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VENDOMINUS

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Posts posted by VENDOMINUS

  1. 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 "Being forced to use outdated or bottom-tier RNG equipment in new high level game modes is not "difficulty" "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 2
  2. 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?

     

  3. 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 2
  4. 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.

  5. 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.

  6. 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
  7. 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
  8. 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

  9. 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.

  10.    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.

  11. 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.

  12. 19 hours ago, Hexerin said:

    I can't think of a single frame that needs more than three loadouts (the majority of frames only need one or two).

    While frames don't NEED more than 3, a lot of them can use them, heck I have 5 on Gara and I still need more. Speaking of Gara, the default builds on weps suck at stat sticks and many frames build stat sticks differently. Gara , Khora, Ash, Mesa,, Excalibur have completely different stat sticks and that alone means you need at least 5 loadouts for them and for a default build. On top of that if for glaives or weps where you normally want a heavy build, but what if you want to have a normal one for circuit as well. Now you need 7 completely different loadouts for any weapon. For some frames you want you secondaries or primaries as stat sticks as well. That also requires modding if you haven't done it in advance for every wep you have.

    The very idea that you can have all loadout you need in only 3 slots is laughable to me at least.

    I personally dedicate one loadout slot on every melee I own as a stat stick for Gara, since the default builts suck as stat sticks, but are often better that what you can do with only 30 capacity for normal damage. I usually also try to make something basic in the first loadout, but as I said, often the default is better, if only just.

     

    On a side note, the whole showing of what you have available doesn't seem to work after the first time. It consistently show me the frames and weapons I picked last round after the first for the reset.

  13. 6 hours ago, Hexerin said:

    I don't see why modding is relevant, your stuff should already be modded if you've raised it. Once you're in the cave, you can choose what mod loadout you want to take, if you have more than one (every piece of equipment comes with three loadout slots for free, too).

    To me at least 3 loadouts for each weapon are too few. In general the change you have to is at least change the bane mod in your general loadout for something that isn't it. To me at least it seems like to many steps to go to loadout the normal way. A simply click bringing you to the arsenal with the things you clicked equipped would save soo much time for people with slower machines.

     

    5 hours ago, Hypernaut1 said:

    I would love it if the cave was my own instance and i could just join the circuit with other people that have already decided what to play with. It would be 10x less annoying. As it is now, other players ruin the experience for me more than anything else. 

    The idea should be that you can communicate with the people on what frames you have and what the team needs. In reality people usually just pick the best frame they have available. Rarely do I have the time to communicate with the team on what I can bring. Most of my circuits run start by everyone going in before I choose my stuff (because I don't load as fast) and entering. At which point I face a timer and I just have to quit because I don't like dealing with the BS of having everything be random. So I so then I have to wait for another few long loads before this likely repeats and the guys that started early will probably leave in 1 or 2 stages because they're only 3.

    So the cave being an instance my be an option, but I have a hard time seeing it when thinking about it's coding implementation.

  14. Haven't gotten freezes in the last 2 day, but who knows. The whole thing is super random. On the other hand, looking at the bug number it looks like just nu number of the report. That means that in 40-50 seconds about 650 people had crashed in some way and sent reports at that time xD. Hope it's fixed or mitigated by now. I in no way expect things like this to be fixed quickly or on demand, but it's probably a priority of many people are experiencing it.

     

    NVM, it's still very much there. Already go 5 crashes today. I'm about to do my 3rd vault since every time I crash my nightwave progress gets reset 😢

    Crashed 2 times in two different mission during the Sortie,

    then crashed 3 times during deimos vaults,

    then crashed 2 times while in solo and trying to mine 1 cave in plains.

    Then Crashed again while doing exploiter orb (probably won't try again, as it takes too long to do solo).

    Once while trying to enter Fortuna after completing a bountie

    In Teshins cave while pressing Q to pick my first decree.

    During Circuit defence at stage 1.

    Then once during jackal in the same run (sadly ppl didn't wait the 2nd time so lost the whole run)

     

    All those are in the same afternoon.

  15. 22 minutes ago, sly_squash said:

    Panders to extremely long endurance runs as the only time-efficient way to bring in tier progress

    The sad thing is that it doesn't. It just panders to average runs of 10 to 15 stages imo. After that things can get longer if you don't scale well or insta-loose everything. (I would prefer it scaling more though, but I can see why that'd make people feel cheated, so it's no big deal.

    • Stage 1: 100 Circuit Progress
    • Stage 2: 110 Circuit Progress
    • Stage 3: 125 Circuit Progress
    • Stage 4: 145 Circuit Progress
      • Also awards an additional 50 Circuit Progress once per day.
    • Stage 5 and onwards: 170 Circuit Progress

    Is what the wiki says, unless it's been changed

     

    I do agree that making things faster in Lone Stories undercroft may have merit. I personally don't like it, but people suggest it as the best way of farming clamps. From my experience it takes about the same time as a normal run, but you get less options, which to me makes the whole thing get boring much faster.

    While doing runs solo or with a dedicated group is always faster. I personally find more entertainment (and frustration) at playing with pubs.

  16. On 2023-10-27 at 8:43 PM, ReddyDisco said:

    Never liked sp circuit, slogged through it for the stuff, i wouldn't change anything about it though. i just avoid it since i have the incarnons i wanted.

    I mean, what changes would actually make it enjoyable for you? Do you dislike the mode in general, or are unhappy with the power or difficulty curve? How long are you average pug runs or maybe you run solo or with a group?

    It's probably important to pinpoint what people don't like about it in general.

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