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Darzk

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Posts posted by Darzk

  1. The vast majority of your damage does come from the installed elements. The argument is not that having a bias for impact damage makes a weapon bad - it's just not the preferred damage type. All other stats the same, a weapon with a bias towards puncture or slash (for anti-armor or anti-flesh) would be a better option.

     

    Having the bias towards Impact is less desirable than a bias towards puncture or slash for dealing damage, but it's a very small disadvantage, and if you have a weapon with a high proc rate the impact procs can be helpful. 

     

    The majority of the time this discussion applies to conversations like 'Dread vs PPrime vs RCernos' where the weapons are very similar in damage output with the largest difference being the underlying damage type.

     

    Also, regarding the damage bonus to shields; the shielding given by ospreys is really minor - it's maybe 10% of the health bar? With a ~level 80 Corrupted Gunner, as an example, he would gain ~5k shielding from the osprey, but because of armor scaling he'd still have ~965,000 effective health to chew through. That means the shielding given by the Osprey is around half a percent of it's total effective health.

     

    Can you really say a +25% damage bonus to 0.5% of an enemy's health is at all relevant, in any way? The -25% damage to the remaining 99.5% of it's health is much more significant.

  2. Itzal's Blink? 640 meters in a half second. :D

    Max Str for Volt = 309% -> Speed = 2.545 speed multiplier
    Max Str for Zeph = 299% -> Augmented Turb = 2.196 speed multiplier
    8x teammates (raid) all using speed boost aura = 1.8x multiplier
    TOTAL ABILITY/AURA MULTIPLIER = 2.545*2.196*1.8 = 10.06x speed boost


    Edit: Forgot Equinox

    Max Str Equinox = +50% power strength bonus

     
    Max Str for Volt = 359% -> Speed = 2.795 speed multiplier
    Max Str for Zeph = 349% -> Augmented Turb = 2.396 speed multiplier
    8x teammates (raid) all using speed boost aura = 1.8x multiplier
    TOTAL ABILITY/AURA MULTIPLIER = 2.795*2.396*1.8 = 12.054276x speed boost

    Max runspeed = Nezha with Fire Walker active; he's likely 1.15*1.2=1.38 speed (could be 1.15+0.2=1.35)
    With Rush (+30%) and AA (+15%) his speed his 2.001.

    Max Speed = 2.001 * 12.054276 = 24.12 speed

    Dunno exactly what that number represents, it's not meters per second. Still, more than 20x faster than a 'normal' speed frame.

  3. So if you can explain what tangible thing actually makes 2 hour runs fun, then I'd like to hear that answer, but if you have nothing but more condescending responses, then we need not continue conversing about this, lets someone else respond if you don't have the answers for me to learn from.

     

    Yeah, I was being a little... antagonistic for no reason. I suppose I was trying to be humourous. Just as I'm sure you'd assume the primary point of playing is to have fun, I'd assume the primary point of running a long mission is not for the loot - and therefore must be for some intangible; challenge, accomplishment, fun, maybe even key conservation. 

     

    The fact of the matter is the OP did not create this thread to discuss the viability of running long missions. He wants to run them, and it is not for us to question his motivations for doing so. If you'd like to comment on the lack of scaling rewards (personally I think this is an issue as well) there's a number of other threads discussing that topic.

     

    OP was merely asking whether Nekros and Trin were capable of doing so - and the response is that they're both excellent choices for it, because of armor reduction and damage mitigation. A lot of people forget that Terrify reduces armor when it causes enemies to flee, which can help dramatically with keeping up the DPS against increasing armor scaling, while the SoS augment provides decent survivability, and Desecrate spawns health, energy (with equil) and Life Support. Trin is arguably easier, with armor removal possible from the Link augment and higher survivability, but lacking the ability to spawn LS so she requires higher dps output. 

  4. Overall, not saying it's not doable, just think there is no good reason to other than just to do it.  So what is the goal exactly?   I just don't see the use of going that long solo.

    You seem to have forgotten the primary reason most of us play video games...

     

    Here's a hint - if it's to get the best risk:reward ratio of imaginary loot, you might need to take a break for a while.

     

     

    @OP: Nekros and Trin both have armor reduction capability and high survivability. This makes them both well suited for long solo runs against armored opponents.

  5. It's actually a fairly ingenious method to offer choices and incentivize continued voluntary funding for success.

    This only works if the weapons are in any way equivalent. War is a sidegrade to the other top-tier heavy blades, while Broken War comes with a 20 plat enhancement (lost if you craft War) and is a 50% damage buff (and a range buff) to the next best longsword.

     

    As it stands now, I'll never have War. I can't imagine giving up my best melee weapon (BW's niche is hardest-hitting first swing, important for stealth runs and Life Strike) for a sidegrade to two weapons I already have, not to mention discarding 40-60 plat on the forma/cat installed in it. I might consider shelling out some plat if it got a slight buff but I don't much care for the armor bundle and War isn't sold separately.

     

    Incidentally, having both War and Broken War is the fist non-cosmetic that can't be attained without spending plat. It's not so bad as a plat-exclusive weapon but it's potentially an indicator that things are headed in that direction and I totally understand why a lot of people are not comfortable with it, myself included.

  6. Life strike drops from dark sector excavation on pluto. Not sure about the lower lvl dark sector excavations though.

     

    @OP, it's better to farm life strike in excavation. Every 4th extractor (roughly 6-8 mins) vs 20 mins.

    OP, again, to be totally clear, it comes as a mission reward for completion for every 4 objectives, not as a drop from any enemies.

  7. 3) It's taken me longer then I admit to trying to hunt for life strike.  I know it drops in dark sectors.  My question is does the difficulty of the sector matter?  Or should I just dedicate a day to farming a survival dark sector?

    For 1+2 you'll want to consult the wiki.

     

    For 3), Life Strike does not *drop* in Dark Sectors. It is a reward for completion at 20/40/60... etc minutes in a Dark Sector Survival. I'm not sure if it's available as a reward from Def/Extraction, but it might be - again, check the wiki.

  8. Wrong. Damage reduction is based on the highest percentage healed. If the Trinity casting blessing is at full hp and an ally is healed 75% then everyone gets 75% damage reduction.

    Also not technically correct - the DR is based on how much health is missing, not how much is restored - with lower power strength Blessing will not heal to full but the same DR is applied.

     

    But the guy you quoted was definitely more incorrect; DR is applied based on anyone's missing health, not just the Trin.

     

    Just, you know, to be specific.

  9. Cores are easy enough to come by, especially if you're a bit patient. (Able to slowly rank up a mod, rather than wanting it r10 immediately)

    Credits are much, much easier to farm than fusion energy. A LoR run, for example, will net like 400k and take ~a half hour; the equivalent sale of mods would cost you ~51,000 fusion energy or ~825 R5 cores, or 330x 2 extractor runs taking about 40 hours of gameplay to accumulate.

     

    There is absolutely no comparison here - mods are for fusion. Run missions or sell extra parts for creds.

  10. I've took my chroma on few runs, overall I must admit I'm not overly impressed by it. It's just that he doesn't have too much going for him imo. Slow, no cc, no movement skills and armor has it's limitations.

    I know you don't like to self-nuke for benefits, but damaging yourself after activating VA for the ~6x damage buff helps make up for the lack of utility abilities. I'll admit that a pure-tank setup is quite boring - staying alive isn't all that tough in this game so survivability alone is ineffective - the considerable damage buff at least offers offensive potential.

     

    If VA didn't have the damage buff component I would likely not even use Chroma. :S

  11. Plat from the steam packs *should be* tradeable - there was a bug where one of the packs (not sure which one) was giving non-tradeable plat but the others were fine and the affected accounts could be fixed through a support ticket.

     

    I did notice that the last time I bought a steam pack I didn't get the listed mods, but a support ticket quickly fixed that as well.

  12. Literally everything will instant kill you, unless you have Quick Thinking and Rage, paired with Steel Fiber and Vitality.

    I do occasionally run a QT build for higher level content, especially solo. It does provide more of a damage buffer than other options. That said, it is by no means mandatory, and what I would not do is sacrifice your CC ability's effectiveness to be able to install the QT/Rage/Flow/health+armor combo; totally preventing damage will trump being able to take it in nearly every situation.

     

    Alongside that 5 mod QT combo, you still need near-to-max efficiency (FE+Streamline) and a decent duration+range (probably +duration or at best +30% str). What this ends up hurting most is your power strength, leaving you with ~1/2-2/3rds the damage output of a strength oriented build, which would be admittedly much more squishy.

     

    As with any Warframe, there's multiple effective builds. Building to be relatively tanky is not 'better' or 'required' over a more damage oriented setup. It's merely a different playstyle. What works out to be more effective depends too much on personal circumstances - team composition, enemy level and type, personal playstyle, etc.

     

    The two EB builds I use most:

    'Tanky': 5mod QT combo, FE+Streamline (both maxxed), Intensify, Cunning Drift [130%PS, 115% range, but only 40% duration on RB)

    'DPS': Rage, Vit and SF, FE+Streamline, Primed Continuity, TF+Intensify, Power Drift [200% PS, 100% range, 95% duration on RB)

     

    I've considered dropping the armor on the DPS build but I find it's more useful than other options; I don't see much of a need for Stretch. As others have said, the base range on RB is decent, and I use the Cunning Drift aura when I want a slight bump in range to be sure.

    Even on a Radial-Blind based setup, more than ~160% range is detrimental to using SD as a movement tool.

     

    Edit: You're also exaggerating grossly.

     

    Have you ever been shot by a Level 400 Bombard? No? Didn't make it that far? Well that's because you don't have Quick Thinking.

    A level 400 Corrupted Bombard's missiles would hit for 12,176 raw damage. With SF, Primed Flow, QT and Vitality, Excalibur's effective health reaches only 4523 effective health. QT will not save you - only avoiding the missile or blinding the Bombard before he gets it off will matter. At that extreme of a level range, Stretch is actually much more helpful than the 5modQT combo.

  13. All that matters for AMD is efficiency - strength, duration, and range all have no effect. I'd suggest running with 145% strength to maximize the snare from MPrime, with lots of duration and maximum efficiency. If you're using AMD a lot, you may look into installing a Enemy Radar mod (or two) to help you plan where to set up the AMD explosion. 

  14. Something you might want to look into is the augment mods for Rhino's Charge and Iron Skin. They're pretty good. Iron Skin now gains health from your frame's armor, so the Charge augment giving you armor increases the health of subsequent IS's. The IS augment lets you detonate IS whenever you want, dealing damage equivalent to your IS health, making it an offensive and defensive ability. 

     

    Personally, I would build more around his powers and drop the shields+health mods, but you might not have the mods for that (or the playstyle). 

     

    I currently run (for fun)

    2x augments

    Steel Fiber

    Intensify + Transient Fortitude

    Stretch

    Fleeting Expertise + Streamline (R4 for both)

     

    For more 'serious' content I'd look into adding more duration and strength to buff the team better with Roar and increase the stun duration of Stomp. But for fun and solo content focusing on IS is incredibly powerful right now.

  15. infact - the upfront Damage of Bladestorm is way higher than the Slash DoT - i wouldn't be surprised if Corrosive Projection was still better in practicality of dealing a lot more Damage than the Slash DoT does even in a few seconds of DoT afterward tallied up.

    Bladestorm deals finisher damage (on the upfront and the DoT) so CP has no effect. Meanwhile, SC *does* affect Bladestorm's upfront damage and the DoT, making it much better. And because the other +damage mods do not effect BS, SC adds the full 60% damage. With ~200% power strength, SC is worth an additional +120% Power Strength when calculating Bladestorm damage. It's... considerable.

  16. Dual Zorens are an excellent weapon. Tipedo has much larger reach, but Swirling Tiger's 'Winding Claws' combo hits so bloody fast - the multihit is insane. Stacks Berserker instantly and you're golden, while Tipedo takes a few more hits to get up an running. 

     

    Tipedo's great for crowds, but I think I'd take Zorens for more sparse, single targets (not uncommon at lower levels).

  17. If your weapon did 1,000 damage per hit ordinarily, it would be reduced to around 35 damage, and Steel Charge would increase that to 56 damage. 

    This is only the case if 1000 damage per hit is attained without using Pressure Point or Spoiled Strike. Remember SC stacks additively with those mods, creating 380% damage instead of 320%, which is not a 60% increase to the whole.

  18. Quick example; With Pressure Point and Spoiled Strike installed, +60% damage from SC works out to an increase of 18.75% damage done. If you don't install SS, SC adds 27.3% damage.

     

    A level 90 Corrupted Bombard has 6572 armor, mitigating all but 4.35% of damage done. With CP installed, instead it has only 4600 armor, allowing 6.12% damage to be done. This is a damage increase of 40.7%.

     

    It's not quite as extreme against enemies which you have added complementary elements for, but it's still better than SC. For example, if you were to install Radiation damage on your weapon, the Bombard would allow 15.4% of that through, increasing to 20.7% with CP, an increase of 34%.

     

    Edit:

    Even with lower levels and less armor CP still beats out SC, until you get to really low levels. A level 20 Bombard, for example, still gets a 28% damage increase from CP, but the lesser Grineer units will get more damage from SC. The cutoff is somewhere around 800 armor, where CP surpasses SC (without SS). It's a fairly safe statement to say: "When the armor reduction provides any benefit, it's better than any +damage aura." And that doesn't even begin to get into how CP helps ability damage and your companion's attacks while SC will not. 

  19. Corrosive Projection is ALWAYS better.

    end of story.

     

    using Steel Charge is a complete downgrade in basically any situation that you can procure.

     

    Generally speaking, CP is always better against armor.

     

    However against high amounts of armor you may wish to use attacks which ignore armor - namely counter-finishers or Bladestorm - and in that situation SC is the better option. Also when using abilities that strip armor like augmented Sonic Boom, Shruiken, and Link.

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