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Quantum_rage

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Everything posted by Quantum_rage

  1. basically if you have used secondary encumber with a weapon like the dex furis, you will quickly realize that "i have every status effect in the game and it did not take that long to get every status effect in the game onto this single enemy" point being, you can stack status effects so fast with secondary encumber that, due to the shear speed of how quick you can stack them, at some point, the only way to stack more status effects onto enemies, is by simple attacking more enemies at one time since allot of status effects are capped as per how many you can have on a single enemy, well. you need more enemies to put your effects onto but, again it needs to be a high fire rate, preferable high magazine capacity weapon, with a spread mechanic, low damage low crit etc
  2. technically but also no secondary encumber is effected by multi shot but not in the way you might initially think see secondary encumber has a small internal cooldown where it will only apply 1 status effect at a time this means that, if you have multishot, and you hit twice at the "same time" and both hits proc a status effect, one one of thoes will ever activate secondary encumber, but here's the thing secondary encumber has a 24% chance on status effect to proc an additional status effect, and this is where multishot can help essentially, you role the dice once with a 24% chance to proc, if that fails, multishot lets you role the dice again, if your familiar with having advantage in DND that is what multishot lets you do, you can role the 24% chance twice which would in turn increase the chances that you proc secondary encumber in the first place same goes for shotguns, your more likely to proc secondary encumber when you have 6 chances of 24% to proc, rather then just one, but you are correct, having a super high fire rate weapon is desirable, but don't down play how good multishot or AOE effects are with this effect if secondary encumber was a "guaranteed" proc on hit, then you would 100% be correct their would be no point to having multishot aoe etc but it's not a guaranteed status
  3. believe it or not but i haven't used every single incarnon weapon in the game, but i know their uptime varies based on the requierments, ranging from, ceramic dagger. you have incarnon form whenever tf you want because of initial combo, to troid which just requires that you "shoot the targets 2-3 times" or the laetron where you specifically require headshots, and a few at that, point being, some area really easy to activate, so if the weapon I'm looking for is easy enough to activate, i don't really care if that is a small step i need to take to get a better primer thanks yeah these weapons are closer to what I'm looking for but the attack speed mag capacity and status chance are well under what they need making them non viable for one reason or the other yes that is what I'm asking, is it possible to beat them, does anything exist
  4. thanks for your opinion but that is not what i was asking for thanks for your onion but that was not what i was asking, when going to high level cap all the enemies are tanky enough to not die instantly simple put dex furis is the best purely for getting stats as far as i can tell, 28% status chance lets you get over 100% status with just 4 ish mods high fire rate of 20 at base and a high magazine capacity at 100 this with a bunch of mods and you can quite literally instantly stack up as many status as you want, on a single target very quickly, like more quick then you can imagine, a single hold of the trigger for half a second kind of thing I'm simple asking, are their any weapons, specifically incarnon versions of weapons that may be better? even possible an AOE weapon with high fire rate, low damage etc, that may be better? something like the troids incarnon form, or just something with a really high blast range + decently high fire rate etc?
  5. with the somewhat recent edition of incarnon forms for a ton of different weapons I'm wondering if any secondary weapons has a desirable incarnon for spreading status to many enemies at once obviously secondary cucumber has its own internal cooldown to prevent stats being applied at the "exact same time" (and i would like to know how long that internal cooldown is, is it possible to max it out with just fire rate?) i was thinking an effect like the troids incarnon might be pretty decent for secondary cucumber or just anything with a high fire rate + some form of AOE to spread the stacks around more? what are your thoughts? found anything interesting
  6. their are streamers out there that have done 4 hours streams running the second bounty back to back to back (that's about 120 runs) before seeing a single atmo systems even with a 1% something chance or a 0.1% chance, some people will get extremely lucky, and some people might even get lucky twice, and the thing is, once you get it, you unlock the ability to craft it so, you never need to worry about grinding this out again for the people who get it early it literally wont effect their game progression in the slightest since they can always get more using standing later on, for the people who don't get it due to not only just bad rng mechanics, but broken or bugged rng mechanics, it is just a massive RNG roadblock with no way around it. fun!
  7. drop rate is 10% ish, if you run 10 missions you should expect to get at least 1 atmo system drops now, i have just finished doing like 40 something back to back missions trying to get them at first i thought it was just unlucky but, considering how many people on the forums are complaining about the same thing, I'm starting to think it is bugged warframe shouldn't be locking progression behind some RNG BS like this it's not even a tradable item on the market (like the nechromech parts) which makes it even worse stuff like this really frustrates me. some people might make the argument that "well you feel happy or whatever when you get it" but honestly, i don't feel excited to deal with a trash game mechanic and when i finally get the thing i just spend 5 days trying to grind for, i feel anything but happy. more depressed that i just had to spend that long to progress in a game, stuff like this makes me want to stop playing the game all together i mean i have had repeller systems drop 4 times so far and that's supposed to be a rare drop
  8. not sure if this is a bug or not but. it sure feels like a bug at this point purple shards do not let you pick up health while at full health, they act in the same way as the old equilibrium mod at first i thought it was the bug with equilibrium that does the same thing. but this does appear to be a different problem, as with the purple shards. i can't "press e to pick up health" so something different is happening here either way i feel like the purple shards should let you pick up health to convert it into energy as well. and visa versa
  9. i just checked out the page and this is perfect, exactly what i was after thankyou <3
  10. yep yes thanks for the resources, i will check it out once the website is back up
  11. i am now almost certain that "this" is how riven stats are displayed here's the thing. i have a riven for the furax, if i put the riven on the furax, the stats displayed/ the same stats you see while crafting, are identical to the stats on the normal furax at a 1.38x riven disposition if i put the riven on my mk1 furax the stats go higher since it has a higher disposition at 1.45x and if i put the riven on the furax wraith it gets a lower stat since the disposition is 1.15x again I'm not complaining about the stats changing based on what weapon you put it on. i just don't agree that the stats of the riven are being displayed based on the disposition of the weapon it is designed for, this means that. every 3 months when weapons get rebalanced the stats on the riven will change so right now my furax riven displays a 42.6 initial combo, but whenever the rebalance happens, that could go up or down depending on how popular the default furax is at the time, this could lead to, rivens having incorrect values being displayed on the market, or could lead someone to keep re-rolling a riven when they specifically want a high stat like. if was roling for high initial combo, for a weapon that has, a good riven disposition, and get a 50 something quite easily. but then try to role a riven for a weapon that has a bad disposition, if i see a 30. i might look at that, and think it is a bad role, even tho it is not the riven stats that are bad, it's just the current disposition of the weapon next 3 months that riven with the stat of 30 could jump up to 50 and the riven with the stat of 50 could go down to 30, if the weapon dispositions changes that rapidly (i doubt that) but still i don't like the idea that this could happen.
  12. i found the answer to my own question on the riven wiki and the answer is not as simple as just a specific number, all weapons have a riven disposition which changes based on how often it is used, but the rivens disposition also has a base multiplier, meaning it is a factor of base riven disposition multiplier + it's current popularity, that will give you the stats and the maths is as follows, every stat for a riven has a base rating, (lets say 24.5 because that is what initial combo is) this rating is then multiplied between 90% of 110% of it's value (range of 22.05 - 26.95) the rating is then multiplied by the highest base riven disposition of 1.55 (although putting it on a weapon will show you a lower number since this stat is actually controlled by how popular the weapon is. however, and i am speculating here. when your viewing the mods while they are "not" on the weapon it shows you the best possible stat, big speculation please correct me if I'm wrong) the number will then be multiplied by the bonus given based on the number of effects and negative effects (the best being 2 good perks 1 bad perk) which will multiple the bonus of the good mods by 1.2375 so if we do the math's 24.5 x 110% (best case scenario) = 29.95 29.95 x 1.55 = 45.94975 "46" x 1.3275 = 56.86 I'm almost certain their is something else at play here or my assumptions are wrong, since. while rolling for riven mods even when i got 2 good mods and one negative mod. i should of. at the very least saw an initial combo of 45.3assuming my base stat is 90% as low as possible which should be the worst possible scenario, however i was seeing numbers lower then this, my current stat is 42.6 even tho i have 2 good mods and one bad one, according to my maths. i should be seeing anywhere between 45 and 57 ish initial combo equipping this mod to my normal furax may? explain this, and this is where I'm going to go on a bit of a frustrated rant with how this game is displaying riven numbers when i equip this mod to my normal furax, the numbers don't change at all, which is odd because i find it highly unlikely that many if any weapons in this game have a 1.55 riven disposition exactly. according to the wiki the normal furax has a 5 dots with a riven disposition of 1.38x now if i punch "that" specific number into my calculator i have a minimum stat of 40.39 and a maximum stat of 49.3710525 which, seems reasonable for what I'm currently seeing, but here's the issue. if this is true, and for some un-holey reason, they are showing you the stats "based on" the weapons "current" riven disposition, while it may seem like this is good because you wont often see your damage numbers changing, it means that. you can not compare riven mods against each other, and if you have a specific number in mind that you are trying to role for, you may end up roiling for something that can not physically be achieved on the riven mod since it is based the mod itself it taking into account the weapons disposition, even before it is put onto the weapon. this also means that, if the weapon you are using become more or less popular, it is quite possible that the "stat on the riven mod will slowly change over time" as the weapon it is attached to falls in and out of favor. if this is how the system works. i must say. thanks i hate it, would it not be simpler to just know what the max and min numbers of the riven mods are when rolling them. and then simply just change them when you put it onto the weapon, i guess this may annoy some people seeing their stats change but this could all be fixed by showing an in game riven disposition multiplier, rather they the 5 stupid dots, actually show the multiplier for the riven mods you could simple do a thing where, you show all riven mods with 1x multiplier, then change ether numbers as nessacerily when putting them onto the weapon, half the time your stats will get better, half of the time your stats might get worse, if the weapon is too popular, but the point is, the stats would only change when you put them on the weapon, and that riven mod you rolled 2 years back that has "this" stat 2 years later will still have "the same" stat again please correct me if I'm wrong on any of this, or if you have seen your riven "change stats" over time, please let me know as well because i would love to confirm or disprove my theory, so i can either put my mind to ease with a reasonable answer, or continue to be raging mad at how stupid and over-complicated this game is for no reason
  13. yes i will be doing that if i cant get the combo high enough on the weapon I'm after i don't have access to the ceramic daggers yet. but i will more then likely do that once they come around on the nigh wave rotation i was kind of hoping to find a way to pump up the furax wraith to 220 initial combo, or close to it since the furax can run amalgam furax body count and the ceramic daggers can not i have my eye on melee cresendo when after a while people constantly running the netracell this thing will tank in price like crazy since "everyone" will be running netracells to try and get their hands on more archon shards +6 initial combo on finisher kill :/ yeah finisher kills. ugh theirs also the new pet mod that gives some combo when your pet attacks, and the furax incarnon has a perk that prevents combo from draining while it is holstered, so even outside sources of combo would work with this build that I'm trying to get working, as long as the source of combo comes in fast enough (also if anyone has the incarnon furax, please test for me to see if the combo gets drained by secondary outburst when you also have standoff from the incarnon version, i would expect that your combo counter would still get drained like normal, but knowing this game, their could be bugs and unexpected interactions around any corner to find) savagery and ferocity for the kubros enable finisher kills for them, i wonder if it is possible to use that to stack up initial combo through melee cresendo. it would probably be rather inconsistent, most of the time stuff dies, and if it doesn't die instantly i doubt the kubro would be able to finish whatever I'm shooting at, but it would be interesting to know if the interaction works or not
  14. I simply would like to know what is the highest possible initial combo stat you can role on a riven, this is for a secondary outburst build. so the other stats do not matter at all, i just need the most initial combo possible. I currently have one with above 40 initial combo but i have seen quite a few on the warframe market with 60, 75. and one crazy person says they have a initial combo of 230 something, but. it's the warframe market so i don't trust it at all. and i don't want to waist a bunch of resources rolling for something that does not exist
  15. https://warframe.fandom.com/wiki/Secondary_Outburst this is a fun one people have been doing recently this effects any exulted weapon such as mesas regulators, you consume your melee combo to get crit chance and damage on your secondary initial combo mean, you don't ever need to switch or use your melee weapon, turning the ceramic dagger into one of the best stat sticks for initial combo in the game
  16. oh. oooh oh wow, this would even just work on a frame like mesa, high fire rate, blast status effecting enemies, no companion needed, either way this seems super broken. neat as! maybe they can change the effect to a % of shields rather then just 5 shields, like if it did 1% or 0.5% shield regen (meaning you would need 100-200 blast procs for a full shield recharge etc) i would honestly find a % shield regen more useful then a flat stack anyway, that way it would be more effective on a hildryn build with 9-12k shields not to mention, having flat shield regen + catalyzing shields, would essentially mean, you need to regen less shields to get a full shield gate so having a % shield replenishment would help balance that out as well
  17. and those are "fair concerns" however just because you can speculate that "that might happen" does not mean, it "will" happen peoples internet has gotten allot better over the past, 10 years, I'm sure the devs at DE have gotten allot better at networking over the year if they went back and "actually" worked on this as a solution, while also fixing the problem and making the spectating more seamless, making it not stutter when someone spectates etc it would be a valid solution do you want me to go over the entire thing about how you could drastically reduce the amount of data that the server would need to sent to spectators since THEY ARN'T PLAYING THE GAME, you comparatively talking about past situations from a forgotten time with little to no relevance to what i am suggesting look I'm not sitting here saying it will be easy, I'm not saying it will be possible, I'm not saying DE will be bothered to take the time to implement something like this, I'm not saying they WILL have to knowhow to get something like this to work. i am simply making a suggestion for a solution that would fix all the problems IF and THISIS A BIG IF it is implemented correctly all of you can sit here and argue with me until your blue in the face but unless you bring up a valid reason for "why" this would not work, i really don't care about what anyone has to say on the matter and when i say bring up a reason for "why" it would not work. i mean the core concept of the idea itself, not the problems it may cause it is especially annoying when the problems you are all talking about are all 100% speculative, and based on stuff that may or may not even happen? think about it, what's the worse that can happen, we suggest a fix to DE and they respond saying "no out networking team is too stupid to fix any of the issues or implement any of this and it would be too much time and effort etc" or maybe they say "sure we will try it" try to implement it, fail and then the system never gets put into the game these here are the WORSE case scenarios, are you all going to continue to moan on about these worst case scenarios being too scared of them for some unknown reason? am i the only sane person here? best case scenario, we can an afk farming detection system that is more reliable, can be used for detecting things other then just afk farming, lets us implement ideas like "the title of this entire thread" and they can remove the 50 different stupid small systems to deter afk farming, which are also affecting normal players gameplay on a day to day basis???? why the actual F anyone here is going against this idea is BEYOND ME like, it is beyond stupidity that anyone is arguing against this without bring up a valid reason for why the "core concept" would not work
  18. none of this is relevant unless you can prove without a doubt that having a fifth player doing nothing but spectating the game, will be so bad on most peoples internet connection, that it would be impossible to do honestly, if you can handle 4 people all "running around" and "doing stuff" while sending data to all those people I'm sure you can figure out a way to send data to a fifth person how about this, the "host:" could "only" send the player data and none of the enemy data since apparently we are super super concerned about the hosts upload speed, and the fact that, adding another player is going to MAX OUT everyone's fing upload speed give me a fing break, I'm sick of being the only fing person in here that is willing to bring up "a decent reason for why it could work" I'm sorry if i just cant see how "having someone spectate your game" would be absolutely the worst god damn thing in the world for the hosts internet connection the way you word it makes it sound like, it is going to use twice their upload speed 3 times their upload speed, your being overdramatic and unreasonable about the whole thing, in reality, it might use like 10% more bandwidth at most if done correctly remember your not even adding a fifth player to the squad, its not like your going from 4 actual connections to 5 actual connections the fifth connection can be deprioritized, laggy, slow, have optimizations made to it, maybe they have a shorter enemy view distance, maybe you don't bother sending them in game crate locations on the map, maybe you don't bother sending them the fact that their are 50 thousand items on the ground, oh what was that? is the spectator mode now only using like 1% extra bandwidth because, they simply aren't sending the data they don't need **gasp** what a surprise your can't just assume something is going to be a certain way, without someone trying it first. you need to consider all the possibilities before it is tried, and once again, as i have said previously, you need to consider what is the bare minimum that you would need, to make the system work the bare minimum is your starting requirement when considering things like "how much bandwidth is this going to use" for me bare minimum to detect a player who is scripting is simple. we grab map data, because that is a one time thing, once your client has the map data, you don't really need allot of map updates, you can ignore door states, boxes, caches and interactable items. spectators don't need to see those, and don't need to know what state they are in, so don't bother sending that data you could honestly get rid of enemy data as well, I'm not here to analyze the movements of the enemies (considering their are hundreds of then, enemies would be one big thing that use the hosts upload speed since the host machine is the one that is spawning them, moving them etc etc items on the ground, yeah surprise, spectators don't need to see items on the ground either so we are left with, the players, and the ground, their current loot count and, the amount of time they have been in the game, and the text chat history that is, quite literally all you need to detect a player that is scripting it is really obvious to humans when someone is using a script to do a thing. or when someone is actually playing the game because people playing the game will move around a little, they will look like they are aiming at things moving their camera in 'random" human like ways, moving around in random human like ways, they wont be doing repetitive robotic thing over and over again to the point of, it just being a script if players are talking, human like, playing human like, moving human like, it is probably a legitimate game if the players are all standing around, and they for some reason are doing the same set of things every half a minute or so? to the point of it being robotic, then they are scripting again the community would not need to be 100% perfect at detecting that they are afk farming, it is fine if their are a few slips, for example, if people are just farming normally in a survival mission or something and they get "flagged" that is fine because the point of this is to just point the DE moderators in the right direction maybe voting for people will cause game logs to start being uploaded to the moderators so they can look at them and determine if they were afk farming, maybe the DE moderators can jump in straight away and see for themselves if they are afk farming
  19. sounds like DE's problem to figure out their own networking issues before implementing anything like spectating mode, your point? do apologies i should of said "the only good thing you ever said during this entire conversation" trolling? no your just pissing me off with how negative you are towards ideas, and how often you bring up NULL points about things that don't even matter in the slightest "me" fix for afk farming so the idea in the thread title could be implemented, their is stuff that would clearly need to be overcome before the main subject of this thread could be considered "you" meh meh meh this guys talking about afk farming problems and not about the main thread news flash, your not getting one without the other like it or not it's a topic that need to be discussed, no matter how much it hurts your sensitive feelings, if you can't handle it, leave
  20. what problems? this is why i hate talking to you, you tell me a thing but your not giving information, for all i know you would be spouting a bunch of BS online, you expect me to trust that, your words are absolute? no you need to give me a reason, something to research, something to go off, more information I can use to try and find a better solution that accommodates for all the potential issues. people like you are the reason i hate going to work, so backwards thinking and negative shutting down any and every idea someone has without even giving them a god damn proper reason why it can't be done that way, because half the time, if you tell them "why it can't be done that way' their may in fact be a way to do everything everyone wants, without negatively effecting anyone, that is how you move forwards, that is how you solve issues this is the first good thing you have said, but you are missing the "how" portion of the solution giving a solution is all good and well but how will it be implemented? what needs to be removed? what new possible issues will that cause? and how can we work around or fix those new possible issues? just saying "this will fix a thing" without actually THINKING about it does nothing, lets think about it, lets make a list of what would need to be changed to make afk farming worse then normal farming? that's the type of conversation that will make a difference blah blah blah, I'm missing the point? i think your missing the point that i don't give a rats A$$ what DE wants to do to punish the players, i don't care i simply do not give a flying F how they want to punish players, i am just giving an example that is why i SPECIFICALLY added the part about them "doing whatever they need to do" because I DONT CARE I'm not here to solve the issue of how DE want's punish afk farming players you fing moron talking to you, is like smacking my head against a brick wall, your problem is, you can read the words, but you don't grasp the meaning of them, allot of people do this where they have their own "BIAS" towards how they are thinking, BIAS is a horrible thing in human nature and it is a pain in the ass, because people will nit pick all the possible negative things about someone else's argument, even if those things are completely irrelevant to the problem to begin with i hate talking to people like you because the way you think is counter productive in every possible way, lazy, the easy way out, uugh, cmon, all your really saying here is "lets not bother because it would be too much of a bother"
  21. that makes sense but still. -34.5% + -60% is only -94.5% so it would not be reaching a negative number or absolute 0. so theoretically it should work just fine?
  22. yeah i don't really know why it doesn't work. for people who really want to just max out their - strength, i don't really see any harm in it, maybe their are some game breaking things that happen when you get too much negative strength tho, not really sure
  23. trying out some speed nova builds, and i tested to see if coaction drift would give you more = strength however it does not. not sure if this is an intended interaction but, as far as i can tell. you cant get more then -30% strength from power donation, i would of expect this number to go down to -34.5% my testing method was simple, load into simulacrum, and damage an enemy with antimatter drop, i did this with and without overextended, and with/ without coaction drift i also tried reloading the simulacrum after each test because sometimes it wont update your build properly since you are changing the build in game anyway my finding were with over extended with coaction drift 1 on hit damage 15 explosion's damage without coaction drift 1 on hit damage 15 explosion's damage without over extended with coaction drift 1 on hit damage 105 explosion damage without coaction drift 1 on hit damage 105 explosion damage so as far as i can tell, this does not buff the -ability strength i would of expected without over extended with, more numbers to play with, i would see a small difference at least i would assume that coaction drift is only buffing allies power without reducing yours further either way, if your running speed nova now you all know, it doesn't work, and you should probably just take any other mod unless this interaction gets changed
  24. f me i am sick of people making up BS about why this wouldn't work without giving it 2 god damn seconds of thought, every single time any of you say something you have not bothered to ACTUALLY USE YOUR BRAIN and think about how it "COULD" work and think about "what would be good enough to work" instead you just seem to be trying to find the worst possible way to talk about the strategy to make the strategy sound worse then it actually is you can not argue that, having a single extra connected user is going to horribly impact the performance of the game, hell they more then likely ALLREADY have a system in place, to let DE moderators inspect running games honestly, you could solve this problem with like 1-2 DE official moderators and then just use the community's eyes to point the DE moderators in the right direction this could literally be done, if 1 single community member was allowed to spectate the game at a time, for a max of a minute or so, vote, then leave you can have a little queuing system to let someone inspect a random match then along comes the DE moderator to bring down the ban hammer, stop the match whatever they temp ban whatever they need to do
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