Jump to content

ZetekP

PC Member
  • Posts

    45
  • Joined

  • Last visited

Posts posted by ZetekP

  1. 35 minutes ago, Daziri said:

    Saryn does not need buffs. She need some nerfs infact. 

    This is coming from a Saryn main since 2015

    Her 1 Spores is okay.

    Her 2 Molt is just fine.

    Her 3 Toxic Lash is the actual problem. It makes her 1 too cheesy removing the skill factor for trying to hit the spores and spreading them like wildfire which then makes the rest of her kit too easy. 
     

    Her 4 has too low energy cost for what Miasma is capable of. Her miasma should function like in her Prime trailer. Similar AoE like Mags 3. 

    all making you hit spores does is add a tedious factor, not skill factor, like detect vulnerability and banshee sonar(sonar I think is easier because recast etc- not the point), and 4 spreads spores as well and if the tedious factor was added, would just make sure to have miasma up, and getting rid of miasma spreading spores would ruin her synergy and effectiveness in a game. I don't think it's a good thing to compromise effectiveness for usability. I also don't think changing miasma energy cost from 75 to 100 does anything- if you are spamming it(me) you run high efficiency, if you run high strength and don't spam it you have ample energy, so while I guess you could change a tier of energy consumption I don't think it would change much. Saryn is in a pretty good place now just some finishing touches and you have a perfect frame.

  2. 7 hours ago, Traumtulpe said:

    Molt is among my favorite abilities in the game. It is so amazing now, compared to how it once was. While an increased threat level would be very nice, I believe it would flat out make Molt overpowered.

    Hmm, maybe I'm using it wrong, for me I just feel like it doesn't attract aggro or work as an escape skill as effective as it should be. When I use molt it's either to attract aggro or when I'm under fire to escape, and I feel while it's her best option, it's not as efficient as it could be, so I made those suggestions. I just think it would be pretty cool to like give it an invisibility upon cast(even if it's like a, "Elusive Molt" augment or something) that goes away when you attack so it would be better as an escape skill.

    • Like 1
  3. personally I see saryn as a debuff/buff frame, spreading corrosive and viral in a 50m radius is nutty, and buffing your weapons with toxin and you and allies with corrosive damage is real nice. She's in a good place right now I think, do I say she needs a buff? She's p good where she is, but would like to see a miasma augment, some reason revealing spores came out before it, omegalul. Nerf? Depends on what you think constitutes a nerf, I mean she does what she is supposed to do, I don't think that is a problem. But if you say that she does what she does, while other warframes don't do what they are supposed to do, so that means nerf saryn, I'd argue the logic there but if so I guess if you wanna pull her down it would be to nerf the damage of spores/miasma, her system of spreading corrosive spores, buffing corrosive, buffing toxin, spreading viral(you usually have viral on your weapons anyways, guess it's more like making sure all enemies have viral for low status weapons, and buffing damage of spores themselves) is exactly what she should do.
     

    Oh, one thing I would like to see is a change to molt maybe, I find it quite lack luster, sure it's good for augur, but the whole casting at your area, and it's threat level not being that high is kinda underwhelming, when I cast an aggro control skill I expect aggro to be controlled not just some enemies attack the molt while some attack me.

    Some suggestions I guess I list(could choose one, could mix em together):

    1. Invisibility upon cast this one is prob my favorite one, though turning her into a stealth frame would be the most broken thing, rather make it a thing like skiajati/wukong's 2 augment/shade/stalk, where if you attack(whether it should unstealth upon skill is up for discussion) then it unstealths, so it's more effective as in escape skill, because I shouldn't have to use an escape skill multiple times with an augur set/brief respite to take advantage of shield gating, a rolling guard into an escape invisibility sounds way more practical.

    2. Increase threat level this one is p important, when I cast the skill it's more like a, who's closer, the molt or saryn, which if I'm casting it at my location, I am almost always closer to the enemies, so it makes no difference, this would make it so enemies are going to attack the molt. This could also be similar thing to Octavia's resonator, where it charms enemies to only aggro the resonator(or the mallet if it is carrying it), which would be better than it is right now.

    3. Explodes upon cast, aoe stun, this is prob least favorite because, literally miasma stuns enemies in a 50m radius, but I mean if the first 2 options are deemed too op(I don't think they are, just would complete saryn's kit, just because she's good doesn't mean she should have a gimped skill) but I mean it's something

     

    So pretty much, I acknowledge that that saryn doesn't need a buff in damage, by doing dot to everything in large radius, buffing herself, debuffing enemies, that, may not be as much direct damage as like a khora, but is saryn's identity as a character, which is good. Just to complete her, a miasma augment(I have no ideas for this one, go crazy, don't make it dumb tho) and making molt more effective would complete her and leave no qualms.

  4. miasma is actually better cause you can stack viral in an aoe by recasting it, in which you can power the miasma and the spore damage as you stack it up

    miasma is more for spreading spores, stunning enemies, and amplifying damage

     

  5. Question about Saryn spores + toxin lash, when I shoot an enemy with toxin lash alone, it does a normal amount of damage, but whenever I activate spores +toxin lash(and don't even wait for corrosive price or anything) the damage seems to increase absurdly. This makes me wonder if popping spores(toxin lash makes every weapon pop spores every hit) does it's own damage, and if so, how is this calculated?

  6. The shield charging thing is prob on purpose, the only source of recharging shield while in shield gating (aka invincibility) that I am aware of is arcane aegis, due to shield gating they removed the fact that rakta dark dagger can recharge shields while in shield gating, but in exchange you get a longer delay, just use rolling guard and then recast ability or something.

  7. I also would like to point out, in Update 22.7 it says "Fixed enemies never really attacking Octavia's Mallet while following it", so it seems like an issue similar to this happened in the past, but this might need another look.

  8. 6 hours ago, rawr1254 said:

    They still chase it though right? I always saw chargers chase it but could never attack it

    yes, that's what I'm saying

    How resonator works is that it charms enemies in the range, all charmed enemies for as long as the rollerball is active loses aggro and follows the rollerball.

    The synergy with mallet is that it picks the mallet up, and then that charm makes it so all charmed enemies are only aggro'd to the mallet, no aggro to allies and yourself, if you aren't invisible already(their ai seems to be more aggressive too, test it against 20 heavy gunners in simulacrum, mallet, they are shooting normally, mallet + resonator, they shoot more aggressively, equalling more damage stored).

    But the bug is that against melee units like butchers, ancients, chargers, even with resonator and mallet, it is doing the first charm effect, where they lose aggro and just follow the mallet, when they should be at least attempting to attack the mallet.

  9. 14 hours ago, rawr1254 said:

    Yea its been like that since release. This is only cause of the height of the mallet hitbox on the resonator and apparently chargers cant attack in an upwards direction. An ancient/moa/boiler however can still hit it. So I dont know which should be done either let chargers attack in an upwards direction or decrease the height of the mallet on top of the resonator or make it so hitting the resonator also pools into the mallet.

    I don't know if you have tested it recently, while it moves and is taller, resonator + mallet should still aggro melee enemies, but instead right now it seems to pacify them like you didn't even have mallet active.

  10. 12 hours ago, Buff00n said:

    Melee units in general have always had trouble hitting the Mallet + Resonator combo because it moves away while they're winding up their attack.  However, I'm pretty sure I remember Infested Chargers and Grineer Butchers still being able to get in the occasional unlucky hit.  But now they don't even seem to try.  You're right about Conductor; it doesn't matter if you lock it in place or not.  They just crowd around it and stand there, presumably trying to kill it with BO.

    Most other melee units will at least try.  Some of the Index goons are pretty good at hitting it.  But Chargers and Butchers don't.  There may be more that are broken, but I promised myself I'd stop spending so much time in the Simulacrum.

    Yeah my main thing is *try*, it seems like the ai makes it so they are pacified when they should be aggro'd on the mallet still when resonator is active. Some enemies might have a problem hitting it but them not even attempting to hit, especially for like ancients or melee units that should be able to hit it is a huge problem and bug with the ai that I would like to be fixed, since, I use mallet + resonator a lot on my build.

  11. Octavia's second skill seems to have a bug, when it comes to the AI. First, explaination of how the skill should work.

    Drops a rollerball sentry, which charms and damages enemies in it's radius, and amount of enemies charmed boosts the range and damage of the ability. This charm debuff, manipulates the enemy ai, and makes them not aggro any source, and follow the rollerball.

    This is fine, you can test this by using this ability against any enemies. But it has another part, where there's a synergy with her first ability, mallet.

    Mallet deploys a mallet, which absorbs enemy damage and stores it, and this stored damage is redirected to all enemies in line of sight of the mallet, and decays in damage over time. The synergy is that the rollerball has the ability to pick up the mallet when both are deployed, and this also changes the charm debuff.

     

    This debuff changes the enemy ai to aggro, and attack the mallet on the rollerball. 

    This makes it so enemies don't see tenno when charmed, and frantically attack the mallet. 

    The bug is in this part, I noticed when I was in an infested arbitration, and when I did the resonator mallet combo, minimal damage was being stored/redirected, but when I deployed mallet alone, it was being stored and redirected. I tested each in that game and in simulacrum against the chargers, and then tried out corrupted butchers as well, and ancients, and other things, and I came to a conclusion that there is a bug as, the enemies should be attacking the mallet, but they weren't. This seems to happen for melee units, they instead have the first charm debuff(no aggro just follow) even when mallet is deployed and the resonator picks it up. This is a real problem because for corpus and grineer it's great(some enemies don't attack still) but it seems that most infested become pacified when they should be attacking mallet.

    First I thought of many things, like, the damage that resonator does slightly staggers enemies(like, so slightly that they still attack even with it) so I went to the mandacord and removed all resonator notes, and nothing changed. Then maybe it's because resonator is moving, so I tried using the conductor augment, and still nothing changed. So this seems to be a 100% bug which makes the resonator mallet combo pacify melee units instead of aggro'ing them, seems to be an AI issue.

  12. how bout better idea

    put challenging things in the game

    and give the players ways to deal with it that isnt just damage

    like ancient healers in general, pretty much other enemies are invincible unless u kill them, so u have to look for em then kill em
    nullifiers are difficult cuz you have to look for them, if you dont your skills get cancelled and depending on the frame could get ya killed
    eximus units, parasite is the real kicker for frames that rely on energy as their range is horrendus
    freeze is just a shield which actually can be pretty effective and fire ones knock you down(why why dont burn you is besides me), and leeches are even more bullet sponge which isnt bad as its just one type
    thats why eximus sorties at max lvl are kinda challenging
    now, eximus units arent the most creative thing, though simply add more to normal content. On the star chart, you barely run into enough enemies of this type of challenge where u have to actually react instead of just kill
    nuking isnt a problem its how enemies just die to a nuke as the problem
    id think higher lvl enemies should be more smarter and maybe have some sort of counter
    one thing that I hate about grineer and corpus is that they just shoot and with scaling they become a problem because they dont die and they kill you in one hit

    how bout, make it so there are more enemies focused on hindering you? maybe make it so theres a moa that jumps towards you and drains energy, and while its ability is active you cant kill it, you have to actually dodge it or something
    one thing about corpus tilesets I like and hate are the magnetic doors
    idk why magnetic kills our energy(prob something about transference tbh), but maybe make it so status effects are more prevelant, maybe make it so some corpus enemies can use magnetic ranged attacks or set up those shock traps/maybe a magnetic trap? putting out a drone that adds shields doesnt do anything
    grineer seem to be more about weapons like ogris nd gorgon, maybe give them different types of weapons, maybe make it so butchers can use weapons with stances and heavy attacks and slams etc
    infested are pretty ight, just buff the spawn rate more(so its like a horde, it happens sometimes but need more) and make it so juggernauts are more common, give them some abilities like leap etc
    infested have the spitters with corrosive, tho yeah make it so these different status effects effect warframes more and are more common, a bombard might proc blast every now and then, but why dont I see puncture procs happening when im being sprayed by bullets? why arent corpus using technology to defeat us? why do infested not mutate and are just the same mobs, and why is the one mob that spawns as a semi boss(juggernaut) able to be one shot with it having no mechanics? why is there like 1 boss per planet? why doesnt every mission have some sort of boss you have to avoid, kill, or outwit, why is it just endless waves of bullet sponges that do nothing? why are corpus the only one with anti tenno enemies(nullifiers) and why do they only have one?

    questions to be answered
    maybe make some helminth chargers spawn in infested tiles and  

  13. Wraith's concept comes from the definition of Wraith from google, "a ghost or ghostlike image of someone, especially one seen shortly before or after their death." Now I dont know if it was used like after the ghost's death, but in this case I warped the definition to be more like "A ghost seen shortly before the target's death". That's the concept

     

    Stats:

    • Health: 50 base
    • Shields: 100 base
    • Energy: 150 base
    • Armor: 0 base
    • Sprint Speed: 1.25

    From the stats, you can see he's not meant to be played as a stealth frame, like at all.

    First thing first, passive.


    Passive: Phantom Assault

    Part 1: Stealth Multipliers are applied on all sources of damage from Wraith.
    yes this is a stealth frame, pretty straight forward, when in stealth, as long as enemy is not alarmed or however stealth multipliers work, all sources of damage, Primary, Secondary, Sentinel, Pet(they will be invisible as you are), etc. 

    Part 2: And allows primaries and secondaries to have long range finishers to enemies that are open to prompted finishers.

    Do prompted finishers, and since this warframe does have a long range blinding combo it can work and would be hella cool lol.

    This one might be hell to program but it would be cool to be able to use a sniper or something and 

    Ability 1: Shroud(50 energy cast, 15s duration, able to be recast, 1 second cast time)

    Conceal Wraith in a cloud with a radius of 12m around him, becomes invisible and while all enemies on the outside of the cloud view him as invisible, and all enemies that come in contact with the cloud becomes blinded(open to finishers) and consumes 5 energy per enemy that comes in contact with the cloud.
    Basic invisibility ability, I decided to not make it a toggle ability because I dont want energy regain stuff like zenurik to be unusable. 

    Augment: Vanishing Shroud
    When shroud is up, gain a 50% movement speed buff
    pretty self explanatory, gain more speed, which might help your gameplay, depending on how you play, 

    Ability 2: Reveal(25 energy cast, 1s duration, no cast time, can be used during any action)

    Wraith reveals himself if in Shroud to enemies in the shroud for 5 seconds, while putting enemies in a "Fear" state for 5 seconds, which applies stealth multipliers while alerted. Also, gives Wraith "Reveal" status a 50% multiplicative damage buff(similar to rhino's roar and bane mods in calculation) to enemies in "Fear" state for 2 seconds.
    This is made to synergize with shroud of course, use shroud to gain stealth multipliers to everyone as you are invisible, then for strong targets get close and use reveal to gain a strong damage buff for a short time. With the no cast time its made for you to use some sort of burst weapon to take advantage of it.

    Augment: Disarming Reveal
    Enemies within range of shroud are terrified, and no longer have the strength to hold their weapons. This permanently disarms them even after fear ends.
    This allows for Wraith to be a support frame sorta, as when in parties if everyone isnt invisible, then enemies will still shoot, so disarming enemies sounds like a good idea(plus you dont want any stray bullets touching you with them stats)

    Ability 3: Phantom Grasp(25 energy cast, only able to be used if shroud is active)

    Wraith stretches his Shroud, and narrows the Shroud to an enemy within 30m of him. Use again with no energy cost to teleport behind the enemy and widen shroud again
    Used as an ability to target a far enemy and movement at the same time. Pretty basic skill, though take note that since you narrow the shroud to an enemy it might be worth to use it to snipe an enemy, and since if you press reveal they will be open to prompted finishers you can use a long ranged one and maybe mix with ability 4 for a long range killing combo.

    Augment: Phantom Stitching

    After teleporting once, teleport again within 1s to use 5mp to pull enemies together(similar to magus lockdown). Can use as many times as energy allows.

    It may seem like a worse magus lockdown because it costs mp, but remember, it has a 30m range, so how this would work optimally is to use some efficiency or something and stitch a rooms of enemies together, then teleport to another enemy over and over, then kill them all, as the ability pulls enemies with you when you teleport. 


    Ability 4: Envelop Shadow(100 energy cast, 1 charges, 2 second cast time)

    Wraith envelops himself in a suffocating shadow, which makes every prompted finisher release a shadow spikes in all directions, doing the finishers damage within a 12m radius . Has 1 charge before having to use again. 
    This is made to make prompted finishers not only a single target thing, to sort of supplement his reveal damage buff of 2 seconds, as if you are close to an enemy with shroud up, you press reveal and give them fear with this set up before hand, then you can kill everything with some nice true damage all around you. Neat. 

    Augment: Spreading Shadow
    Reduces the damage of the Shadow spike to 10% of the finisher's damage, but makes it so every enemy hit creates a shadow spike.
    This is neat if there are a bunch of enemies around you, as it could create a sort of "splash damage"(where more enemies could multiply the damage if bunched together)

     

    Tell me how you feel about this concept!

  14. because it can run on my trashtop barely lol
    tbh tho if I had a better rig id prob still play this but main game is questionable because im sorta new(MR10) and grinding for 6m credits for railjack seems kinda off lol, tho with my rig I cant play PoE or 42na so maybe ill have more stuff to do when I get a better rig but idk
    I like playing video games and usually like fantasy themes but sci-fi is a nice change of pace, and the customization is kinda nice
    only problem is that I find myself feeling lost in what to do because of that customization
    cuz like
    I can do all the content I have access to(besides PoE and 42na cuz lag, idek if I can do railjack, and add that its behind a 6m credit grind wall) all I can see me doing is farming credits for railjack and seeing what that has in store for me
    Besides that, im kinda feeling like becoming a naramon rhino main so I gotta grind ~150p for a rhino prime set... sure could get normal but have him maxed already wanna move to prime

    so tl;dr can run on my rig, barely(PoE and 42na cant, idk railjack), seems a lot of grind, feel kinda lost 

  15. I have an idea, how about just make armor breakable? reworking status I think is important in relation to an armor nerf(when it comes to armor and status, you know slash/viral, heat/corrosive are the main things), I think reworking status is important because it seems like especially heat/corrosive is made to remove armor, so anything relating to armor at least should effect those two. 

    Back to the breaking armor, I think armor scaling as it is right now is okay, its just the means to deal with heavy grineer is kinda... way too streamlined in a game where u need different builds. As you know, when it comes to endurance run(lvls 100+ to start) heavy grineer, the armor makes it so raw damage is obsolete, unless you have some type of insane multiplier which isnt really a thing. What do you have? first operator has nothing for dealing with armor, so move on to warframe. certain warframes DO have armor reducing abilities which removes 100% if you have a certain ability strength, which is cool, but what if you dont? Lets look at naramon rhino for example(if you get the reference, you a bro).

    Rhino has rhino charge, okay, no damage, useful for gaining armor cool cool

    Rhino has iron skin, you know this iframe then health sponge thingy cool cool
    roar, this is a multiplicative damage multiplier, which is actually really good

    Then u have stomp for cc
    now, as you can see, you have armor/armor/damage buff/cc
    lets look at the last two for dealing with super armored targets
    damage buff simply multiplies your damage, but ofc with infinite armor scaling, eventually falls off, but falls off less than other stuff
    CC allows you to get in more hits
    now, if we are to complement this, assuming u are someone who wants to not switch between stuff for different factions, due to how armor is just busted COMPARED to other faction's defenses, ofc you would just go viral/slash or corrosive/heat, lets pick some weapons
    A naramon rhino would use... ignis wraith, atomos, and redeemer prime les go with that
    on all 3 weapons, since they arent slash based, corrosive heat cool cool
    Now, lets jump into MOT and lets say you are at 2hrs
    the gameplay loop is just get armor from 1 for 2, have 3 up, and 4 when u need cc, pretty simple
    then u shoot ur ignis wraith with heat corrosive which reduces armor, then u shoot with redeemer prime for actual damage I suppose.
    now, where am I going with this? what I am saying is that, there really isnt any diversity with this, depending on your warframe and the weapons you pick, that decides pretty much how you are going to play, and when you get into high survivals enemies are just bullet sponges, which is why changing armor is a subject in itself.
    Me personally, my take on this is changing status effects and what weapons have what status, and how armor is reduced, as the problem here is how high armor makes everything obsolete, just go with those two combinations, and boom
    one thing I like about elemental combos is that you can choose which ones you want
    thing about physical ones, you cant add them, so I have an idea
    how about adding more physical types, making them more... "streamlined"(not in a bad way) and making every physical type have an innate thingy.
    so, about adding more physical types,
    Impact
    Puncture
    Slash
    these three dont cover every single weapon, nor do I think every weapon should have IPS
    lets take the ignis wraith for example, it wouldnt make since for IPS at all, which is why it has heat, but in my ideal rework, everything should have a physical type
    so lets just use place holder "continuous" physical type, it would have a beam physical type and some heat ofc. 
    Now, adding a "thingy" lets visit a mod, shattering impact. this, when a weapon has impact, every melee weapons' hit reduces 6 BASE armor. so if you use it on a butcher, one hit = armor stripping, which is NICE, thing is since it takes a mod slot, no one uses it, except on sarpa. just to emphasize base armor, heavy gunners have 500 I think? so you reduce 500 by 6 every hit, so linear armor reduction.

    now, my proposal is that every physical type has a innate shattering impact, like continuous might have 1 or 2 per hit, so for the heavy targets, might take 500 or 250 hits(numbers can change). in practice how base armor reduction works it reduces it linearly, but only after a few hits you actually reduce armor to an amount where your damage starts increasing a lot. Now, I dont want every single thing to be like "okay, 250 hits and then ill be doing damage", so I think base armor should scale- NOW, not like how it does now, maybe like lvl 1 heavy gunner has 500, 100 has 600, 200 has 700 or something like that, but just dont wanna make every single enemy no matter the lvl be the same.
    for IPS I guess it would be like, Impact is 4 per hit, puncture is 6 per hit, slash is 0 per hit(since it has bleed status proc after all).

    Then with elementals, we would have to change them a bit, specifically corrosive and heat because their damage reduction, while effective, I think should be used for something else. Keep the faction damage bonuses the same, but maybe make it so corrosive is a DOT that starts way weaker than something like gas, then increases per hit, then heat, I mean tbh stagger + dot is heat idk what more lol.
    In addition to this change I believe getting rid of that power creep corrosive projection is essential, and reworking aura/exilus mods for more unique and interesting builds
    now, I am not a game creator so idk how this would implement, but at least recognize that I think the problem isnt with how armor scales, but more how you reduce armor. 

  16. Altar, The Catalyst Warframe
    I dont have a visual design for this frame, but think really edgy

    The design is based on sacrificing your companion to be used as a catalyst protecting you and your team, supporting you and your team, and debuffing enemies.

    Stats:
    100 base health

    200 base shields

    0 base energy

    0 base armor

    1.15 base sprint speed

    Has different rank bonuses, 500% shields, 15% efficiency, 5 mp gain per second at lvl 30

    Passive: Crucifixion
    Upon the start of a mission two attachments are added(within affinity radius):

    An attachment is added to your teammates, redirecting 50% of their damage to you

    An attachment is added to your companion(Kubrow, Kavat, Sentinel, Moa), redirecting 50% damage inflicted upon you(including damage redirected from teammates) to the companion.
    Companions spawn as a "Catalyst", a form where none of the companions stats or mods are applied, but all damage redirected to the companion is used as an energy reserve for abilities.
    All energy gain is redirected to your "Catalyst", which has infinite energy capacity, ratio being 1 Energy gain(has 0 energy, though this conversion acts before that):1(*ability efficiency) Companion Energy. Companion energy can be viewed where the companion's HP/Shields would have been. Redirection from your damage taken to companion energy is effected by efficiency, ratio being 1 Damage:1(*ability efficiency) Companion Energy. 

    The appearance of this "Catalyst" depends on what companion used, and hovers next to you(similar to a sentinel) regardless of companion type.

    1st Ability(25 Companion Energy): Energy Rampart
    1 second cast time

    Creates a shield around allies within affinity radius which redirects 100% damage taken to the Catalyst for 5(not effected by anything) seconds, but overloads the Catalyst making it unable to be used by any ability or redirected to for 5 seconds(not effected by anything).
     

    2nd Ability(0 Companion Energy): Redistribution(toggleable)

    1 second cast time

    This ability has 4 modes: Energy, Shields, Armor, and Health
    Evenly Redistributes all of the Catalyst's energy per second into resources to allies in affinity radius depending on which mode selected: 

    Energy: 10 energy per second active per ally
    Shields: 50 shields per second active per ally(can give overshields)
    Armor: 10 armor per second active per ally(cap 1000)
    Health: 50 health per second active per ally 
    The Companion Energy to resource ratio is 10 Energy(*ally count in affinity radius, effected by efficiency):x(*ability efficiency) Resource. X is the amount for energy, shields, armor, health

    3rd Ability(75 companion energy): Energy Nexus
    Creates a zone of 30m(+ability range) for 15seconds(*ability duration) around the catalyst which inflicts Corrosive, Magnetic, or Viral on the enemy factions Grineer, Corpus, and Infested, which is refreshed/reapplied per second in the zone. Depending on these factions, allies within affinity radius will be redistributed bonus Armor(cap 1000), bonus Shields, and bonus Health(can give max health, max +500). The speed of the acquisition is effected by ability efficiency. For Corrupted units, the status inflicted is what faction they were before corrupted. All factions have a 30%(*ability strength) damage bonus to them in the zone.

    4th ability(100 companion energy): Energy Overload(toggleable)
    Reawakens the primal spirit of the Catalyst, and redistributes the energy through the affinity radius, buffing all allies within the affinity radius with 100% of the stats/mods equipped on your companion for 20 companion energy(*ally count in affinity radius) per second. Companion abilities are also triggered(such as detect vulnerability, Cat's Eye, Neutralize, etc). These abilities act as a normal companion would, with some changes. They are applied to all allies, and effects are within a 30m radius around each ally. Abilities that usually effect single targets or are one by one effect all allies/enemies within the radius(ex: detect vulnerability/investigator). Mods such as Link-Health are linked between allies in affinity radius. Stacking rules do apply. Cooldowns are considered, and Attacks have a 10s cd.
     

×
×
  • Create New...