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OuTlAwTACO229

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Posts posted by OuTlAwTACO229

  1. Tigris Sati-Critatin: 

    • +35.0% Critical Chance
    • +46.9% Multishot
    • +18.6% Magazine Capacity

    Price: 4500p

    Pyrana Visi-Acrisus: 

    • +97.6% Slash
    • +195.9% Damage
    • +79.9% Critical Damage

    Price: 8000p

    Vulkar Magnatis: 

    • +163.8% Critical Damage
    •  +167.5% Impact

    Price: 500p

    Rubico Acriata: 

    • +173.2% Critical Damage
    •  +213.5% Damage
    • -26.0% Damage to Infested

    Price: 3500p

    Kohm Scidex:

    •  +113.1% Status Chance
    •  +158.1% Slash

    Price: 500p

    Vectis Crita-Acridra:

    •  +52.8% Fire Rate
    • +153.9% Critical Chance
    • +158.7% Critical Damage
    • -40.3% Magazine Capacity

    Price: 7000p

     

    If you're interested in any of these mods, message me in game, on the forums or simply reply to this post and I'll get back with you as soon as I can. I won't be available tomorrow but I will get back with any responses first opportunity I get Friday.

     
  2. Was testing a new build for my Synapse when I came to the realization that even with punch through on my Synapse, no damage registers when hitting enemies inside a Larva. Confused, I tried it with my Tigris Prime inside the Larva and that actually registered... So I pulled out the Ignis Wraith, Flux Rifle, Amprex, Phage, and Glaxion. All of them did not register inside the Larva. Thinking it was just a Nidus bug, I pulled out Vauban and casted Vortex. Same issue. No beam weapons register inside the Vortex yet other weapons do.

    DE please fix this ASAP. It makes Nidus and Vauban's Larva/Vortex useless when using beam weapons.

  3. I've had 5 streams up since the update and I have yet to get a single thing. I'm fairly sure its broken. Especially since a couple of the streamers I'm watching are almost done with the Gara quest or have been running around in the plains, which is literally how you get 2 achievements by themselves.

  4. As the title states, I was trying to test something with my Taxon and Artax and nothing I put on my Taxon would change the stats of it. So I backed out of the simulacrum thinking it was just being weird and I pulled up my Taxon to see its stats were changed. Come to find out, the mods were affecting it, but only outside of the simulacrum. But when I went back inside, the same thing happened again. All the mods stopped working on Taxon. Now take in mind the sentinel weapon mods were not affected. The weapon still has its stats and they can change. Its just the sentinel that ignores any stat changes in the simulacrum.

    Simulacrum Showing No Stat Changes

    https://steamuserimages-a.akamaihd.net/ugc/833580547911894748/2D4ECFA7525A7403D9B8892E83BA92C8A92B3E85/

    Arsenal Showing Actual Stat Changes

    https://steamuserimages-a.akamaihd.net/ugc/833580547911896064/7377C036394706E9EDDEFB724DC71A4F060267DC/

  5. Got DC'd out of a game and went to load back in after I restarted warframe and now there's the arcane revive and standard revive screens glitching on top of eachother and I can't spawn in at all. Tried restarting again and the same thing happened.

    208fcqs.jpg

  6. On 6/14/2017 at 4:15 AM, Omegaknight1990 said:

    Wouldn't you have better luck selling your Prime sets on warframe.market because your not the only one selling those sets and to be honested there nothing different compare to someone else selling the same sets as you except the price different. 

    Does it somehow negatively affect the sales if I put them on the forums also? I don't think so... Wonderful thing about trading is, most buyers aren't actually out to buy something specific. They have plat to spend and are looking for something to buy. When they see something they don't have and for a reasonable price, they're likely to cough up the money and purchase it. Which is clearly why this is here.

  7. WTS the following rivens:

    (Sorry I can't link pictures. The size of them are too small for me to blow up to an observable level. That being said I'll just leave the stats below)

    Kohm Scidex - 700p (negotiable)

    • +113.1% Status Chance
    • +158.1% Slash Damage

    Pox Satitio - 175p SOLD

    • +122.3% Multishot 
    • +82.3% Electric Damage
    • +33.3% Weapon Recoil

    Sweeper Hexaton - 150p (Highly Negotiable)

    • 136% Impact Damage
    • 104.6% Status Chance
    • -20.5% Damage to Grineer

    Dread Acriata - 1100p (Open for auction.) -Side note- *Slash procs with this riven on a Warframe like Chroma do so much damage it instantly kills level 145 heavy gunners/ bombards in 1 tick*                                                                                                                                             (I will gladly show you personally)

    • 105.8% Crit Damage                                                                                                                                                                                                              
    • 140% Damage

    Brakk Scicron - 200p (Negotiable. Honestly just wanna get rid of it ASAP.)

    • 89.3% Slash Damage
    • 107% Crit Chance

    ***(I'm willing to trade any of these rivens or a combination of them, including plat, for a god tier or high tier Tigris Prime riven.)***

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    WTS Loki Prime and Nova Prime sets.

    x2 Loki Prime sets - 440p each

    x2 Nova Prime sets - 200p each

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Leave your comments below, message me in game or on the forums if you're interested in any of these or have any questions.

  8. WTB any Sybaris or Tigris rivens. I don't care if they're god tier rolls or absolute garbage. I'm willing to buy them. Just take in mind if its garbage and has over 5 rolls, you're only gonna be ignored. Same goes for if you're trying to sell one of these rivens for 1000's of plat. I don't care if its god tier. Don't message me if you're trying to rip me off. I'm not an idiot.

    If you have these, comment down below, message me on here or in game and we can work out a price or time to trade.

  9. 10 hours ago, --Q--Kyl0Ren said:

    Just fyi, it is not possible to get >120% status chance on kohm riven without a negative on it especially if your looking for those 3 positive stats afaik. If you are looking for the perfect one , its better if it has some negative on it to boost other stats up. Cheers mate! Hope you find your dream riven :)

     

    3 hours ago, Hydrogen said:

    Kohm Satidex's will likely be your best bet for getting over 120% status without a negative.

    I have only ever seen two: dual positive, no negative, ~160%+ multishot with about ~122% status chance.

    if you want triple positive with a definite over 120% status chance, you will absolutely need a negative stat. Look for negative flight speed, neg zoom, potentially neg status duration depending on your build.

     

    as kylo said, best of luck finding your riven bro

     

    Thanks for the tip guys.

  10. I need 3 arcane graces. I'll buy all 3 for 150p each or 450p in total.

    I also need 9 arcane strikes. I'm buying each one for 15p or 135p in total. As with the graces, I am willing to buy all the arcanes separately.

    I also need a Kohm Riven. I need damage, multishot and status chance. I'd prefer no negatives, but if its something negligible, I can look past it.

    If you have any of these and are willing to sell them, message me on here, comment below or message me in game. For the riven, I'm not wasting thousands of plat on it so keep the price fair and logical. Otherwise you're only going to be ignored. Pleasure doing business with you.

  11. 1 hour ago, DSpite said:

    Probably won't as most examples are 500% or 600% more damage and things instantly vaporize before you can see anything.

    Pretty sure we do enough damage already, so other then the visual concepts, DE would be insane to give out damage increases of any form.

    500-600% isn't too far off from what the base values are. most are 350% or 450% and they're pretty underwhelming. Hence why I said 500-600% for certain combinations to make them actually worth using.

    http://warframe.wikia.com/wiki/Status_Effect

    -Edit-

    May I also had that ticks aren't what people think they do. The 500-600% damage per tick would be 500-600% of the damage dealt to the enemy spread across 6-8 ticks. So say the damage was 600 damage with 6 ticks. The ticks would be 100 damage per 1 tick for 6 seconds. That's how DoT effects work as of now. It wouldn't be overpowered in the slightest. It would be buffing the elementals that already don't do much.

  12.      So everyone knows that you can combine elementals to form more specific elemental damage types like fire + toxin = gas for example. But I was thinking earlier today, why don't two different combined and/or base elementals proc'ing at the same time or nearly the same time perform a more powerful, unique effect? So this set off a couple hours of ideas and thinking. This is what I came up with.

     

    Starting Elemental: Gas

    Combinations and Effects:

    • Gas + Electric = the normal stun lock and gas proc's that chain to all enemies being effected by the electricity. But given a couple seconds of charging the gas damage with electricity, the targets begin melting due to the formation of plasma on their bodies. This would do significant damage (500% of base damage) to robotics, alloy armor and flesh (600%) per tick. The plasma would last for 8 seconds before cooling down.
    • Gas + Cold = the normal slow and extended length of the gas proc's on the enemy. But given a couple seconds of blasting the enemy with the cold and gas would produce a freezing cloud around nearby enemies and force them to a dead stop, including the source target, inflicting gas damage around with less % of damage per meter away from the source. e.i. source gets 100 damage inflicted, target 1m away will take 90 damage, target 2m will take 80 damage, etc. until out of range (10m).
    • Gas + Magnetic = another form of plasma due to the polarization of a gas producing plasma. Does the exact same thing as Gas + Electric but on a more devastating scale (600%) to specifically robotics and shields.

     

    Starting Elemental: Blast

    Combinations and Effects:

    • Blast + Electric = the normal knockdown effect and chain of electricity to enemies around the source target. But creates a vigorous explosion of electricity doing 90% more damage to the source target and knocking down any enemy around the target within 5m, while also stun locking them to the floor for 5 seconds.
    • Blast + Toxin = the normal knockdown effect and the typical damage effect of pure toxin damage. But creates a vigorous explosion of pure toxin damage to all targets within a 7m radius from the source target and doing % less damage per meter away from source. (Using same numbers as the Gas + Cold would use)
    • Blast + Corrosive = the normal knockdown effect and the reduction of armor on the target. But vigorously explodes and instantly removes the armor of the source target with one hit and any enemy within 5m of the target will have 75% of their armor removed while also being ragdolled to the ground.

     

    Starting Elemental: Radiation

    Combinations and Effects:

    • Radiation + Cold = the normal confusion effect of radiation and the slow effect of cold. But gives the source target a 100% status chance and forces it to shoot/ hit the closest enemy around it which guarantees a full strength cold proc on each successful hit. If inflicted on multiple enemies, it can lock down a room with slow effects while making the enemies hit/ shoot each other instead of you.
    • Radiation + Toxin = the normal confusion effect of radiation and the typical damage effect of pure toxin damage. But gives the source target a 100% status chance and forces it to shoot/ hit the closest enemy around it which guarantees a 3x strength toxin proc on every successful melee, sniper shot or missile strike or every 3 successful bullet or laser strikes.
    • Radiation + Viral = the normal confusion effect of radiation and the typical health reduction of viral. But gives the source target a 100% status chance and forces it to shoot/ hit the closest enemy around it which guarantees a full strength viral proc on each successful hit.

     

    Starting Elemental: Viral

    Combinations and Effects:

    • Viral + Fire = the normal reduction of max health and health with the typical damage and panic effect of pure fire damage. But creates clusters of blisters on the target and burns them down to the bone, ignoring armor and shields (inflicting 400% of base damage per tick for 8 seconds) while also doing 75% (475%) more damage per tick on fleshy targets. The source target will run to other enemies around them and spread the viral/ fire proc's but only the source target can spread it. The fire damage gets progressively higher as more fire is inflicted on the enemy to a max of 700% of base damage for 6 seconds..
    • Viral + Electricity = the normal reduction of max health and health with the typical stun lock of electric damage. But creates a large cluster of blisters on the source target and spreading the virulence through every successful chain off an affected enemy. The source target gets health reduced down by 90% and all other targets being hit by electric chains are reduced by 75%.
    • -(Previously Stated)- Radiation + Viral = the normal confusion effect of radiation and the typical health reduction of viral. But gives the source target a 100% status chance and forces it to shoot/ hit the closest enemy around it which guarantees a full strength viral proc on each successful hit.

     

    Starting Elemental: Magnetic

    Combinations and Effects:

    • Magnetic + Fire = the normal reduction of shields and drain of energy with the typical damage and panic effect of pure fire damage. But instantly drains their shields past 90% with the drain getting less powerful for the next 4 seconds due to the fire (back up to a permanent 75% shield reduction). The magnetic damage will also cause a confusion effect and make only robotics attack nearby enemies but permanently until dead. Because of the magnetic damage removing shields, the fire damage ignores all armor and/or shields that may be remaining and ticks at the health for 400% of base damage for 6 seconds. The fire damage gets progressively higher as more fire is inflicted on the enemy to a max of 700% of base damage for 6 seconds.
    • Magnetic + Toxin = the normal reduction of shields and drain of energy with the typical damage effect of pure toxin damage. But instantly drains their shields past 90% permanently and inflicts a devastating toxin proc dealing 600% of base damage for 8 seconds directly to health. The magnetic damage will also cause a confusion effect and make only robotics attack enemies nearby it but permanently until dead.
    • -(Previously Stated)- Gas + Magnetic = another form of plasma due to the polarization of a gas producing plasma. Does the exact same thing as Gas + Electric but on a more devastating scale (600%) to specifically robotics and shields.

     

    Starting Elemental: Corrosive

    Combinations and Effects:

    • Corrosive + Fire = the normal reduction of armor on the target with the typical damage and panic effect of pure fire damage. But instantly drops the targets armor by 90% and puts them into a state of pure panic, running to enemies around them for help. As the source target touch other enemies, they set them on fire and reduce their armor by 50% instantly. The fire damage, even when transferred to other enemies, does 400% of base damage for 6 seconds and ignores half of the remaining armor. (95% for source target and 75% for any other targets). The fire damage gets progressively higher as more fire is inflicted on the enemy to a max of 700% of base damage for 6 seconds. Only the source target can spread the corrosive/ fire proc's.
    • Corrosive + Cold = the normal reduction of armor on the target with the slow effect of cold. But instantly drops the targets armor by 90% and inflicts a cold proc on them that brings them to a standstill. Every 2 seconds, the ice on the target will shatter and throw corrosive proc's on any enemies within 5m of the source target. All enemies inflicted with this corrosive proc will have 75% of their armor stripped instantly, while also being slowed down due to the cold. Only the source targets ice will shatter and spread corrosive/ cold proc's.
    • -(Previously Stated)- Blast + Corrosive = the normal knockdown effect and the reduction of armor on the target. But vigorously explodes and instantly removes the armor of the source target with one hit and any enemy within 5m of the target will have 50% of their armor removed while also being ragdolled to the ground.
  13. I'd love for y'all to fix the drop rate of the Cronus for people who had it before and sold it before they maxed it and/or lost the mastery for some reason (me) and had the weapon reset. Its basically impossible to get again especially after you haven't got it after over 100 runs. The exponentially lower drop rate per successful completion of the mission is absurd.

     

  14. 7 hours ago, --Q--Voltage said:

    Meanwhile I did 3 scans for vor and got 3 cronus BPs. I am sorry, but it's just some good 'ol:

     

    There's nothing RNG about this. Its just an item locked behind an impossible grind wall for anyone who actually needs it and has had it before.

  15. I distinctly remember earning this weapon about 3 years ago when I was MR2. I maxed it out and promptly threw it away. But recently, I checked my stats for things I need to level so I can begin working towards MR24... But for some strange reason the stats for the weapon are reset and I have to re-earn the weapon. And because of the progressively lower drop-rate for every successful Tolstoj run, I literally cannot get it. Its literally impossible. I've probably ran this mission over 100 times and with a progressively lower drop-rate, I wouldn't be surprised if my current drop-chance is about .000001%. DE please. Fix this. I highly doubt the original reasoning for this drop-rate being nerfed even still applies today when we have places like Akkad, Sechura or even the Index to earn millions of credits per hour.

  16. 1 hour ago, Ethermie said:

    i am having issue with the music.. its too low.. and drowns out in the noise of battle field..can anyone tell me how to make it louder..

     

    also the 3rd ability seems very limiting.. i most cases if you want to sty in the rhythmm you have to focus on it which makes it hard to actually shoot and play the game. in most cases i just loose the rhythm in 50% and its gone..  only 2 thing that seems possible in a fight seems the crouching and jumping. the meele and the shooting in rhythm seems too hard.. probably i am not that good at multitasking. only if it would give small buffs for each proper action and stack it up to the current max would be nice.. so even if you screw up you get something out of casting the ability. 

    I can definitely agree with you there. In most games you'll have someone with a very fast beat or an irregularly slow beat and you won't be able to keep up with it to sustain your buffs. And I also know a good majority of my friends who play this game don't even play with volume most of the time, me included. And, as you said, even with my volume maxed I still have trouble hearing some of the songs... So its kinda pointless to have a warframe like that if her main style of gameplay is buffing and with "deaf" teammates she can't even do that.

  17. 34 minutes ago, Ceryk said:

    Seriously. 3 is her only dubiously useful power and that's only because it's a bit difficult to use effectively in a game like Warframe and it ends up being kind of detrimental. My DPS drops substantially when I try and stay on beat for the Multishot. Only reason I really even use it is to bump up the noise level for Amp.

    Which makes me wonder if you thought this complaint out to it's ultimate end, heh... More tools and longer songs would just make the situation worse. Limiting it to a simple loop limits the pain.

    If your argument is that it'll sound bad and be almost incoherent distorted sounds then I'd say there'd be no difference in that and whats happening now. The moment 2 Octavia's are in the same party everything just sounds like 2 garage bands jamming out in a tunnel. I'm just asking for more features so we can get more creative with our own music.

  18. 22 minutes ago, CherryPauper said:

    Octavia is my 225p regret. The frame has no useful powers and isn't fun to play. I hope she gets reworked in the future. Until then, she'll be in the corner with Oberon, Atlas, and Titania.

    That's not true in the slightest. I just took her to the simulacrum and I was able to kill an entire group of level 140 Bombards and Heavy Gunners without taking any damage because her 1 and 2 completely distract the enemies.

  19. 1 minute ago, Ceryk said:

    Most of this will never happen. Maybe the sustained notes are possible. But their goal wasn't to make FL Studio in Warframe. They made a simple sequencer that's accessible and easy to use and they're not going to make it more complicated. And Key, Octave, Note Length, and BPM are all locked to prevent it from sounding too horrible when 2 Octavias are standing next to each other.

    Well for the most part, a good majority of Octavia songs sound horrible. Partially because a lot of people just seem to be tone deaf but mostly because there just isn't enough tools to allow people to make songs sound euphonious.

  20. As soon as Octavia was released I bought her immediately and have been playing her since. But she doesn't appear to be quite finished yet for one specific reason. The Mandachord is severely limiting. What I'd like to see is a couple additions to her music creation so she doesn't seem so, I guess you could say, restricting. Here are some of my ideas to counter that:

    • Give the ability to increase the length of notes.
    • Give the ability to put hammer-on's, and pull-offs along with palm muted notes on specifically the Druk Melody track.
    • Give the ability to increase or decrease the speed at which specific notes, bars or the entire "song" is played.
    • Give the ability to use different types of instruments in different bars.
    • Give the ability to create multiple "songs" and string them together in one long playlist or even a full song
    • Give the ability to distort or make certain types of tracks clean, in specific bars or entire "songs"
    • Give all of the octaves
  21. Wanting to buy an Artax riven. Don't care how bad it is or how many rerolls it is. Just leave a price below or message me on here or in game. No price = ignored. Don't high ball it either. I'm not paying a 1000p for a garbage mod. Even if its "vaulted" I don't care.

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