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Ergo-Proxy

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Posts posted by Ergo-Proxy

  1. 4 minutes ago, Bonnifer said:

    Does setting them to be buttons for an xinput controller and then telling the in-game options what each button does not work?

    I didn't try that, I just looked at what the default keyboard bindings are for each action and bound those keys to the steam controller buttons on the High Precision Camera/Aim Template . BUT changing the keyboard bindings in game and then assigning those keys to the steam controller buttons should work.

  2. 1 hour ago, Irohen said:

    create a new controller configuration by selecting the gamepad with high precision camera/aim template as a base

    This ^

    Long story short: It works

    I created a brand new gamepad configuration using the "High Precision Camera/Aim Template" as suggested. I play with gyro always on and my configuration works. Only thing is that you must configure using the keyboard inputs for the buttons (ex. Left trigger should be mapped to Right Mouse Button, Right trigger should be mapped to Left Mouse Button etc.) This is a pain to do but is a solid work around for those with "particular" controller configurations.

  3. I just watched the latest Devstream that included a preview of the possible direction that the Ash Rework is taking for Blade Storm.

    As an operator, I main Ash for all mission types. People complain about Blade Storm needing "help." However, Ash's other powers could use a serious look also. What do you think of these suggestion? *Ash's clones should be involved in all his abilities, not just his ultimate. These suggestions try to incorporate that.*

    Shuriken: Ash and his two clones each throw 2 shurikens for a total of 6 per cast. Shurikens ricochet off enemies, have innate bleeding proc, and a chance to disarm (think Shuriken to enemies hand holding gun/weapon).

    Smoke Screen: Ash and his two clones each throw a smoke bomb that leaves a small cloud of smoke where each bomb is detonated that lasts the duration of Ash's invisibility. Allies/pets that walk into smoke will be granted remaining invisibility. Enemies that walk into smoke will be blinded or stunned. This works well with smoke shadow and removes the need for a 5 meter radius to affect allies. (Allow recasting of smoke screen? No? Kay.)

    Teleport: Ash and his two clones all teleport to 3 different enemies and perform a finisher attack. If at least one of the enemies are killed, Ash will be granted a maximum of 5 sec invisibility to perform another teleport kill. Enemies that survive the attack have critical areas exposed that will cause critical damage when shot/melee attacked. The three enemies can be marked just like it was shown in Devstream 81.

    Blade Storm: Ash and his two clones throw an endless amount of shurikens at lightning speed (toggle ability like Exalted blade with aiming involved) causing bleeding damage that bypasses armor and shields. All shurikens thrown ricochet off enemies before ultimately embedding in an enemy. A bleed meter fills up as more enemies end up bleeding from shuriken attacks. Once bleed meter is filled, embedded Shuriken explode, causing finisher damage.

    I sincerely hope that some of these ideas peak your interest and help or inspire your great team as your dedication to your fans have inspired me to keep on playing this awesome game.

  4. ASH REWORK

    As an operator, I main Ash for all mission types. People complain about Blade Storm needing "help." However, Ash's other powers could use a serious look also. What do you think of these suggestion?

    Shuriken: Ash and his two clones each throw 2 shurikens for a total of 6 per cast. Shurikens ricochet off enemies, have innate bleeding proc, and a chance to disarm (think Shuriken to hand holding gun/weapon).

    Smoke Screen: Ash and his two clones each throw a smoke bomb that leaves a small cloud of smoke where each bomb is detonated that lasts the duration of Ash's invisibility. Allies/pets that walk into smoke will be granted remaining invisibility. Enemies that walk into smoke will be blinded or stunned. This works well with smoke shadow and removes the need for a 5 meter radius to affect allies. (Allow recasting of smoke screen? No? Kay.)

    Teleport: Ash and his two clones all teleport to 3 different enemies and perform a finisher attack. If at least one of the enemies are killed, Ash will be granted a maximum of 5 sec invisibility to perform another teleport kill. Enemies that survive the attack have critical areas exposed  that will cause critical damage when shot/melee attacked.

    Blade Storm: Ash and his two clones throw an endless amount of shurikens at lightning speed (toggle ability like Exalted blade with aiming involved) causing bleeding damage that bypasses armor and shields. All shurikens thrown ricochet off enemies before ultimately embedding in an enemy. A bleed meter fills up as more enemies end up bleeding from shuriken attacks. Once bleed meter is filled, embedded Shuriken explode, causing finisher damage.

    I sincerely hope that some of these ideas peak your interest and help or inspire your great team as your dedication to your fans have inspired me to keep on playing this awesome game.

     

     

  5. The Second Dream quest was a magnificent addition to Warframe Lore. However, I feel that Warframe's quest system is bite sized, meaning that once the quest is done, and the loot (usually an amazing event weapon/mod) is acquired, there is no reason to repeat the quest.

    Will Warframe implement a quest with replayability that isn't reward driven but rather story driven and NOT determined by community's participation (like Fomorian Fleet Attacks)? I say this because the Fomorian Fleet quests did not show how your personal efforts made a significant and obvious contribution (running the Fomorian quest 10 times did NOT decrease the % of the Fomorian ships life).

    Something like a Turf War where you have to capture (and recapture) all of a planets nodes from Infested outbreak etc. The reward could also be something that players as a whole will want to come back to like core/key packs, forma, catalyst/reactor, xp/resource booster etc. rather than a new weapon/mod that once you attain, will remove your motivation/reason to continue playing the quest.

    Also, aside from the Tenno, the operatives in the relay, and Tenno's enemies, Warframe's universe is a bit lonely. Will there be any regular citizens that we can meaningfully interact with/ help in quests? ex. Save a settlement/reclaim territory from turf war invasion etc.

    P.S. Maybe quests should be made replayable by constructing a key that allows you to replay any one of the previous quests.

  6. I tested it with the Kronen in the Simulacrum.  It's not additive; it's multiplicative.  The Kronen were critting on about 1 in 15 hits at most with no crit mods and Deadly Intent active, which is consistent with a multiplicative increase.  If it were additive, I'd expect to crit on 1 in 4 hits with my rank 1 Deadly Intent.  I used the Kronen because they have only 5% base crit chance and can churn out a lot of hits in very little time.  If you'd like, I could make a video to show you how wrong you are, Ergo-Proxy.  It appears as if you're a victim of confirmation bias.

    It seems Telogor is correct on the fact that Deadly Intent is MULTIPLICATIVE and NOT additive based on a test I just conducted with the Cronus equipped only with the Crimson Dervish mod. What made the results of my previous test with the Heat Dagger skewed was the fact that I added the Berserker Mod. With Berserker dramatically increasing the melee attack speed, I was able to maintain my invisibility.

     

    Thus, my new conclusions are:

    -Melee weapons must have the Berserker Mod to benefit from Shadow Step

    -Even those with 5% critical chance can benefit from Shadow Step so long as the have Berserker Mod equipped

    -With regards to low critical chance melee weapons, those that are innately faster or have fast stances, and those that can hit multiple targets will have an advantage since they can proc Berserker Mod over other low critical chance melee weapons

    -Hence SPEED IS KEY for low critical chance melee weapons to benefit from Shadow Step. Thus, if you have a low critical chance melee weapon that you like to use for Shadow Step, build for SPEED.

  7. Okay it is confirmed. Based on my test as of this current Warframe build, Deadly Intent is ADDITIVE in its critical chance buff.

     

    Parameters of my test:

    - I used Ash Prime and went to Pluto Heiracon for the test

    - I used a max ranked Heat Dagger which has 5% Critical chance and only added the following mods: Swirling Tiger Stance, Berserker Mod, AND True Steel Mod (VERY IMPORTANT). This boosted my 5% Critical chance to a measly 8%

    - I procced Berserk infrequently, just relying on the 8% Critical chance

    - I filled by Focus meter and released the power, thus activating Deadly Intent and granting the regular 15% Critical chance bonus

    - With the Deadly Intent 15% Critical chance bonus, I procced Berserk with a frequency similar to that of a Dakra Prime Crit Build

     

    Results of my test:

    - Deadly Intent is an ADDITIVE bonus. Based on how often I procced berserk, the Heat Dagger with Deadly Intent's additive bonus probably increased its critical chance rating to 23% (8% + 15%)

    - If it was multiplicative, it would only increase the augmented 8% Critical chance of the Heat Dagger to 9.2% and not allow me to procc the Berserk as if I was using a Dakra Prime Crit build (15% base Critical chance boosted to 24% with True steel)

     

    Conclusion of my test:

    - With Deadly Intent, practically ANY melee weapon will be Crit build viable granted that you use True Steel

    DE says you're welcome.

     

    Please feel free to duplicate my test and reconfirm what you now already know.

  8. i think you folks are forgetting that the deadly intent is an ADDITIVE rather than multiplicative. but to test this you must first ACTIVATE your mind spike to get the crit chance buff. i will test now and post my findings. here just to confirm.

  9. So I recently started leveling the Redeemer and noticed a MAJOR draw back. Charged shots do not add to the melee combo counter. This sucks but fine. HOWEVER, the shotgun shots made DURING THE COMBOS DON"T ADD to the melee combo counter.

     

    Seriously? Why add the shotgun blasts in the combo if doing so will not add to the combo counter and actually eat the already low 4 sec time limit you have to chain your combos.

     

    Can anyone confirm this as well?

  10. I like how surging dash adds to combo counter. However, I keep over shooting through my enemies, many times, going several meters away from them. Dashing back towards them will only over shoot me in the other direction.

     

    Please allow us to end the dash (Excalibur using ethereal Skana) prematurely by using the melee button. This will allow us to have more control over the distance covered by each dash.

     

    On a side note, I understand that Radial Blind only blinds enemies that Excalibur is aware of or that have seen or are aware of Excalibur's presence. However, please bring back the stealth damage bonus to ALL melee attacks done to Radial Blinded enemies similar. It does not make sense to me that blinded enemies (enemies unable to see you) are not being affected by stealth damage bonus, since the enemies are not able to see where and when you will attack them.

  11. So what do we know about it? We will be getting the dex dakra, but will there be a new stance for it too?

    How about proto armor for Excalibur in the Market place? It was said in 2 previous streams that they will be including it as an anniversary item, but have you guys heard anything recent?

    When will it drop? Let me know what you guys know/think!

  12. So what do we know about it? We will be getting the dex dakra, but will there be a new stance for it too?

    How about proto armor for Excalibur in the Market place? It was said in 2 previous streams that they will be including it as an anniversary item, but have you guys heard anything recent?

    When will it drop? Let me know what you guys know/think!

  13. The melee combo counter is an interesting dynamic that has much potential. Many Tenno have aspired to make excellent melee builds for their favorite melee weapons. However, many Tenno are unable to use many slower/short ranged melee weapons for viable melee builds due to the 4 sec limit of the Melee Combo Counter.

     

    I believe that the 4 sec restart counter should multiplicatively increase with the Number Multiplier, in the same way that the damage is increased.

     

    For example:

    1.5 x 4 sec = 6 sec (after 5 melee hits)

    2 x 4 sec = 8 sec (after 15 melee hits)

    2.5 x 4 sec = 10 sec (after 45 melee hits)

    3 x 4 sec - 12 (after 135 hits)

     

    [A 12 sec cap could be set]

     

    Implementing this system would still allow slow, heavy hitting, or shorter ranged melee weapons to be viable for melee specific builds

  14. What did you get Cephalon Suda for Valentine's Day? I am assuming something to her liking seeing that she has not sent you a data packet loaded with a corrupting virus that would have taken your restore systems hours to uncorrupt.

  15. according to the patch notes of UPDATE 15.1.0+15.1.01, thats not how it is intended:

     

      Changed Calculation method of 2 Syndicate Augment mods:

          Shattering Justice (Sobek Mod) changed to max +20 Additive to base Status Chance.

          Entropy Burst (Supra Mod) changed to max +20 Additive to base Status Chance.

     

    It says there that it adds to the BASE Status chance. It was especially changed to the BASE Status chance.

    Also the ingame description was changed to BASE chance.

    So as long as the descriptions are not changed, and there are no further patch notes to clarify that it is NOT intended as Base status chance - it must be a bug.

     

    Or someone clarifies that Base status chance means something different than everyone thinks. But since it was used quite often, even from official sides, I think there is consensus on the meaning.

     

    [+20% FLAT Status chance would be an adequate description for the current status quo (I think)]

     

    Would anyone have the Shattering Justice Mod and a Sobek shotgun on hand to test and see if the dual status event mods recognize the 20% base increase given by the Shattering Justice Augment Mod or if they only recognize the original 15%?

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