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Zorrojo

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  1. It would also be nice if we could put a component in demolish process when all of it's child components are in demolish process as well I suppose.
  2. https://mobile.twitter.com/Akaito_to_yonde/status/1447430896978640897/photo/1 I couldn't directly upload the picture from Twitter here so I had to leave you with the link. I started redesigning the dojo after a big expansion and decided I no longer wanted to have to have a cross aisle (red square) next to the dry dock, so I thought of replacing it with a garden. What happens? I can't delete the room because there are "child components" (not sure if it's called like this in English) depending on it, it asks if I want to highlight them and I say yes, following the markers towards the yellow squares. I thought for a while, why do I have to delete a huge section of my dojo to delete a single aisle when clearly everything else in the dojo is connected to the spawn point (blue square)? It made no sense so I went back and made sure that no section of the dojo would go completely disconnected as a result of erasing that aisle, which wasn't the source of the problem. I eventually started thinking that either the game keeps track of every child components as where was it build from instead of just making sure it's connected to the spawn point, which seemed senseless. I ask if you could please change that to ease future constructions like this?
  3. Don't ask me to remember the names of the mutagens, but I've been seeing the same happen with a predasite for some time now. Are mutagens really working? I tried checking it up mid mission and found my predasite who had an alloy armor mutagen displaying ferrite armor, and my vulpaphila who should have cloned flesh has according to the scanner simply flesh, so either their typings are not working effectively or they are not being reflected properly in the codex scanners.
  4. Apparently MOA Eximus try to load a multipurpose or maybe just the wrong animation that makes their skeletons shift to that of a crewman during the animation, shifting back to normal afterwards. It also affects mutalitic MOAs, been seeing this for some time now.
  5. I greatly respect the changes, at least as far as the melee mods themselves concern, but there is one galvanized mod I must speak up of. I figured the stacks disappearing simultaneously for galvanized scope was something intentional since galvanized scope was based on argon scope instead of impact point, who has a limit duration on the buff. But, the thing is, past the added difficulty that aiming strictly for headshots brings, making all stacks dissapear simultaneously brings a considerable decrease of value for the mod, being than unlike all others you can't bring the buff from one room to the other so to speak, and you have a good chance that it won't even last you an entire fight, suddenly making it the worse choice of the pile in actual combat. I would suggest this worked like the rest of the galvanized mods and the stacks remain dropping one at a time even when the argon scope buff disappears as it's duration demands, or otherwise remake this mod based on impact point to make it a balanced and viable choice that doesn't come with a player side skill requirement as it does right now. I say it purely for balance matters, but I admit that the headshot requirement added an extra step of excitement to using this mod specially with slower hitting weapons like a bow, but then again the buff dissipating so quickly for these weapons is a big price to pay.
  6. I figured the stacks disappearing all at a time was something intentional since galvanized scope was based on argon scope instead of impact point, who has a limit duration on the buff. Now, the problem is, past the added difficulty that aiming strictly for headshots brings, making all stacks dissapear simultaneously brings a considerable decrease of value for the mod, being than unlike all others you can't bring it from one room to the other so to speak, and you have a chance that it won't even last you an entire fight, suddenly making it the worse choice. I would suggest this worked like the rest of the galvanized mods and the stacks remain dropping one at a time when the original one doesn't or they remake this mod based on impact point to make it a balanced and viable choice that doesn't come with a player side skill requirement as it does right now.
  7. Side note: I originally posted this as a bug report for the confusing numbers I received at first, I was taking into consideration the Warframe's defenses to be "tenno armor" and "tenno shield" who are affected by all damage types equally as described in the official Warframe wiki, opposed to fandom theory that they have ferrite armor and proto shields. If that would be the case then shields would have no damage mitigation at all and base damage could be calculated by the damage the shields receive. This however turned out not to be the case. Shields HAD some sort of damage mitigation or resistance that affected my previous maths. I said I would redo the math and if that precisely turned out to be what made my calculations fail, I would take this post down. I'm still looking for the "delete post" button so beat I could do was edit this and make something useful. Good night all.
  8. I entered simulacrum against a lvl 40 sniper crewman to test how unairu's stone skin affected total armor since it was neither shown in arsenal not described to be added as base armor or final armor to the Warframe, the results I received were discouraging and a complicated enough for me to have mislabelled them as a bug, thus starting this post. Also, the fact that tenno, unlike described in the official wiki, have resistances and weaknesses made it a lot worse, because damage on shield who is supposed to not be affected by armor or any kind of reduction differed from the total damage calculated via the damage received. Damage on shield: 225 Base damage on armor estimated by calculations: 240 Armor formula according to wiki is "*damage_received*×(300÷(300+*current_armor*) )" If the damage receive is 240, 240×300÷(300+*current_armor*) = 72k÷(300+*current armor*), which I will call DC (Damage Calculation) representing only the current armor and final result further on. Tests on Inaros: Steel fiber +100% for a total of 450 armor resulted in: 96 dmg DC: 450 yields exactly 96 damage. 450 base armor + 100% scarab armor (resulted to be 675 instead of 900 because scarab armor does not scale with mods): 74 dmg DC: 675 = 73,8 rounded up to 74. 225 base armor with +100% steel fiber for 450 armor + stone skin: 89 dmg DC: 510 = 88,8 rounded up (if stone skin not scaling with mods) DC: 570 = 82,7 (if stone skin scaling with steel fiber, checked to be false) 450 (steel fiber applied) + scarab armor + unairu's stone skin (735 final result): 70 dmg DC: 735 = 69,5 rounded up So we can discard that stone skin acts as base armor both for powers as for mods. Valkyr tests without steel fiber since we know it doesn't affect stone skin: Base armor is 600: 80 dmg DC: 600 = 80 War cry at 100% for a +50% armor for a total of 900: 60 dmg DC: 900 = 60 Now let's try with stone skin on, +60 armor: Base: 75 dmg DC: 660 = 75 War cry + stone skin, 660 armor +50% = 990 armor: 57 dmg DC: 990 = 55,8 (that's weird isn't it?) DC: 960 = 57,1 (checks out) So not only stone skin is not added as base armor at the start of a mission, it is also unaffected by both armor mods and armor buffing skills such as war cry, which means it acts as an unbuffable shell of sorts. +60 final armor not affected by mods or powered by skills is a huge diminishing return for already tanky warframes even if it's helpful for those below 120 armor or so, but those frames already have other skills that help them stay alive, and if all else fails offensive is the best defense. I was personally hyped for unairu when the second dream came out and didn't even wanted to change to zenurik when they added energizing dash. Now? I think this is the worse school in the whole game as far as passives concern, because we all know the damage void spines reflect is already mitigated by your own high value armor, making the number even smaller so that all you void spine kills are criptilex and similar mobs that are meant to be captured instead of killed.
  9. Don't you have a mod that increases pickup range? I've never seen a wisp since I instantly pick them up, shouldn't we be talking about how wisps should be non-instanciated(?) so every operator can pick them up separately like a regular resource? Or how unairu's passives desperately need a rework because they're currently the worst school for actually tanky warframes? Wen you build up.over 1k armor what good is another 60 going to do? If that value were at least percentile even if halved it would make a good difference. And how about damage reflection that reflects back damage your armor already reduced? If it would at least return full damage as your armor received it with idk a 50% increase? That would make the school completely viable since most of the other powers already are and I wouldn't have to be looking at what other school to move if I want to properly be a tank, because the armor buff is ridiculously small and the damage reflection is only good at making enemies flinch and slow down their attacks, which is not how the description puts it. Also, it would probably be a good move to switch places between void spines and the armor buff, because that means that the foundation of being unairu is reflecting damage instead of having extra armor, have you ever tried hunting a criptilex or any animal that fights back with damage reflection? They burst instantly. We had many better passive buffs from the focus trees we got in the second dream and now by advancing in history those buffs are now completely lost, say I preferred those and wish to have access to them again because I invested in the petrifying ray and now I can't do anything as kickass as petrifying people in their stand with my operator, and I tried.
  10. Basically this summarizes my opinion, we see warframes falling to their knees in every video, but then on the videogame they're just weirdly standing in a bug where they try to run their idle animations but then when you transfer back in they continue them.
  11. Update, worked on a hunch and retried the mission losing every single extra (AKA allowing an excavator to die, so the problem is likely related to the extra bonus), this time I at least got endo and something outer than stars. I can't be sure uncommon or above rank rewards are accessible but it's something for now.
  12. Dare I say that even the 50% drop rate is cuestionable? I just pulled a two rounder, six missions to get 5/6 drops of ayatan stars myself. Not as impressive compared to the first post here but still. Also, last I checked with Mother six bounties were offered of each tier, stars, endo, relics and three mods, which theoretically reduces the spawn chance of ayatan stars to 1/6, well below the 50% and far below the 5/6 I keep getting as mission reward. So I'm essentially begging for this to be addressed.
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