HolyDonut3
-
Posts
684 -
Joined
-
Last visited
Posts posted by HolyDonut3
-
-
That's because assassin sigils now have 100% chance to drop from their respective assassins. One encounter with any assassin is enough to get their sigil now.
-
Wiki: FINISHING DAMAGE SOURCES
Stance
Crimson Dervish: Coiling Impale's finisher prompt
Abilities
Ash: Blade Storm
Hydroid: Undertow, Tentacle Swarm
Valkyr: Hysteria's stealth attack
Trinity: Energy Vampire damage ticks
Miscellaneous
Slash b Slash Proc
↑ hide
I fail to see your point. Radiant Finish doesn't increase finisher damage from those sources. It increases the finisher damage dealt by counterattack finishers, and that's it.
-
I have done the same, and I haven't experienced any crashes during missions.
-
This is especially annoying if the Nullifier dies to a cold proc which will leave his body frozen for about five seconds before it finally crumbles and disappears. His shield will stay active until the ice statue crumbles or is shattered, even though the Nullifier is already dead.
-
*snip*
I don't think the Radiant Finish augment does what you think it does. It allows Excalibur and his allies to perform counterattack finishers on enemies, and those finishers get an additional 300% damage bonus in addition to usual finisher damage bonus.
It does not increase all "Finisher" damage dealt to them, so it doesn't affect abilities like Bladestorm or Tentacle Swarm. Savage Silence does that, not Radiant Finish.
-
The new augment is affected by power strength, so using Overextended with it is not a good idea.
-
why?
i mean it's a very optional mod.
besides you run this so called "endless" survival. what's the point in Vitality there if mobs will oneshot you anyway. Don't see a logic.
also - i find QT/R/Flow combo obsolete, the goal in long survival is not to take damage at all... just a thought.
ahhh yes btw. "Finisher" is a damage type, not a move. Just a thing for you guys to consider.
This augments allows Excalibur to perform counterattack finisher moves, it doesn't simply convert his melee damage into finisher damage on the blinded enemies, if that's what you meant?
-
I don't think the augment is really worth a slot, even with the incredibly high single-target damage it provides. The animations are too slow and it's faster and easier to simply shoot the enemies instead of doing a slow finisher on them. I can kill several enemies with my gun in the time it takes to perform a finisher on one enemy.
-
I don't follow.
What he is saying is that the finisher animations are too slow, it's far easier and much faster to simply shoot the enemies instead of slowly killing them one by one with finishers.
And I agree. I don't think the mod is really worth using, I can just shoot the blinded enemy in the face instead of bothering with a slow animation.
-
It appears that the assassin sigils, along with the boss sigils, now have a 100% chance to drop the first time you kill the assassin or boss. Afterwards, they no longer drop the sigils for that player.
This is supported by the fact that several raids have all resulted in the G3 sigil dropping every single time, and also the Zanuka and Stalker sigils being much more common recently (because the first encounter with them results in obtaining the sigil) .
-
im awere of that now, the problem is key farming, if DE really want to "reduce grind" they should do something like this
exactly
but if the nodes are always available (meaning no keys requiered) overfarming will happen, but if those nods are under the control of an aliance...
WAR!
and thats fun
I believe locking prime items behind pvp would be a very bad idea.
-
The void as a tileset will not be removed. You will still be able to use void keys and play missions in the void.
-
Doesn't Ember's WoF inflict fire procs on enemies? Wouldn't that conflict with the knockdown of her augment, seeing as the Accelerant and Fireblast CC conflict with each other?
-
Forma can't be traded, and there is no exploit that allows you to trade them
-
The new Overload augment is basically a team shield restore that restores a lot less shields, has much shorter range, costs energy and requires a mod slot.
In other words, really bad.
-
Correct me if I am wrong, but wouldn't an Overload build allow you to continuously buff yours and your teammates shields, which is an ability held only by Trin and Mag at the moment. I think more than 5 minutes of testing is needed before we declare it useless. At any rate we will see soon enough if it joins the pile of useless augments or rises above like greedy pull, iradiating disarm and pillaging swarm.
It seems to have a very short range on the shield restore ability for teammates. In most cases you'll just boost your own shields a bit, teammates are nearly never close enough to gain any benefit. The team has to be in near hugging range for it affect them.
-
Does it give Overshield to teammates? that would be useful
I believe so, yes. It is still vastly inferior to simply using a team shield restore consumable, and it costs a mod slot.
-
The current Overload augment is not worth a mod slot. It's just a much weaker team shield restore consumable, at the cost of a mod slot.
Worthless augment.
-
Oh gosh, it's terrifying in Conclave. It one-hits anyone who steps into its zone.
And how exactly is this relevant at all to PvE? I don't give a damn that it murders everyone in PvP, I want it to be good in PvE.
Being good in PvP doesn't compensate for the ability being weak in PvE.
-
All bosses except Nef Anyo, Kela de Thaym, and Tyl Regor drop sigils.
-
Electric procs are core to the game system and as such are not affected by ability-adjusting mods. Also keep in mind that Overload is not a DoT but 3 (technically 4 at close range) pulses of electric damage with 100% proc chance.
While each pulse does have a 100% electric proc chance, enemies already stunned by an electric proc will not have their stun duration refreshed when another electric proc hits them, if the first electric stun hasn't expired yet.
So enemies do suffer an electric proc for every pulse, but in practice only the first pulse actually stuns them, the other pulses do not.
-
Chroma's booty wins hands down. Not even a contest.
-
Duration mods don't affect it in any way. IIRC they don't even increase the duration of the electric dot and certainly not of the electric stun.
This is correct. Power duration doesn't affect Overload at all, positive or negative. If this changed, Overload would become a much better ability.
-
I think Overload would be perfect if it was affected by power duration. More duration would result in more pulses and more electric procs for a longer stun. It could also treat Electric Shields in the area as electronic devices for additional damage, if you use the energy to set up multiple Electric Shields first.
Excalibur's New Augment/it's Crazy Strong, Check This Out!
in Warframes
Posted
It doesn't work that way. Radiant Finish enables Excalibur and his allies to perform counterattack finishers on blinded enemies, which gain an additional 300% damage in addition to their usual damage bonus.
Radiant Finish increases only counterattack finisher damage, it does not increase all "Finishing" damage on blinded enemies (abilities like Bladestorm and Tentacle Swarm gain no benefit).