have 7 tries. First week is an outlier.

    Another thing that can aid you is bringing a specter. Today, one of the squadmates used a wisp specter. it did a good enough job offsetting the bad stuff.

    Don't forget that you can also use your heavy weapon of choice. While it won't be with you for the entire run, it can help you if you need burst damage.

    If you summon your necramech, via console, you can also use that.

    Commonly, any melee weapon with a melee influence build seems to do just fine as long as it has any base status chance.

    I completely forgot, but railjack crewmate, can probably also help. Last I checked, they dont care about some damage attenuations.

    • Like 2
  4. If you know which way the mob is coming from, finding it is not really that difficult. You know new players will never think to look for such an option, like they don't look for the enemy highlight one and continue to complain that enemies blend into the map too much.. Imo easy mode being the default is better, because people who don't consume media are deaf, may just find it annoying and leave, before they find it.

  5. In my first archemidia I had access to Gauss, stradivar, knell, and nami solo. I simply changed some mods, since I couldn't go into operator mode, added a few forma to nami solo, got a riven, rolled it and after that I went in and did the missions with no issues. My experience was positive.

    It was about 20 times more difficult than doing stock endurance, because of the modifiers. If I had my normal loadout the difficulty would be 0.001/10.

     

    The mode itself promotes spending money, if you don't have extra plat to go around. That's about as far as things go. It's very unlikely that you'll get 4x3 things where there is no combination that will work, provided you build the weapons, frames correctly. On the other hand, you need just one person in the party who has made a decent loadout to carry you if can't manage to come up with something.

    • Like 3
  6.  Soo, I was doing some solo alchemy, for no particular reason and during one round, things went wrong.

    During the cooling phase in the new Giant tree room, one of the distressed pipes spawned in the floor (that probably needs adjustment) and all others were spawning way too far away from each other, from the target,  behind walls and on lower the floor ,didn't respawn quickly enough and were all in all, impossible to cool the thing down to where it wants to be.
     

    From my experience, even if the pipe wasn't in the wall, I'd still be unable to to keep up with the cooling unless I was playing max range Xaku. The room needs an overhaul when it comes to distressed pipes and alchemy. Also, probably increase the range at which the pipes show up. Since they spawn so far apart that you need to look for them on the minimap.

  7. I'll add my 2 cents on the matter.
    I really like the changes to disruption. I personally found that if I wanted to play disruption, I had  to both turn up my sound, turn off my music, stop watching whatever I was watching, stop any calls etc and put a headset on, just to know vaguely where the demoliser was coming from OR just play a frame that can oneshot it and just sit on the conduit, wasting everyone's time.

    Now I know where the bloody mob is comming from and can head there, w/o having to stop everything else. This makes the mode a lot more playable, since before I wouldn't bother if I didn't feel like doing all the things above.

    • Like 1
  8.   Soo, after the fix to Alchemy extraction, I thought I'd finally play some of it, and potentially farm the mods I am missing. Turns out that that will have to wait.

    If you're the host and the other 3 people leave, your elements don't scale back to what they'll do when you're solo (14-30% element fill), but stay to what they are for 4 players (3-9% fill). Since people always leave after round 1, staying and farming is still extremely pointless unless, you start and do the whole thing solo.

      Soo, this pretty much stays a dead mode until another fix to it is made.

  9. Soo, I was doing a few Circuit runs and ran into this problem with Prisma Skana incarnon and Praedos. Both didn't activate their incarnon forms after doing heavy attack with over x6 combo.

    Did another run and Anku incarnon worked just fine. Guess, only the unpopular incarnons are broken xD.

     

    As a bonus bug. Circuit seems to save your decrees when you extract, allowing you to start next run with the decrees you had that run. I had an instant host migration when I entered the new run, so that may have something to do with it, but idk. My Chroma really liked starting with 50+ decrees, though I'm, guessing this is not intended.

  10. On 2024-03-27 at 11:24 PM, quxier said:

    15-20 run?  Yeah, I remember it was more like 30 minutes. Whatever. 1 bounty rank 5 give you 12.5k standing. Find just 1 Quill (or defeat Angel) and you will get 15k (17.5k) standing. That's 2x runs. If there is good mission type then you can do it even in 5 minutes each.

    When you know what you're doing they tend to take about 10-15 min, excluding prison break. Also, you need Cavia standing, not Zeriman. If you're in a newbie party that with no ears and air support that could be 6 run, for 5k standing or 15 runs for 2k if noone ever picks up a voka. Naturally it will usually be less, but not less than what khals missins.

     

    In terms of plat, now that you don't have to spend stock on shards, you get about 115 plat worh of things from khalls mission up from 23 if you wanted to get the shard.

    While you can get about 40 plat worth of arcanes with the standing you're spending at the Cavia, which will be less due to more people doing the content now.

    So in terms of play, The new way make's things better for players in terms of plat, but worse in terms of time if they only want the shard. (We don't factor speed runner into this, just your average players)

  11. First of all, I have to say that this is probably my new favorite mission in the game. Finally a place where you can dps w/o worrying about getting nullified all of the time (I know conjunction survival exists, but things don't live long there). I really like that the necramech are something you can actually fight, rather than just chasing them all the time and they spawn close enough, so that you don't have to travel far. 

    After doing some longer runs, a few issues started becoming apparent.

    1.Steel Path bounty selection is broken. It often makes you do normal one even if selected. Sometimes the enemy levels will be lower or mob just won't have the SP armor and health, even while acolytes spawn.

    2.In long runs Acolytes stop spawning randomly

    3.In long runs mod density becomes less and less, to the point where you hardly find more than 3 mobs in a room. Most notably after other people extract. Mod density in normal seems pretty low by default and even in SP it feels low with full party.

    4.Gruzzling damage mitigation scales multiplicatively with level. Resulting in a lv.1500 gruzzling taking about 5% hp damage from an attack that deals well over 300mil damage every second, and the damage per sec drastically decreaseing from there. At lv 2000 it becomes pointless to even fight them, as the time to kill becomes long enough for them to just go away and a lot slower than just standing in the room to kill mobs. 

    5.Voidrig seem to have similar damage mitigation scaling, but it's better. It dies in a reasonable amount of time at lv 2500, though it is a bit slow. I imagine at level cap it could be an issue.

    6.When Voidrig first targets a player behind it, it can shoot once straight through itself before starting to turn.

    7.Distribution of dante drops seems misleading. Dante blueprint has 50% more chance to drop, compared to his other parts, however so far I have 17 dante main bp, 6 neurotics, 2 chassis and 1 systems. Though this could be just RNG.

    8.Gruzzling sometimes doesn't drop anything, other times it drops things in the ground that fall off the map.

    9. If node spawns right on top of you, you get trapped and can't get out in any way. /unstuck just places you on the same place in the node. There probably needs to be some changes that make it so that /unstuck moves you out of it. When A teammate activates the node, you get pussed out of it, thankfully. If you play alone and that happens, you'd have to quit the mission.

    EDIT

    10. After playing with some other frames, that actually walk on the ground, I can confirm what other's have said in that the bug where you get teleported while trying to climb stars is looking more and more common. It has the same effect as falling off the map.

    11. Necramites seem to get stuck on some staircases now, creating a traffic jam together with their brothers.

    12. Drops apparently not getting awarded at the end of the mission. I've yet to notice this, more and more people are saying it, so it's probably there.

     

    All in all, I really like the new map. Hope adjustments make it even better. Also, I'd love to have omni fissure on it at some point too.

     

     

  12. 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
  13. 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
  14. 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.

  15. 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
  16. 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.

  17. 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)

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