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Bossman252621

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Everything posted by Bossman252621

  1. Defense is sped up by killing the enemies faster. Wave duration is based on how fast you can find and kill all enemies, which is why nuking the entire map is often the most efficient way to play those missions. Interception is sped up by maintaining control of all 4 towers. Sure, there's a minimum time because there's no faster way to generate points, but you do influence how long a round takes.
  2. You seem to have made a couple mistakes in your calculations. You hit the enemy's health for 10,543,056 damage, but you dealt 2,036,239 damage to their shields first, for a total of 12,579,295. Additionally, the viral staus effect only applies to damage dealt to health, which means it shouldn't be applied until after you've removed the damage absorbed by the shields. This means you'd end up with a calculation like this: (2 × (5000 × 2.74) (1.5 + 0.1 × 10 + 2 × 10) - 2036239) (1 + 3.25) = 10,860,675.25 expected damage to health This results in a much closer calculated expected damage than it may have at first seemed. Of course, this doesn't take slash's damage tyoe modifier against flesh (which I assume is this enemy's health type) into account, but it also doesn't take shield gating into consideration either (I have no idea whether that affects ability damage anyway).
  3. Just wanted to let you know that you listed this as 33.0.6 on the official website.
  4. Or just make rivens not affect the incarnon mode at all
  5. I'm not even sure if that'd work. From how I understood it, plunder seems to strip what corrosive status reduces the armor by and, unless it gets its own special gimmick, corrosive would only reduce the new current armor after you cast plunder. This means in the above situation, he'd end up reducing 50% of the enemy's armor on the first cast of plunder, then 50% of the new armor amount, resulting in 75% of the original armor stripped. I somewhat dislike the change of tempest barrage from ragdolls to staggers, though I can see why people may prefer the latter's less obtrusive effects. Because of the nonscaling tentacle cap of tentacle swarm, its single instance limit and its poor ability to grab new enemies, tempest barrage has personally always felt like the more consistent crowd tool for missions where enemy suppression is more important than just killing enemies, like interceptions and mobile defenses.
  6. You seem to have a few misconceptions regarding Chroma that I'd like to clear up: 1) Vex armor doesn't actually require a lot of damage to charge up, just 400 damage to shields to max the armor buff and 100 damage to health to max the damage buff. Additionally, it only needs to be charged up once, as long as you make sure to refresh it before the time runs out. 2) While letting enemies hit you is probably the more conventional way to charge it up, combat discipline also works for building up the damage buff. 3) Because they're additive to each other, the armor buff on the 2 is actually largely useless when considering the one he gets from vex armor (350% vex vs 150% ward). Also, the corrosive damage buff of plunder isn't all that great, considering Hydroid will be fully stripping armor. A massive corrosive damage buff like that would actually prove to be a detriment by crowding out other status types on your weapons. The armor probably isn't going to do much either, unless they heavily shift his base stats. Hydroid is a very shield heavy frame, and with the coming changes to shields, I don't see why you'd opt for attempting to health tank instead. If I'm being honest, it kinda just looks like plunder's just going to be the easy subsume slot.
  7. I'm kind of disappointed by the removal of the speed scaling on tidal surge. 80+m/s waves was fun and losing them was one of the main things I was dreading the possibility of in this rework. Anyway, I have a few questions about these changes: 1) Will the area of tempest barrage finally scale off range? The fact that ability range scales the explosion sizes rather than the barrage area has been one of my biggest issues since I picked him up because it really limits the potential crowd control of the ability. 2) Is the damage buff of plunder a corrosive damage buff like Saryn's venom dose? 3) Will the tentacle count on tentacle swarm scale off range or is it going to remain how it is now? Currently, building range leaves large gaps between tentacles, which allow enemies to casually walk through it unaffected. 4) Since you removed the charging on the 1 and 4, is the energy cost always at maximum now? It's been nice to be able to partial charge for less energy when I don't need the full power of the charged form for the 1 and 4, since I often run minimal efficiency. All in all, I'm not completely sure how I feel about this rework yet and will probably just have to wait until I get my hands on it to see how well it addresses his current clunkiness, but I'm hoping for the best (and maybe some of that tidal surge speed scaling back, eventually).
  8. As far as I'm aware, sliding heavy attacks have been possible to perform midair years. It can seem a bit clunky at first, but it's not that difficult. Combo multiplier affects contagion even without heavy attacks.
  9. That would just pointlessly clog up the drop tables, making other relics harder to get
  10. I think the bug they fixed was contagion using the heavy attack damage of the weapon for base damage when performing slide heavy attacks to trigger it. The other interactions should still work (for now). The relics for Frost and Mag are currently available in prime resurgence.
  11. In a previous hotfix, it was stated that the status chance of Boar Incarnon's survivors edge perk (Perk 3 of Evolution IV) would be changed to per applied per projectile like elemental balance does, but it seems like that never came to be. Did you change your minds or just forget about it? Also, I wanted to bring to your attention the fact that Tenet Envoy's stats improperly lists its trigger type as "semi", despite it being an automatic weapon.
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