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Prof_Blocks_007

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Posts posted by Prof_Blocks_007

  1. I'd like to point out that the dev workshop prior to Abyss of Dagath mentioned that the permanent weekly acts were to be in addition to the 5 + 2 (normal/elite) weekly acts, for an additional 13,500 standing a week. It was also mentioned that these +3 acts would be unrecoverable.

    Quote

    Permanent Weekly Acts
    Dreamers, we all like our little habits and rituals. To reward the little things you do every week, we’re adding 3 Permanent Weekly Acts intended to be unlocked with regular Warframe gameplay:

    • Eximus Eliminator: Kill 30 Eximus.
    • Mission Complete: Complete any 15 missions.
    • Marksmen: Kill 500 Enemies.

    With these new Permanent Acts, you can earn an extra 13,500 Nightwave Standing each week!

    Note: since these are in addition to your weekly Act rotation, they are exempt from the Catch-Up pool.

     

    With this change, does this mean that only 4 acts (the 2 varying weeklies + elite weeklies) are recoverable from each week?

    • Like 18
  2. On 2023-08-26 at 3:50 PM, [DE]Momaw said:

    Each Tactical Alert mission rewards the following once completed. We have also increased the amount of Nakak Pearls earned per mission compared to previous appearances!

    • Mission 1: Splash And Dash Sigil + 50,000 Credits +25 Nakak Pearls (previously 10) 
    • Mission 2: Beach Kavat Floof 50,000 Credits + 50 Nakak Pearls (previously 20) 
    • Mission 3: Rucksack Kubrow Floof + 50,000 Credits + 75 Nakak Pearls (previously 30) 
    • Mission 4*: Beachcomber Domestik Drone + 50,000 Credits + 100 Nakak Pearls (previously 50)

    *Replaying Mission 4 earns you Nakak Pearls for each enemy you soak to smithereens.

    For clarification, is the increased Nakak Pearls "per mission" supposed to include the end-of-mission rewards, or just the one-time amounts from the checkbox/goal thingy? (Only the one-time amounts have increased in-game)

    Also the Lob Blobs are a welcome addtion!

    • Like 1
  3. My game was fine after the main update, but broke after this hotfix - after I press Play on the launcher, the game fails to open and then crashes shortly afterwards.

    I've followed the instructions in this thread, and tried using Verify in the launcher settings, but to no avail :( . I've also submitted a crash report in the launcher, reference WAR-3758565

    Edit: Switching to DX 11 got it to launch - I'll try updating my graphics drivers

    Edit 2: Updated Nvidia graphics drivers, and the game has now launched on DX 12! :D

  4. I've been really enjoying the Vasto Incarnon, especially paired with Harrow/Scourge - it's not AoE like the strong Incarnons (e.g. Miter, Strun, Latron), but it packs a punch and absolutely destroys whatever you point it at (other than Archons, due to the DPS attenuation)

    I'm definitely not biased from my prior Vasto Prime usage or anything 😅

    • Like 3
  5. Alright, so an update:

    I watched TheKengineer's video on the Incarnon Miter, and during the bugs section towards the end of the video, he said that Miter's punch through both does and does not work, seemingly at random.

    I tried testing it again, looking at things side-on using Captura's detached camera, and noticed that the sawblades were breaking a fair distance from the enemy they hit, possibly pointing towards some kind of hitbox issue?

    When I tested it again in the Simulacrum, I found that punch through does work at certain distances, going through one enemy and breaking on hitting the next. Moving closer to or further away from the target causes the punch through to stop working again, until you enter another sweet spot.

    I've recorded another demo vid, using Lavos (to eliminate Slash DoT via status duration, with a 13% duration build), and Eximus (overguard for stagger immunity)

     

    • Like 1
  6. I've recorded a quick video to demo the missing punch through (Condemn is unrelated, I just use it to lock enemies in place).

    Punch through (both innate and added by mods) does not work on the Miter with an Incarnon Genesis installed, both on the charged and uncharged shots. It does appear to work after the sawblade bounces, which I tried to demo in the vid, but it can be tricky to line up.

    This happens both with and without the "Increased area of effect" evolution IV (which adds a 1400 Blast damage explosion to each hit/bounce).

    I asked @rainy to check a non-Genesis upgraded Miter, and the punch through still worked there. It's possible that due to the Incarnon form having a Radial attack, that PT ended up disabled for the primary fire also (as PT was disabled on a whole lot of AoE weapons a while back). Weirdly though, I was still able to shoot through some of the terrain in the Sim, just not enemies.

     

    • Like 5
  7. On 2023-04-30 at 12:00 AM, Prof_Blocks_007 said:

    I've been tracking what resources I kept vs what was shown in the mission summary screen (before extracting via the portal) for a bunch of runs via a spreadsheet, extracting via the portal that opens after the orowyrm fight. So far, I've only lost resources on runs where I died during the Orowyrm fight. (The extraction screen has also come up with different numbers of resources than the summary shown in-mission before extracting on the runs where I died)

    Running solo, on invite only (for reference)

    I'll keep tracking and see if anything else shows up

    Died in the Orowyrm fight again, recorded a few missing resources from that run too.

    It has also seemed pretty consistent that:

    • On a run where I do not die during the orowyrm fight, the resource summary on mission progress (during the mission) and on the extraction screen are the same, then when re-opened in the orbiter, the resources section is blank (no resources recorded lost)
    • On a run where I *do* die during the orowyrm fight, the in-mission screen, the extraction screen, and the re-opening on the orbiter all show different numbers of resources

    I also tried a couple of outings where I gathered a few resources, did an anecdote to save via a decree (ignoring the main objectives), and returned to Orbiter. I only lost Saggen Pearls in both cases, but that's clearly not the only resource going missing.

    I saw someone mention somewhere about objective-given resources being the only ones saved - I did note Saggen pearls given on one of the chests I opened, but I wasn't paying attention to any of the other anecdote rewards 😅

  8. I've been tracking what resources I kept vs what was shown in the mission summary screen (before extracting via the portal) for a bunch of runs via a spreadsheet, extracting via the portal that opens after the orowyrm fight. So far, I've only lost resources on runs where I died during the Orowyrm fight. (The extraction screen has also come up with different numbers of resources than the summary shown in-mission before extracting on the runs where I died)

    Running solo, on invite only (for reference)

    I'll keep tracking and see if anything else shows up

  9. Unless something changed recently, it should be possible to destroy the Dargyn without killing the pilot. Launching the pilot back into the air (in a ragdoll state) does count for the Riven challenge. (I think Stomp's lift is actually its own state/animation)

    For this, I use a primary with no punch through (so that I can destroy the Dargyn by shooting at the front without killing the pilot), a low strength Nekros for a non-lethal Soul Punch, and Castanas/Talons as secondary.

    Attach Castanas/Talons to the pilot, jump into the air and soul punch the pilot downwards into the ground, bouncing them off of the floor and into the air, then just slide and detonate the Castanas.

    A little impractical, but hilarious (at least to me)

  10. On 2020-01-20 at 5:29 AM, RoachyToasty said:

    dmg ms tox -projectile speed Quanta Riven for static cube spam

    Oh man, that sounds like fun!

    But yeah, we're just gonna have to hope that DE catches wind of this issue and fixes it.

  11. I've been using Kuva Ogris extensively with a Corrosive + Nightwatch Napalm build, and hadn't noticed any issues. Then, while searching the forums for other reports of Punch Through removing Tysis's damage ticks, I came across this thread.

    I initially thought "wait, what?" and went into the simulacrum, took Nightwatch Napalm off so that I could see the direct hits clearly, and lo and behold, half the hits failed to proc.

    This also explains why my Secura Penta felt weaker than I remember when I used it recently.

     

    DE, please fix

  12. 41 minutes ago, [DE]Rebecca said:

     We’re going to be changing the acquisition method that won’t involve a direct drop rate in a near future Hotfix/Update, and will instead be closer to a token system (complete X Anomaly missions to buy Ephemera from a vendor).
    The Tenebrous Ephemera will be coming back as soon as possible in a better acquisition method

    Ideal!

  13. It looks to be, tile-for-tile, the layout of the first mission in Vor's Prize (the intro quest).

    I did a search for Vor's Prize on YouTube and found a fairly recent video from earlier this year:

    Spoiler

     

    Looking at the minimap, it certainly seems to be a match!

    The question remains though - what on Earth heh is it suddenly doing in Iron Wake?

  14. 25 minutes ago, BansheePrime said:

    The % of your extra element is being dragged out from your default damage types. Not sure if bug or not but that's how it is. AKA 25% toxin and 60% toxin Kuva Ogris will have the same total base damage. 

    Edit: Well I finally remembered to look at my own kuva weapon and that's not the case for it so I got nothin.

    For AoE damage (Ogris/Tonkor/Chakkhurr/Ayanga and I think Seer with its 'Corrosive burst'), the bonus damage is converted instead of added. For direct hit damage, the bonus damage is added.

    Presumably this is a bug.

    I'll quote the post I made in another thread:

    Quote

    For example, my Ogris has a 26% Toxin damage bonus, which should give it 427 Blast + 111 Toxin on the AoE.

    However, currently in-game, the Blast damage drops from 427 to 338.5, and the Toxin is listed at 95.5 (7 of which is from 26% toxin added to the 27 impact/puncture of the rocket impact), 88.5 of which is the AoE. 338.5 + 88.5 = 427, equal to the base Blast damage. This is inconsistent with the rest of the non-AoE damage stats on the other Kuva Weapons, which have the bonus stat added to their base damage.

    I have a feeling this is why the Kuva Ogris is only slightly stronger than its base variant, as a lot of the missing AoE damage (600 on the Ogris (100 of the listed Blast is on the rocket impact) vs 427 Blast (all AoE) on the Kuva Ogris) could be covered by the elemental bonus.

    Reference image of my Ogris stats:

    Spoiler

    gP5gAnt.png

     

     

  15. I've been enjoying the melee rework so far! The stances feel smoother to use (overall, from what I have used) with a lot less jolting around all over the place, and the combo meter -> heavy attack has been pretty fun, though not without combo efficiency.

    I have a few modding-oriented suggestions:

    Heavy Attacks and Combo Efficiency

    Currently, draining all of the combo counter on a heavy attack (without any combo efficiency) is quite detrimental to any build using Blood Rush/Weeping Wounds, and makes heavy attacks pretty slow to build up again.

    I'd suggest making heavy attacks use 50% of the combo counter at base, and have the combo efficiency mods scale off of that (up to the same 90% cap). E.g. with Reflex Coil, the 50% base combo efficiency would become (50% * 1.6) = 80% combo efficiency.

    With this change, combo efficiency would still be worth building for (for more frequent/stronger heavy attacks), while making charge attacks more usable at base efficiency.

    Crit Chance mods and Blood Rush

    With the changes to Blood Rush giving it the same stat modifier as the other critical chance mods, it has become the only choice for the vast majority of crit melee builds, as even at 5x combo (4 stacks), it adds 240% cc, up to 660% at 12x combo (11 stacks). I will add here that I feel this was the right change to make, as Blood Rush was either dependent on having True Steel or a critical chance Riven fitted, or completely broken with it. (Not Maiming Strike levels of broken, but still pretty broken).

    Buffing the standard critical chance mods to 3-4x their current values (less for Rivens) would make them (somewhat) worth slotting, for example:

    • An always active alternative to Blood Rush for infrequent melee use
    • Crit Chance for a low-combo Corrupt Charge heavy attack spam build
    • In addition to Blood Rush as extra critical chance, both at full combo, and after using some combo in Heavy Attacks

    As some suggested stats (at 3-4x the current values):

    • True Steel - 210%
    • Sacrificial Steel - 264% (330% with both mods)
    • True Punishment - 280%, -20% combo count chance (currently 40%, with -10% combo count chance, so it deserves a buff)
    • Amalgam Ripkas True Steel - 264%

    Heavy Attack Damage

    This one is short and quick - the 120% Heavy Attack damage of Killing Blow is base melee damage, which doesn't stack very well with (Primed) Pressure Point. Thus, Killing Blow could do with having a larger increase of around 240% base melee damage, or be its own multiplier of around 1.8x.

  16. Ember

    I've been having fun playing around with the Ember rework in Fissures, Floods and Lich/Thrall missions. It seems good so far, though energy problems are somewhat frequent, even with 160% efficiency, Exothermic, and Arcane Energize.

    For reference, here is my current build:

    Spoiler

    cyYFi93.png

    Overview:

    • Passive - helps boost damage against groups of tougher/higher level enemies, seems good enough
    • Fireball - doesn't really do much in comparison to Inferno. It does add less to the heat meter ramp up, but has to be spammed to build combo to deal good damage.
    • Immolation - the damage reduction is really good, and a very welcome addition to Ember's kit
    • Fireblast - much faster cast animation and the addition of armor strip is brilliant
    • Inferno - solid damage, even in Floods and rank 4/5 Lich missions, visuals and audio are stunning too

    Issues:

    • Fireball lacks damage without combo, and is outclassed by Inferno
    • Energy issues from Immolation's drain + Fireblast

    Suggestions:

    Fireball

    1) Add a heat damage multiplier debuff to Fireball (aka Accelerant), that increases the damage affected enemies take from Heat damage to 2x (affected by strength).

    This would:

    • add a reason to cast her 1 and 4 in combination
    • give Ember a targeted damage amplifier against heavier units
    • re-introduce a reason to use Heat modded weapons with Ember
    • increase the usefulness of Fireball Frenzy

    (Extra note: if the heat damage -> heat proc damage double dips like Damage to Faction mods do, it might need to be a lower multiplier of something like 1.6x)

    2) Increase the blast radius charge up from 2.0 - 2.4m to 2.0 - 3.0m

    Reasoning: For doubled energy cost, the increase in blast radius is fairly small, even with the damage increase from full Immolation.

     

    Immolation/Fireblast

    Between the energy drain of Immolation (after about 6-10s of ramp up), and the need to cast Fireblast to keep said energy drain at bay, Immolation ends up making Ember's kit quite energy intensive to keep up.

    For this, I have two different suggestions:

    1a) Reduce the base cost of Fireblast from 75 to 50, and have the cost scale down based on the heat of Immolation, ranging from 50 at empty to 12.5 at full.

    • This reduces the overall energy consumption of Immolation by reducing the cost to reset the drain ramp-up, and the cast cost of Fireblast in general
    • An alternative here would be reducing the rate at which the drain of Immolation ramps up, maybe even the addition of a delay before the drain starts

    1b) Remove the energy cost of Fireblast entirely, and have it cost 35% (up from 20%) Immolation gauge to cast it (unaffected by efficiency mods).

    • This would turn Fireblast into more of a "byproduct" of casting 1 and 4 with Immolation active, with the energy cost being replaced with a larger drop in damage reduction and Immolation buff strength (charge speed/damage of 1, armor strip of 3)

     

    Overall, the rework has been pretty good!

    The only real issue is the energy consumption of 2 and 3, and Fireball being of limited usefulness, given Inferno.

  17. I've found a Radiation modded secondary to be pretty good at taking out the Coolant Raknoids, and a Corrosive Primary for taking out the Orb's exposed weakspots (as she has Ferrite armor).

    From what I understand of the Heat Guage's mechanics, the Coolant Raknoids cooling the orb doesn't matter too much, as the Heat Guage will continue climbing anyway.

    Each Thermia Canister thrown at the orb appears to permanently increase the overheat rate for that stage.

    Most of the frustration I had with the fight came from waiting for her base overheat rate to get the Guage to the 45% needed for her to spawn Thermia Fractures. Thus, it's a good idea to stash a few spare Thermia Canisters during each phase, which can then be used to jump-start the overheat rate in the next phase, minimizing downtime. Once I started stashing Thermia Canisters, my solo runs became a lot smoother! I typically use the rock at the bottom of the slope on the left after leaving Deck 12, as it's pretty easy to locate quickly.

    It is also possible to carry Thermia Canisters through from the first stage, by bringing them into the tunnel before starting the loading back into the Vallis, which can then be used to speed up the first overheat Guage.

  18. From what I understand of the Physical/Elemental Enhancement Sortie modifer:

    • Enemies gain an additional 100% damage in the form of the listed damage type. The elemental damage type can combine with other base elements (e.g. the Machinist with their corpus flamethrower goes from Heat to Radiation with the +electric modifier).
    • Enemy resistances to Physical or Elemental damage appear to be shifted by a flat 85%. For example, Shields resist radiation by 25% at base. In an elemental enhancement sortie, this is shifted 85%, up to 110%. For things with +75% damage bonus, like Magnetic to Shields/Proto Shields and Radiation to Alloy Armor, this isn't too bad, as it only goes down to 10% resistance, but damage against other units/health types still suffers quite badly.

    (These two combined make Elemental Enhancement sorties some of the worst ones, especially when its corrosive, which does +75% to Ferrite Armor, which our Warframes use)

    Zanuka is completely immune to status procs, so the only options for removing armor are attacks that reduce the armor directly, such as Ash's Seeking Shuriken, Sharpened Claws and Shattering Impact, though Zanuka's base armor is pretty low, so it isn't really necessary here, depending on what weapons you're using (given the right damage types).

    Mesa's Peacemakers can take out Alad and Zanuka pretty quickly when modded for Puncture and Impact, though as mentioned, you'll have to recast it quite often as Zanuka dispels it.

    If you don't have Adaptation, consider fitting Lightning Rod to offset some of the electric damage bonus.

    As NekroArts suggested, a Radiation built Rubico will do well, given its base impact for shields, and radiation for Zanuka's Alloy armor. Vectis built for Impact/Puncture or Impact/Radiation should also do well.

  19. I use Cantic, Dissic and Certus, as Dissic's 12m AoE lobbed cluster grenade is just too good to miss, and I like the Cantic's burst fire.

    Plaga Brace is also a really good option, as the 0.5s recharge delay kicks in and recharges about 80% of a shot before Dissic can even be fired again (with the amp regen focus passive).

    Lega is another solid prism, given that it's basically an Ignis. Really good for catching Kuva too (same with Dissic since they fixed the bug that broke kuva clouds with amps a while back)

  20. It's a multiplier on the Riven's stats, so a Riven with 100% crit chance at 1.00 disposition will have 150% at 1.50 and 50% at 0.50.

    To work out what the value of a riven would be at a different disposition, you can divide by the current disposition to get the 1.00 stat, and then multiply the 1.00 stat by the new value.

    For the Redeemer example, 100 / 1.17 = 85.47 and then 85.47 * 1.00 = 85.47 (this step obviously isn't necessary if the calculated disposition is 1.00)

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