Jump to content
Temporary sub-forum for Update 30: Call of the Tempestarii ×

Hildryn can't Eidolon (with a 94K Balefire Charger)


Recommended Posts

Just now, minininja77 said:

i dropped all 3 last night no issues with the redeemer, stropha sucks though

How can you compare the effectiveness of snipers vs. gunblades with your 3 total tri caps?

  • Like 1
Link to post
Share on other sites
18 minutes ago, Berzerkules said:

How can you compare the effectiveness of snipers vs. gunblades with your 3 total tri caps?

solo, gunblade may be a touch slower but in a grp if you pull off and build up a quick 12x multi you one shot each part, even solo though with corrupt charge 2-3 hits per part

Link to post
Share on other sites
3 hours ago, minininja77 said:

People still use sniper rifles for eidolon fights? Thats a rookie weapon, gun blade can bring on down in a before you can pull the trigger on a snipper riffle (no riven needed)

They did 2 years ago when the thread was created.

Link to post
Share on other sites
On 2021-02-19 at 10:31 AM, p_silveira said:

Eidolons have some kind of strange damage reduction (apart from Armor), in which the higher the damage from the weapon, the higher the damage resistance they get agains it.

DE has long since given up on balancing players damage output, instead relevant enemies damage intake has diminishing returns. Since this is DE we are talking about however, it is very poorly implemented with different versions across multiple enemies. If you shoot faster, your bullets do less damage. Same if you have more multishot.

Generally speaking, crit is excempt from the calculation. This is why redcrits are good (and why melee weapons are; getting redcrits easily). A lot of things die to one 12x combo heavy attack from a Redeemer Prime, despite having a special damage reduction intended to prevent just that.

Some enemies also have damage reduction relative to their speed: Slowing them by 90% conveys 90% multiplicative damage reduction. A somewhat recent addition is a damage reduction specifically against critical slash procs, making the enemy effectively immune, since DE is utterly incapable of balancing status effects.

TL;DR, Balancing in this game is busted beyond the point of no return. Get used to it.

Link to post
Share on other sites
On 2019-04-29 at 12:38 PM, nslay said:

Silly you! DE only wants you using snipers for this fight! No other guns allowed! I had a 12K radiation Hek with the special mod and all. I shot the Teralyst point blank in the knee... Was like 92 damage per pellet. Isn't that wonderful!? You get to use a sniper with Hildryn! Yay!

Oh and it's more than just AoE weapons. Before having the MR to wield a Rubico Prime (or even an understanding of why!), I tried a lot of high base stat damage weapons. None of them worked very well! I am convinced DE only wants you using snipers for this fight.

Just like EVERY OTHER SHOOTER GAME MADE, sniper rifles (most) are the most powerful single shot weapons that can be modded heavily with radiation, multishot, insanely high crit dmg and crit chance. The crit multiplier for that single shot is what makes it meta. Most other weapons are just fine and can do the job but, if OPTIMAL EFFICIENCY is the goal then snipers like the rubico prime, lanka and vectis prime are the answer. 

 

Link to post
Share on other sites
5 hours ago, Traumtulpe said:

DE has long since given up on balancing players damage output

Couldn't agree more. Tbh I really wish for DE to severely nerf the entire modding system, because the players have so much damage amplification and multiplication makes the game "balance" become simply ridiculous. 

Doubt they will do it though, a big part of the community likes being able to go full Dinasty Warriors and will scream their lungs out if DE would take such an approach to fix the ridiculous state that the player damage is right now.

Edited for missing words.

Edited by p_silveira
Link to post
Share on other sites

Probably cause Balefire's projectiles only have the explosion component, not direct hits (projectile physically hitting a target- 0% damage, explosion - 100% damage). 

Not that AoE weapons were good against Eidolons to begin with... 

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...