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Dragazer

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Posts posted by Dragazer

  1. 9 hours ago, GreyEnneract said:

    Realize operator finishers don't even activate half the time

    That's not even the worst part. The 50% crit bonus has been nerfed heavily from this rework.

    Previously it would add a flat +50% to your crit like Arcane Avenger. (EX. If you had base 10% crit chance it would add +50% for 60% crit chance)

    Now its like a normal crit mod stacking with crit mods like Blood Rush. (EX. If you had base 10% crit chance it would add 50% of that base 10% for 15% crit chance)

    Its not even worth to consider using in its current state.

    • Like 10
  2. 4 minutes ago, (XB1)GearsMatrix301 said:

    Hell I’m looking at Twin Kohmak right now which is an MR10 full auto shotgun that has a whooping 69% status per pellet. And yet the semi auto shotgun that has to reload on every shot doesn’t even get half that.

    Are you serious? that stat is the status unspooled... Fully spooled the status is at 13.8% per pellet

  3. 10 hours ago, (PS4)CrazyBeaTzu said:

    Are people actually trying to say that they cant kill anything with a "nerfed" gun? 

    9 hours ago, Yakhul said:

    My take is, well, i do not feel like my kitgun was nerfed. Perhaps because i been an Opticor user for so long that im pretty much used to charge times. It still deals the same damage, it still makes things go boom, it still has the certification of Tenno Space Program, so I'm good.

    But in all honesty, i believe the change in the charge rate of the Primary Tombfinger goes along the lines of the reason why the Bramma was balanced to have 5 arrows instead of 15. DE wants you to use the charged shot on groups of enemies, and not spam it. Cause lets be honest, with just Speed trigger, you pretty much had already a weapon that was the same as the Bramma before the balance, but with bigger magazine, and even more blinding explosions.

    9 hours ago, (PS4)Kakurine2 said:

    Warframe is essentially an mmo. Things get nerfed. You are not owed anything.

    The gun is still pretty powerful regardless.

    At worst just use a different weapon.

    1 hour ago, JackHargreav said:

    I honestly didn't notice the nerfs.

    My tombfinger still kills lvl100 veil enemies pretty easily. So I don't get your problem.

    The Bramma has been nerfed on the other hand, so much that it doesn't even worth using. Now that would be something to complain about. 

    Unmodded raw dps for Tombfinger (base dmg only)
    Brash: 900
    Tremor: 432.85
    Prenerf Tremor: 757.5

    So Brash has 2.07x the raw dps and 2.8x the status output over the current Tremor. and to top it off, its literally even better than prenerf tremor.

    Can't speak for others but its pretty #*!%ing annoying to build and forma a weapon only to have it nerfed into the ground and totally outclassed by a newly buffed option.

    • Like 1
  4. 4 minutes ago, Aldain said:

    It's more that I honestly don't care.

    It doesn't matter what gets nerfed anymore, people will always act like everything is ruined forever.

    Personally I'm sick of it, I'm sick and tired of "fun" being the excuse for everything, I'm tired of "time investment" meaning that nothing can change.

    Every single change DE has done has suffered this exact same overdramatic nonsense, and honestly, I just don't give a damn anymore.

     

    44 minutes ago, CerealPlayer said:

    So nerfs happen. I get it. Unlike many here, I perfectly understand that any game needs balance (yes, even PVE games). So fine. I guess I'll chuck my Tremor Tombfinger and build myself a Brash one.

    11/10 reading comprehension. 

    • Like 5
  5. 5 minutes ago, Aldain said:

    ...So did they only change the charge rate? Or did they also nerf the damage per bullet down to that of a Lato?

    Because honestly I'd swear it was the latter.

    If a 1.4 second charge time is too much I suggest you guys never use a Daikyu.

    Seems like someone completely missed the point...

    • Like 7
  6. 1 minute ago, TheArcSet said:

    Are you sure about that threshold?
    Assuming you're only dealing pure corrosive (for simplicity)

    1695 ferrite armour and 10 procs means they'll have 

    (0.2*(1695*0.25))/(0.2*(1695*0.25)+300)= 22% damage reduction against corrosive.

    So 100 damage will deal ~78.

    Viral & 10 procs will have 84.9% damage reduction.

    So 100 damage will deal 15.1*4.25*1.75=112.3.

    I know there is a point where the threshold tips, but even for the rare heavily armoured units, I think it's a lot higher that you're suggesting.

    I seem to recall Xlp3 calculated something between 3k-4k; so under sotie leve for those rare units, but well above it for most normal ones.

     

     

    On 2020-05-22 at 11:10 PM, Dragazer said:

    As my graph shows just buffing corrosive to 90% armor strip will have it outdmg viral past 1695 armor (lvl 42 corrupted heavy gunners) with the gap only increasing as you encounter more armor.

    The graph is showing what corrosive will be doing if DE buffed it to 90% armor removal instead of the 80% it has atm. I'm making the argument that its corrosive and gas that needs to be buffed back up to somewhere a bit closer to what they used to be before they got nerfed hard. 

  7. 6 minutes ago, Marine027 said:

    I do but then we get variatns like the Kuva Brakk which outperforms the odl one way to much on top of able to use the same Riven since some variants are split for dispostion while others are oddly not. And the way Warfraem is made with Prime, Vandal, Prisma, Wraith, and now Kuva as variants the Riven was a bad idea in the first place and only causes way more work now with keep adjsuting them instead of makign buffs or atleast give them unique mods to bring them up better.

    kuva brakk is 0.9 dispo, normal is 1.25

  8. 38 minutes ago, Bristoling said:

    We need to remember that its the new players that pay the bills, and if their choice is limited to only Viral (because everything else is meh in comparison), they will get bored faster and might not buy this plat pack, which will mean less money to pay the devs, which means slower development, which means less content for us.

    It's been awhile since I was a new player but, iirc lvl 100 content: sorties/liches/kuva floods can be accessible at mr 5 after completing The War Within

    I'm going a bit offtopic now but: https://www.reddit.com/r/Warframe/comments/fpgzve/2019_warframe_revenueuser_data_read_it_if_you/

    "As indicated in their Annual Result for the year 2019 announcement, while Warframe's players base recorded an increase of 19.5% in registered accounts (48 to 57.5 million accounts), their revenue had actually gone down by 12.2%."

    Seems like new players aren't really the ones paying the bills, but the long term players. 

  9. 1 hour ago, Bristoling said:

    This Gokstad Officer level 175 only exists in the Simulacrum.

    Lets entertain level 175 Heavy Gunner example instead (that's still over an hour or two of endurance run). She has 9791 armor. Let's say your weapon has 10k damage. You deal 17.5k (Ferrite bonus), and bypass 75% of the armor (0.891% reduction). Let's assume you stripped 80% of armor, then another 10% with Heat - down to 244 (0.445%). Your end damage is 9712. 

    With Viral, you deal 17.5k (Cloned Flesh bonus), strip 50% of armor (0.942% reduction), get 4.25x multiplier from status. End damage is 4287, so only half as much. You could say that it is proven without the shadow of the doubt that Corrosive+Heat is better than Viral+Heat.

    But you completely ignored other part of my post, because Grineer also have Alloy armor.

    Take level 175 Bombard or Napalm. 9874 armor. With Corrosive+Heat, this is 987 armor, 0.767% reduction. If you deal 10k damage, your final damage is 2330.

    If you take Viral+Heat, you are dealing 17.5k damage vs 4937 armor, 0.943% reduction, but get 4.25x multiplier. Your final damage is 4239, so Viral+Heat deals almost twice the damage of Corrosive.

    Majority of bosses, good chunk of Grineer units (the common ones like Elite Lancers, or tanky ones like Bombard/Napalm/Nox) and all Index enemies have Alloy Armor, vs which Viral is usually twice as strong IF we assume high status weapons. If we assume weapons with low status chance, Viral straight up doubles the damage on first proc, while Corrosive has to stack multiple times to achieve the same effectiveness. If we assume crit weapons, Hunter Munitions + Viral shreds. Slash based weapons, again, Viral shreds. Most of melee weapons have high slash or stances forcing slash procs, and Viral shreds, again.

    You shouldn't trust the Corrosive damage to be in a good spot compared to Viral based on only one graph presenting only one possible scenario. Grineer have 2 armor types. Vs Ferrite, Corrosive is twice as strong. Vs Alloy, Viral is twice as strong. Slash or Crit HM weapons, Viral is stronger.

    Viral is performing too good. It isn't even a discussion at this point and majority of people agree.

    You are using the current armor strip value of corrosive at 80%. All of my entire posts on this thread have been advocating for buffing corrosive to 90% from the beginning. And comparing how a simple buff to 90% armor strip will have it outdo viral easily. 

    On 2020-05-21 at 11:53 AM, Dragazer said:

    https://www.desmos.com/calculator/ibzbbomrep

    Here is what viral vs corrosive would look like if they simply buff corrosive up to 90% armor removal.

    You are also assuming the weapons will have nothing but viral+heat or corr+heat. Many weapons will also have base ips or other elements in the dmg mix that wont benefit from either corrosive or virals respective dmg bonuses. Your heat procs/modded heat dmg for example won't receive the bonus 75% to cloned flesh that viral has

     

  10. 32 minutes ago, Bristoling said:

    That's a nice neat graph on the previous page but it does not account for the 75% extra damage that Viral deals against Cloned Flesh for the Grineer, or how Corrosive works against Alloy armor, which some of the tanky Grineer units possess (Bombard, Napalm), and where Corrosive loses badly vs Viral.

    Corrosive+Heat in real game scenarios is only 20% more effective than Viral+Heat vs Grineer (CHG+CB), IF you apply all 10 stacks of each status. With only 1 status each (low status weapon), Viral is boosting dps by 100% while Corrosive deals with 20-something armor. It's not comparable.

    Also, even when you talk purely about the graph presented on the previous page, it is clear that even once Corrosive+Heat overtakes Viral+Heat, it does so, but by a very, very small margin. 

    To say that Virals status proc isn't too strong is a bit delusional.

    It also doesn't account for 75% bonus damage and 75% armor ignore that corrosive has against ferrite armor.

    You seem to not understand how the graph works at all.

    For example at 20k armor (lvl 175 gokstad officer), corr+heat has a damage multiplier of 0.231x vs 0.124x of viral+heat

    0.231/0.124 =1.8629    In other words if DE buffed corrosive to 90% armor removal, then corr+heat would deal 86.29% more dmg than viral+heat and that's before accounting for corrosives innate dmg bonus/armor ignore on ferrite. 

    Its not delusional when considering how ridiculously hard DE nerfed corrosive and gas. Or how a simple buff to 80% to 90% armor removal (remember corrosive used to strip 100% armor b4 the nerf) on corrosive would have it outdo viral on armored targets 

    • Like 1
  11. 1 minute ago, (PS4)caoshen0625 said:

    Calling the best status currently in game "the only decent one" is your problem...Your baseline is weird...

    Because as I mentioned previously, gas and corrosive took severe nerfs after the rework. As my graph shows just buffing corrosive to 90% armor strip will have it outdmg viral past 1695 armor (lvl 42 corrupted heavy gunners) with the gap only increasing as you encounter more armor.

    https://www.desmos.com/calculator/idb4kwgpbk

    wkmJmOQ.png

    • Like 2
  12. 13 minutes ago, ShortCat said:

    Only after you show me Corr+Heat builds on Glaxion, Quellor, Sibear or cold Kuva weapons. Just because a certain damage combination cannot be achieved on all gear, does not make it irrelevant for discussion or comparisons. If you gonna stick to your initial argument, please also remove Corr+Heat combo, since weapons I meantioned above cannot use it.

    You're right my bad, I'll also remove viral+heat since some weapons cant use that combo as well like the Amprex or electric kuva weapons.

    So that still leaves us with corrosive beating viral out past 1695 armor (lvl 42 CHG) if DE simply just buffed its armor removal to 90% 

    • Like 1
  13. 3 hours ago, ShortCat said:

    Where is Viral+Slash?

    13 minutes ago, Autongnosis said:

    Nowhere, because that's what would make all the pretty graphs fall flat on their faces so people defending the current status system conveniently forget it exists 😛

    Because not all weapons can be modded for viral+slash. Any weapon can mod for viral+heat or corrosive+heat.

     

  14. Made similar findings with polearms too, specifically with the Twirling spire stance RMB+E combo. 

    At high enough attack speed. one of the hits just consistently miss no matter what. 

    As you can see at 0:17 after the volt speed buff is applied, the attack that is supposed to knockdown never seems to land.

    Also if you pay attention to the combo counter in the video, without the speed buff I am gaining 12 combo counter every time the combo is done.

    With Volt speed buff at 0:17, performing the combo only brings me from 36 to 44 combo, gaining only 8 combo counter. 

  15. 3 hours ago, Zikkie said:

    There is a crit bug generally. The blood rush mod and such dosent reset.

    This is a separate issue where smeeta crit buff force sets your crit chance to 200%. Meaning if you red crit normally, smeeta will debuff you down to orange crits 

    • Like 1
  16. 10 hours ago, Gawizard said:

    Viral does not "only look strong", it is strong, really strong infact. It increasing all damage (including true dmg) is what made viral HM popular. Corrosive is a good element and i agree it needs a buff and so does gas but simply stating that corrosive nerf and gas nerf made viral good is simply not true.

    as for viral, it really should only affect health modifiers, i made a comment addressing this in detail on the first page.

    10 hours ago, (NSW)Matt-S said:

    Viral isn't strong because of the nerfs to others, it's strong because it's actually legitimately overpowered.

    As far as I'm concerned, Corrosive should have been left untouched due to the armour changes, Gas being changed to pure Gas makes sense for consistency's sake, but not sure why they removed all the other interactions, Magnetic should be buffed far more than it is (perhaps it should strip shields entirely and bypass any shield gates), Blast should also have been left untouched and Radiation is mostly fine as it's a very good damage type. Perhaps Radiation should "chain" in the way that Electricity does though, perhaps similar to the Gas cloud as the enemy is "radiating", affecting other enemies as well.

    https://www.desmos.com/calculator/ibzbbomrep

    Here is what viral vs corrosive would look like if they simply buff corrosive up to 90% armor removal.

     

    rjXOrgy.png

    As you can see, after 1695 armor (lvl 42 corr heavy gunner) viral would get overtaken by corr. If we add heat procs into the mix, that breakpoint would be 3391 (lvl 63 corr heavy gunner), where afterwards corr+heat will outdo viral+heat with the gap widening as you encounter more armor.

    This is why I think viral nerfs are unnecessary, and that the true problem lies with DE overnerfing corrosive and gas. 

    • Like 2
  17. 15 hours ago, (NSW)Matt-S said:

    To be fair when you make a claim, it helps to back it up rather than turn around and tell people that they need to figure it out themselves. Why would they believe you if you won't prove your claims?

    That being said, Viral is definitely too overpowered and should never have been buffed. OP is correct. Buffing other status up to viral level is not the way to go, as viral halves EHP of any enemy by 2x instantly, and up to 4.1x or something if you keep stacking it, making it extremely strong and better than every status by far.

    Are other status effects too weak? Yes, but this doesn't mean that the overpowered option should be the standard, as then you get into power creep issues.

    Revert some of the unnecessary hard nerfs on the other dmg types, and suddenly viral is no longer so dominate.

    Have corrosive cap out at 90-95% armor removal instead of 80%

    Let Gas scale with toxin and heat mods again. Remove the 10 stack cap on gas like the other DoT.

     

    Viral only looks so strong because the above 2 took ridiculous nerfs for no reason after the rework. 

    Corrosive: lost its ability to full strip (that remaining 20% armor after removal is still huge at high levels) and proc no longer has infinite duration

    Gas: Lost its ability to ignore shields, lost its elemental mod scaling, lost its triple dip bonus on faction dmg mods, and no longer is able to stack past 10 procs like other DoT. 

  18. Was testing out the umbral mods and noticed that the Tau resist set bonus doesn't seem to functioning at all. Sentient attacks don't see any reductions in their dmg. 

    Using the simaris scanner widget that shows resistances/weaknesses, you can see that Tau resist doesn't show up at all.

     

    As an example, Toxin resist mods does in fact show the resistances under armor/shields/health 

    PECbt2Z.jpg

     

    However, with all 3 umbral mods equipped, Tau resist is nowhere to be found on the synthesis scanner.

    TKJQAlI.jpg

     

    This can be easily reproduced by equipping Umbral mods on your frame and going into you operator to scan your frame. 

    You can also test by equipping Umbral Intensify and Vitality, and spawn a sentient enemy to attack you testing the dmg you take with/without the mods. 

    • Like 1
  19. Also if you pay attention to the combo counter in the video, without the speed buff I am gaining 12 combo counter every time the combo is done.

    With Volt speed buff at 0:17, performing the combo only brings me from 36 to 44 combo, gaining only 8 combo counter. 

  20. I've noticed recently that at high attack speeds, some of your melee attacks just seem to miss completely. The Twirling Spire polearm stance seems to have this issue specifically on its RMB+E combo 'Summit Plunge'

    RaM9EVs.png

    For a demonstration video, I am using the Orthos Prime with no speed mods or buffs. As you can see in the 1st part of the video, the hit that deals 400% dmg and forces a knockdown is working consistently with no attack speed mods or buffs. Once I activate Volt speed buff with 324% str @0:17, that 400% hit with a forced knockdown proc never seems to be able to land anymore.

    This issue also happens even with just using attack speed mods like Berserker and Primed Fury.

     

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