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(PSN)lord_makino234

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Posts posted by (PSN)lord_makino234

  1. 14 hours ago, -ShadowRadiance- said:

    I just finished after extracting shards for my kong kong testing.

    I sat and wrote what i wanted to test during the weekend and came up with this,

    *******************

    -Is there a difference, between full strip. Vs non full strip- meaning i'd need two shard layouts. RIP bile reserves.

    -Does the ability, 'snapshot' stats when summoning the clone given 'abilityXstacks- (Does it affect only, the target affected by corrosive, and does it transfer over to non afflicted targets (Target number 2 who has no stacks at the point of summoning)) <<--- this one, is annoying. And the culprit il get into further down.

    -I- need to do as little dmg as possible to not affect the testing when applying stacks. So i need a -S#&amp;&#036; build- with as little interfearence as possible. Like before, so i cloned, (Pun intended) my previous phantasma test build.

     

    This meant. I need to a minimum of 3x tests with each 'shard layout.'

    I need to do solo target. And multi target testing. Multiple times.

    I need more bile.

    And i want DE to let us see spectre's/clones dmg numbers.

    *****************

     

     

    And it seems i must retract -part- of my earlier statement about it working, it -does- but under very annoying circomstances after testing, double testing, tripple testing cause i got annoyed. Until i noticed why.

    The shard does add the effect to the clone. BUT only to enemies -already affected by corrosive- when you -SUMMON HIM- hence, not a viable useage. I belive i must have summoned the clone midcombat during my first initial testing and thus triggered this. -bug- i'd say. 

     

    I replicated the test build i used. Minus some minor changes to the shards however, on purpose, but did dual tests with two shard layouts. One doing a full strip, the other with neutral 10 stacks of corrosive max.

    *build images in spoiler*

      Hide contents

    GM7XxZQWsAAXKdo?format=jpg&name=large

    Test one. Full strip. Archon shard layout 1.

    GM7YSwTXYAAc8jt?format=jpg&name=large

    Test two. Archon shard, layout 2.

    GM7a7oeWQAAPcbM?format=jpg&name=large

     

    Using a (Given the S#&amp;&#036; weapon test build for consistent results) a level 30 corrupted heavy gunner for solo target. Then two gunners for multi target..

    I repeated this test 3 times each version using the timer on my cellphone like in the original testing.

    3 times for the full strip test. (14 stacks) solo kill. 

    3x with two goons.

    3 times for the no full strip test. (10 stacks)

    3x with two goons.

    *****************************

    Full strip results.

    Solo target.

    Summoning clone before applying stacks. It took the clone 16-17 seconds to kill the goon.

    After applying stacks (all 14 in three 'shots' from phantasma given its multi) the clone killed the goon is 14-15 seconds.

    Multi target.

    Same restults. 16-17 seconds.

    With 2 targets. same results.

    *****************************

    No full strip results.

    Solo target.

    Summoning before applying stacks. 16-17 seconds. As expected.

    Applying corrosive (10 stacks) (Two shots) resulted in the clone killing on average around 12-13 seconds. Which is a rather big difference.

    This however, appears, to not -snapshot- for the clone but i could be wrong as i cant see the clones weapon dmg. (DE HELP ME OUT HERE!)

    Multi target.

    Same restults. 12-13 seconds.

    ON THE OTHER TARGET. With no original stacks on point of summoning, 16-17 seconds.

    *****************************

    So, while it does appear to affect the clone. -Partially- and annoyingly. Havnig to resummon, dissmiss, resummon the clone on repeat... does not seem viable. It does affect him. For some forsaken reason.

     

    Again RIP my BILE reserves. QQ

    Ah thank you and yea I feel like end game items should affect abilities that naturally can't be affected by mods if it's damage 

    It makes ability damage basically worthless unless it's on 2 frames for corrosive 

    Even chroma effigy doesn't get the benefit and I wish we could see the clones damage numbers or at least a spector also and give a option to turn it off if wanted a bit of qol wouldn't hurt 

  2. 3 hours ago, -ShadowRadiance- said:

    Ive relocated all my green shards off wukong as i only really use him for spy missions and they had better uses elsewhere.

    I did notice a big dps dif while the shards where slotted into him. 

    Most likely i can set him up like it again when i get more shards.

    This may be a welrd request but mind testing with and without the shards cause there not supposed to boost his damage cause he is basically counted as a spector and not a ability for some odd reason idk why they haven't fixed it

  3. On 2024-04-20 at 4:37 PM, -ShadowRadiance- said:

    @hdip621

    @Traumtulpe

    @Zakkhar

     

    After testing. I can CONFIRM. Shard's for additional corrosive effects stacks. DOES work on wukong clone. 

    I tested it with a phantasma with high multi. Let the clone attack on its own and it immediatly reached 14 stacks and reached full strip. 

    SADLY. On the same note, i must inform you that Archon contininuity, nor vitality does NOT work. So no cheese with a toxin or heat weapon for 'an exalted clone' sadly, does not work.

    But as for archon shards. It works.

    As a bonus, i can confirm, Applying a +3 tau shard to wukong, along with 4 regular green shards for (+10%x4=40% additional dmg on enemies affected by corrosive.. ALSO.. works.. 

    Wait wait so the ability damage if affected by corrosive works? I understand the procs going to 14 but otherwise mind if we get a comparison on the 40% addition damage if corrosive sorry if I seem stupid or doubtful most likely stupid if I'm wrong on what I said in case

  4. Imo his passive just put it to 80% so let's say people don't wanna put adaptation on boom  plus plz either let me build it up rapidly or just make it so you hit 80% now its there till you die cause Jesus people love casual gameplay which helps out a lot

     

    1st ability I'm sorry but please stop with the "spin to win" it's a dull reason to make him spin just give him a survivability tool like more damage reduction 

     

    2nd put his damage vulnerability to 100% base  lets be honest I can't feel the 70% most of the time since caliban is naturally at 200% power strength plus fix the lifted mechanic

     

    3 his summons why do they suicide its not Like they give a buff on death or anything I rather see a enemy kill my summon then me watching someone blow up and waste my energy so make them permanent and please change at least 1 of then into a battlyst I want variety plus let us mod there weapons and lower there damage multiplier to offset it cause they don't do anything and one cast we get all 3 it cost 150 energy to get 3 for any frame its 75 just put 1 cast 75 energy we get all 3 major qol plz

     

    His 4th well after shooting it I would like to see my fallout zone but I can't so just fix the visual glitch 

     

     

  5. 6 minutes ago, Leqesai said:

     

    I'm annoyed for sure. Because people like you throw out percentages without knowing what they are saying, which can get people all confused.

    You aren't wrong about galvanized mods dropping the dps (in case-dependent scenarios) but you are throwing around random percentages to try and reinforce your point without the actual numbers to back it up. 

    It's like saying, "man, milk is way more expensive today than it was last year. It's gone up like 82%!" Without actually doing the math in an attempt to illustrate the severity of the increase rather than the actual increased value itself. Numbers/percentages are not adjectives one uses to illustrate the magnitude of a thing.

    Ok ok if I have my galvanized mods built up I 2 shot a corpus and my clone kills him in 10 to 12 bullets is he 50% or much lower give me the accurate number then 🗿

  6. 3 minutes ago, Aruquae said:

    Ohhh, I see. Well don’t you think multishot counts for DPS? It is damage per second, and more bullets=more damage per second. 
    I hope I don’t need to go all math as that would be boring. You can just simply make a build on Overframe with galvanized chamber and see how it looks with and without conditions. The with conditions would be the damage you do, the without would be the damage your clone would be doing over 1/2 (as it gives a .5 damage multiplier). 

    🗿 multishot huge dps and ngl not Worth to explain cause if multishot wasn't dps idk if I would use it cause what other purpose would it have lol 

  7. 1 minute ago, Aruquae said:

    I believe what the Tenno was trying to point out was galvanized percentages? I could be wrong, but that’s how I took it.

    Basically you can only get the base 80% multi shot on a maxed Galvanized Chamber, and not the bonus 150% multi shot from the “on kill” proc. These are actual percentages straight from the mod. 

    Yep I was adding those up and then comparing to my clones damage and after those it's like a rocket between us lol but tbh idc it's wukong dudes the goat but yea thanks ngl

  8. 1 minute ago, Leqesai said:

    You are literally using random percentages dude. "Basically 20%" is not math. You are doing pseudo math to explain a very basic (and obvious) point about the efficiency of ineffective mods in a use case scenario.

     

    As another user pointed out. Your numbers are fantasy-land but the point about the mods not working is true. Problem is you are talking gobbledygook with the math on this and you don't seem to see how it is problematic.

     

    All you need to do is point out that some things don't work with the clone. The pseudo math percentage stuff is misleading. If you are going to actually crunch the numbers great, show your work, otherwise don't just throw around random numbers. There are way more factors at play than your oversimplification would insinuate.

    So besides the percentage nothing I said is incorrect that's all you had to say

  9. 6 hours ago, Leqesai said:

    I'm going to say you're wrong because it seems like you're pulling percentages out of the air. You've not created a compelling argument. You've thrown around some random numbers with some uncalculated factors (aside from your personal feelings/bias or secret calculations). 

    Your comments on this are ultimately borderline incomprehensible to anyone actually interested in the numbers at play with these calculations. If someone can come in here and adequately explain the pseudo-math you're suggesting then I'll happily change my tune, but until then I'm firm behind my belief that you're posting gobbledygook.

    Ok I'll put it in a much simpler term if you don't have galvanized mods he's 50% of your damage during the entire mission 

     

     

    Now lemme add a max galvanized chamber oh wow I get more multishot which is extra damage chances for status and they can crit to nice increase don't ya think

     

    If you can use galvanized condition overload obviously huge increase in most cases doing 200 mill for no reason is fun ngl

     

    Ok after adding it up will your clone do half of what you still do? No if I 1 shot a enemy is he 2 shooting cause half my damage not even close and I just watching him put like 9 shots into a enemy yes I am he's basically doing 20% of what your doing cause no extra multishot galvanized mods are basically natural to buy or farm now and unless your playing the cedo where he has gun co cause it's built in not much of a increase really so I'd say 20% probably less cause he will miss a lot also 

  10. You can say I'm wrong if you want but most players get galvanized mods and at that point your clearing rooms faster then your clone will kill the guy in the corner without eating your ammo he can't use the buffs unless you give roar or eclipse but I'm talking weapons only he can't use archon shard ability damage to increase his damage cause he does but doesn't count as a ability 

  11. 30 minutes ago, Leqesai said:

    What are you on about? Where are you pulling this 20% and 40% stuff...

    Like I said if you don't have galvanized mods it's 50% of your damage but if you do have galvanized mods he doesn't benefit from them so after all of the buffs it's not 50% anymore at that point its at max 20% of what you'll naturally do with the buffs cause you'll have more multishot more bullets more damage chances for status critical damage you know how it works galvanized aptitude obviously more damage now if aoe then still galvanized alone and your clone is still doing about 20% of what your doing by just closing your eyes with max stacks of galvanized chamber and using the bramma that's where I got my numbers of 20% if unmarked 40% if marked 

  12. Ok so since he doesn't benefit off of galvanized mods which he should if the player does the work imo but realistically in missions like steel path aoe or not he will do like 20% of your damage without marking and if marked I'd say 40% cause he will never get close to your damage and use like 3 times the ammo the new shards on ability damage doesn't do anything either even though he is a ability so in most cases he's gonna chew through ammo and deal 20% of what you can do for new players it's worse cause he won't deal jack squat really to

  13. On 2023-10-14 at 12:10 AM, Ghastly-Ghoul said:

    I am a solo player. I play Caliban for his ragdoll physics and Lift status. He's fun. Not as effective as other playstyles, but changing these types of interactions waters down the game. I'd suggest not touching him. Thanks

    Wait so you basically don't want him fixed cause the amount of flaws cause your copium is handed down ngl thats like you playing inaros and saying don't change him cause his interactions are funny when those funny interactions can cause bugs and just need a fix

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