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Orokin

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Posts posted by Orokin

  1. @[DE]Dudley can you please explain how Overwolf does not break EULA given that it is accessing non public information? Specifically these terms:

    Quote

    b. use, or provide, any unauthorized third-party programs that intercept, emulate, or redirect any communication between the Services and us or that collect information about the Game;

    g. attempt to reverse engineer (except as otherwise permitted by applicable local law), derive source code from, modify, adapt, translate, datamine, decompile, or disassemble or make derivative works based upon the Services or any Content;

    h. remove, disable, circumvent, or modify any technological measure we implement to protect them or any of their associated intellectual property;

    j. attempt to probe, scan or test its vulnerability or breach any security or authentication measures;

    k. access, tamper with, or use non-public areas of the Services;

    If there is an API that is public but nobody knows about it I'm sure there are many people that would find it useful and would love to know about it.

     

    And regarding Overframe, is that illegal to use given that they datamine information as well? 🤔 Remember when Overframe leaked unreleased incarnon weapon information? Or how it exposes non public internal game data?

    Kinda strange that they are endorsed... https://www.warframe.com/news/warframe-tools-and-resources-every-player-should-know-about

  2. 6 hours ago, Berzerkules said:

    Is everyone going to act like they didn't see topaz shard nerf coming from a mile away?

     

    5 hours ago, haseo669 said:

    Players complaining about topaz shards change really lack hindsight 20/20, maybe that would teach you not jump on whatever clickbait content creator builds that are obviously broken.

    If it's too good to be true, it probably is.

     

    If topaz shard was so obviously broken, why did DE release it in that state?

     

    Are you saying DE does not understand their own game? 🤔

    • Like 4
  3. 5 hours ago, [DE]Megan said:

    Changed the "Regenerate Shields when you inflict an enemy with Blast Status" Topaz Archon Shard embed bonus to no longer apply when Shield Gate is triggered. 

    • An unintended degree of invulnerability could be obtained using this effect while continuously triggering Shield Gate, so it was changed to function similarly to Caliban’s Lethal Progeny ability, where the Shield recharge is disabled when Shield Gate is triggered and only resumes when the Shields begin to regenerate themselves. 

     

    So when will we get a Topaz shard refund?

    Add another strike to the list of obvious interactions retroactively labelled "unintended" by DE.

    • Like 5
  4. How to reproduce: Shoot tornado until it has absorbed 500k white damage. (you have dev hacks, increase your base damage if you cannot reproduce)

    Expected behavior: Tornado will still function regardless of the amount of damage you shoot it with (damage numbers should pop up when shooting it)

    Actual behavior: Tornado stops distributing damage to enemies inside when you shoot it (and no damage numbers pop up). The tornado has effectively "died".

    Video evidence: https://streamable.com/nwanq0

  5. It is more of a mini-game than a new game mode. It is also very one dimensional, a single enemy type that you have to kill on a single tile. It is also non endless so there is no challenge and there is no worthwhile rewards.I was kinda hoping we'd get a another home run like disruption, but I am unfortunately not ever going to play it after I get the parts. Especially considering you cannot queue for it.

  6. It gets decreased by armor. Try it against unarmored enemies. Also the 45% of enemy max health is dealt as blast damage, which is particularly weak against ferrite armor. The range has always been wonky. Lastly, it has 90% falloff damage. It used to be 50% falloff, but during one of the recent updates about self damage there was a blanket change that gave all explosions 90% falloff. This got caught in that change perhaps unintentionally.

  7. Rolling guard makes you invulnerable for 3 seconds and removes all status effects on you (even this is not a perfect solution since you can only act so fast). The only thing you have to worry about is enemies that deal toxin damage since it will ignore your shield gate. For that, there is not really a solution except to sleep any toxic ancients that you see as soon as possible.

  8. 4 minutes ago, Vas_Eldryn said:

    confusion over heat vs corrosive, 

    Corrosive: 26% on the 1st hit, 6% after that armor stripping,

    Heat: Up to 50% per hit armor stripping and a 4 second CC

    is heat better then corrosive now for stripping armor?

     

    Heat takes 2 seconds to ramp up to 50%

  9. 16 hours ago, DrBorris said:

    Also, funny thing, this chart doesn't show it but if DE uses that equation then Sancti Tigris will have a higher status chance than Tigris Prime.

    The per pellet status will be lower for tigris prime, but it has more pellets. The tigris prime will still have a higher proc rate per trigger pull.

  10. Rolling guard has a 30% up-time. If you are taking damage at random times, which is usually the case since you cannot predict enemy attack patterns for the most part, that mean you have effectively 30% damage reduction if sampled over a long enough period of time. 

     

    Quick Thinking gives your energy 1-1/2.4=58.333% damage reduction that stacks with your armor. The downside is the stagger.

     

    Adaptation is a little harder to quantify its effectiveness since there are so many scenarios that you can consider. Assuming you have full stacks vs a single damage type, you will have between 20% and 70% damage reduction depending on the enemy (if they deal multiple damage types). If you are just building up your stacks it is even worse obviously.

     

    • Rolling guard is best if you can predict taking damage most of the time (which is unrealistic).
    • Quick thinking is best for consistent damage reduction. (Fun fact, you only need 125 armor to have 70% DR which is the best case scenario for single resistance adaptation vs certain enemies. You need at least 250 armor if you are being damaged by puncture.)
    • Adaptation is the cherry on top for builds with other forms of damage reduction.

     

    They all serve a different purpose, however I certainly would not take just rolling guard as my main defense.

  11. It will probably have replay value in the sense that the rewards will be all for the new system. Whether or not the rewards will be relevant outside of rail jack, I dont think is likely (other than maybe common resources or endo). The last thing they want is another archwing fiasco. An isolated subset of the game without meaningful rewards.

    If they introduce more arcanes in the new mode then it will have some replayability considering all that we consider to be endgame right now involves arcanes (eidolons and arbitrations).

    In terms of difficulty, they have a blank slate to work with. They have the chance to change core systems of the regular game in this new mode to make it more challenging. They have a chance to create a whole new system of balance, something that has gotten out of control in the regular game.

    • Like 2
  12. 8 hours ago, Zekkii said:

    Not only that, but it only builds up on the main source of damage when most enemies have split damage.  Even when you have full stacks against puncture, you still take full damage against Slash and Impact for example.  In some cases, even with a 90% damage reduction stacked up, you'll still be taking as much as 70% damage.  In the more general case, you'll be taking about 30~60% of damage despite having full stacks.  It is really good against status effects though.

    Adaptation won't block slash procs anymore, but it still blocks toxin procs. Aviator et al still block true damage.

  13. Despite having plenty of energy, if your warframe gets damaged at 2 health with quick thinking equipped, your operator will instantly die. 

    You can tell that it is not the operator getting shot and dying because there is a 1 or 2 second invulnerability period when transfering out.

     

    I think the threshold for getting returned to your frame should include your energy bar when using quick thinking.

    Thanks

    • Like 1
  14. 9 hours ago, Angry_Kouhai said:

    POE have been a trash can since patch 25.7, here are a couple of them:

     

    --Some amps don't do damage (shwaak), some amps do too much damage (propa), voms are more bugged than ever with weird spawns/behavior, taking no damage, or not being absorved by lures even after their shell is broken.

    --Lures are more buggy as well, with weird pathing, not following whoever is controling them, having to interact with them 3 times is something that happens even without a host migration.

    --Shrine interaction message looks like a medicine leaflet.

    --Operators maintaining too much momentum after transference > void dash.

    --Eidolon's limbs/bodies taking ridiculous amounts of damage from any weapon/element.

     

    I believe we got to a point where veterans don't have energy to give feedback anymore, at least not as they used to, since DE usually ignores feedback not related to rendering/cosmetics, I've seen a handful of posts about Eidolons since patch 25.7 (one of them was mine) and none of them got a DE reply so far. It's been 2 days.

    Do you have proof that propa does too much damage? I am not at my computer but I have not seen any reports of this. 

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