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Enderluck

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  1. Nova has a damage reduction based on the number of Null Star she has. After casting that ability, she can't recast it unless all of them are spent. That means, that if she loses one of the stars, she no longer has maximized their damage reduction and so she needs to quickly spend them all to be able to recast it again. This forces you to have low range to avoid losing them or having Neutron Star mod to be able to recast the ability to spend all of them and so be able to recast it to be full again. Molecular Fission allows you to regain Null Stars without needing to spend them all. It is quite nice cause it gives you a very easy and reliable way to passively regain the stars as you spend them.
  2. Hi, I was thinking about this new Warframe and I wanted to share it. It is a Warframe with abilities based on paper and origami. He doesn't have Shields or Armor and his Health is just average. However, he has greater speed and a passive ability excellent for his survivability. Instead of having regeneration or healing (Nidus, Inaros, Kullervo), preventing death (Nidus, Inaros), or damage reduction (Nidus) he instead prevents damage. Next page details. Upgrades Abilities Passive: Paper Armor 1st Ability: Kirigami (alternative name: Paper Cut) 2nd Ability: Origami (alternative name: Paper Craft) 3rd Ability: Kusudama (alternative name: Folded Paper) 4th Ability: Habani (alternative name: Paper Pyra) Next page augments. White Armor (Passive) Maximum number of paper layers x0.8|0.7|0.6|0.5. After consuming a paper layer, Tsuru becomes invulnerable for 0.1|0.1.5|0.2|0.25s. Sharp Blade (Kirigami) Gain +10|15|20|25% [x Ability Strength] Critical Damage for each enemy hit for 4|6|8|10s [x Ability Duration]. Fugitive & Fortuitous (Origami) Plane can move through lasers and cameras undetected while Lotus Flower has a 100% [x Ability Strength] chance to spawn an Energy Orb every 15|12|9|6 kills. Precise & Protected (Origami) Fortune Teller's bonus no longer switches over time and Cranes gain 100|200|300|400 [x Ability Strength] armor. Masquerade (Kusudama) Allies within range also gain 10|15|20|25 Overguard for each enemy damaged. Fiery Fire (Hanabi) Gain +10|15|20|25% [x Ability Strength] Fire damage to your weapon attacks for every second active up to +100|150|200|250% bonus. What do you think?
  3. I already thought on that, but it would make zerunik, and specially umbra and unairu runes much more difficult to get than any other rune.
  4. I'm glad you liked it. Yeah, I also thought about reducing the number of different Runes to 4 (so basically removing the ability to combine Runes). Probably the runes would be Madurai, Vazarin, Naramon, and Zerunik. The only problem is that Unairu (from Focus system) wouldn't be represented. Currently, there are 7 Runes and you can use up to 3 at the same time (all of them must be different). I might change it to: - 4 Runes and you can use up to 2 at the same time, but you can stack the same rune to increase its effect or add new benefits. - 3 Runes (1st, 2nd and 3rd ability) and you can use only 2 runes at the same time, and then when you cast 4 it creates an effect based on the 2 previous runes used, kind of similar to Dante (the new warframe from the last devsteam). I'm still not sure. I don't want to copy Dante, but the idea seems interesting. 3 runes and 2 at the same time allow up to 6 combinations (9 if order matters). The idea of 3 Runes is nice. Maybe the Runes are "offensive", "tactical" and "defensive". You can combine 2 offensive into Madurai, 2 defensive into Vazarin, 2 tactical into Naramon, an offensive and a defensive into Unairu, an offensive and a tactical into Zerunik, and a defensive and a tactical into Pengaja. The problem is that I loved the idea of elemental damage for Wand of Wonders and now with this system I wouldn't be able to do that. Also, maybe instead of reducing the number of Runes, I could make Runes only affect Wand of Wonder (like Dante) instead of each ability (like Lavos). There are many different ways to simplify it, so I still need to think about it before posting a complete revision. Also, a different approach might be to completely forgo about warframe's polarities and instead create new runes... Maybe, If I simplify the runes, I should modify the abilities to be more instantaneous instead of having long durations so that you cast them more frequently to gather more Runes. For example, Glyph of Warding could give Overguard instead of damage reduction.
  5. Yeah, I saw the video. From Warframe: Devstream #177 Overview Lavos - Valence Bond Passive Augment: Ability casts crant 250% Elemental Damage. The Ability’s Element lingers as a Status effect on your weapons for 20s. It is far more powerful!! I will have to think for a new mod Vial Rush.
  6. I made some test in the simulacrum and I can conclude that the formula from Peacemaker wiki is correct, while the 125 damage from the Regulators wiki isn't. No idea why the game shows 125 damage in the arsenal with no mods, while in reality, the first burst deals 215 and 211 damage, and the 20th burst deals 500 and 496 damage (each burst has 2 bullets, the first one always deals a bit more damage than the second bullet).
  7. Hi! The wikia says in Mesa's peacemakers: Therefore, with no mods it should deal 50 x (1 + 1.5 x (2 + 2 * 0 + 0) + 0) = 200, and with maximum Intensify, Growing Power and Hornet Strike, it should deal 50 x (1 + 1.5 x (2 + 2 x 30% + 25%) + 220%) = 373.75. However, if you go to Regulators entry on the wikia, it says: You get that damage from 50 x (1 + 1.5 x (1 + 0) + 0) = 125. So my problem is, does the base x1.5 multiplier really apply once or twice? Does anyone know?
  8. Augments: Rune Mastery (Passive) You can now channel up to 4 Runes at the same time and store 2|3|4|5 additional Runes of each type. Spellplague (Magic Missils) When the target dies, the missiles have a 35|40|45|50% [x Ability Strength] chance to transfer all status effects. Ritual Casting (Circle of Power) Every 5|4|3|2 Runes you active inside the Circle of Power, you automatically channel a Koneski Rune for free that has the effect of two random Runes. Runic Shield (Glyph of Warding) 50|65|80|100% to consume a Rune and resist a status effect. Also, additively increases the damage reduction by 2|3|4|5% [x Ability Strength]. Blood Magic (Wand of Wonders) Every 6|5|4|3 Eximius units you kill you automatically channel a Universal Rune for free with every Rune effect. Tips: Final Thoughts Do I think this Warframe is strong? Yes, I do. Do I think it is overpowered? No, I don't. Nowadays Warframes are capable of doing multiple things at the same time (like Wisp or Styanax) and are really strong (like Gauss or Revenant's Mesmer Skin with Mesmer Shield or Saryn's Spores). You can't channel more than 3 Runes at the same type which means that you can't stack all its effects simultaneously (and each Rune cost energy). Runes effects aren't directly affected by Ability Strength, instead, they are only affected by Circle of Power buff which means their scaling is much slower. For example, with 100% Ability Strength, Magic Missiles' Madurai Rune adds a +35% Critical Chance or +42% if you are inside the Circle of Power. If you have 200% Ability Strength, it will still be +35% normally, or +49% while inside the Circle of Power. With 300%, it will be +35% normally or +56% while inside the Circle of Power. This prevents your Rune from reaching very high numbers.
  9. Using multiple pages got bugged so here is the "next page". Wikia Introduction Karsus' Stats Passive: Spellcasting 1st Ability: Magic Missile 2nd Ability: Circle of Power 3rd Ability: Glyph of Warding 4th Ability: Wand of Wonders Augments, tips and final thoughts on the next page.
  10. I have an idea. When the decoy takes damage it is stored upon exploding when the duration ends or you deactivate it. This makes it a bit bad if you disarm the enemies as they must first walk toward the decoy before damaging it. Why not make enemies that hit the decoy with melee attacks take damage equal to half the Decoy's stored damage? That would help disarm enemies being potentially useful. If an enemy hits the Decoy multiple times, it will take more damage than just from the explosion. Finally, the Decoy should have a very high threat priority, making confusing enemies still prefer it over attacking themselves, similar to Octavia's Mallet (it wouldn't replace Octavia's Mallet, as that creates explosions all the time instead of just at the end of the ability). Maybe the Decoy has high threat priority, but if enemies are within 10m of it, they are forced to attack it. Alternatively, taping Radial Disarm can strip shield/armor, while holding the ability can also disarm enemies.
  11. Hi, I have been working on this Warframe concept for a while: Karsus - The Archwizard, and think now it is time to share it. You will realize that this Warframe is inspired by Dungeon and Dragons as you will notice by his name and the name of all his abilities. The art was created using IA. An in-depth explanation of all abilities is on the next page.
  12. Yeah, I mean, the idea of disarming with the Teleport is just for fun, not because it is useful haha. I think that my changes are fine, though I understand your concerns. The idea of a passive that makes attacks against unalerted enemies deadlier is nice, but maybe +50% absolute critical chance is a bit too much. I understand that a decoy that absorbs damage isn't very useful if enemies are disarmed, but I don't know another way of buffing the decoy without replacing it. Maybe the armor/shield strip should be lower, like 40% instead of 50%, so that it is just a nice buff and in case you want to use him to strip armor you need A LOT of Ability Strength investment (250%)
  13. I think that Loki is a bit boring and uninteresting. He isn't weak, but nowadays Warframes are much stronger and more versatile. Loki feels too simple when compared with new warfarmes. Therefore, I have some suggestions to improve his kit. Passive Loki gains a +50% Critical Chance against enemies that haven't detected him. 1° Ability: Decoy (25 energy) Loki deploys a holographic copy of himself, drawing enemy fire before exploding. If there is an active Decoy, it will move towards the target location instead. Hold to detonate the Decoy earlier. Duration: 7|15|20|25s [x Ability Duration] Damage Multiplier: x1|1.25|1.5|2 [x Ability Strength] Minimum Damage: 200|300|400|500 Explosive [x Ability Strength] Casting Range: 100m [Unaffected] Explosion Range: 10m [x Ability Range] 2º Ability: Invisibility (50 energy) Loki camouflages himself, becoming invisible to enemies while increasing his critical damage. Duration: 5|7|9|12s [x Ability Duration] Critical Damage Multiplier: x1.25|1.5|1.75|2 [x Ability Strength] 3º Ability: Switch/Teleport (25 energy) Loki instantaneously swaps positions with a target, confusing the enemy. Hold to teleport to a position you are aiming and then create a Decoy in your original position if you didn't already have one. Range: 25|40|60|75m [x Ability Range] Disarme Chance: 25|30|40|50% [x Ability Strength] 4º Ability: Radial Disarm (100 energy) Lets forth a wave of energy, disrupting the projectile weapons of enemies in range and forcing them to revert to melee combat while also stripping their armor and shields. Infested enemies are slowed instead. Damage: 200|200|350|500 Impact [x Ability Strength] Armor and Shield Strip: 20|25|35|50% [x Ability Strength] Slow (only Infested): 20|25|30|40% [x Ability Strength] Range: 10|13|17|20 [x Ability Range] Summary Decoy can be forced to move, is invulnerable and detonates when it ends. Invisibility also increases critical damage. Switch Teleport also allows to teleport without requiring a swap, can disarm the target or create a decoy. Radial Disarm now also strips enemy armor and shields, while it also slows Infested enemies. As you can see, now Ability Strength is useful for Loki, a thing that previously was completely useless (nobody cared about the 500 impact damage of Radial Disarm). I think these changes are simple enough to buff him without losing his essence. What do you think?
  14. I see that you have never played Harrow. He can't pick up objects while channeling his Thurible.
  15. I'm not sure if Chemical Reaction should be affected by Ability Strength. Having 3 different weapons makes it quite easy to stack multiple status effects. Lavos can also stack any damage type he wants with his abilities and his passive increases status duration. Therefore, it would probably be quite easy to have multiple status effects. With only 4 it gives +100% critical chance, with 8 it gives 200% (same as Harrow's Covenant on a headshot). Maybe if the mod were 5|7.5|10|12.5|15% there it could be affected by Ability Strength. It would give +60% with 4 status and 120% with 8 status. With 200% ability strength which is quite easy, he could get 120% and 240% respectively. Some people could even reach higher numbers with more mods.
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