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Naramon's Power Spike is currently in overlap with Zenurik's Inner Might, and is now useless.


Yasha-7HS
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Power Spike: Combo counter now decays instead of depleting completely. 

Inner Might: Increases combo count efficiency

"How are these two related at all?" 

You can just heavy attack or slam just before your combo counter depletes, which immediately refreshes its duration and only lowers it by a few tiers. That last part is what makes Power Spike completely useless; on top of now being able to extend your combo count with Inner Might, it also makes your heavy attacks and heavy slams not use their entire combo count, which means you can use it more than once. Power Spike only increases the duration, in effect, so when you use a heavy attack or heavy slam it disappears entirely. 

There is currently no reason to not use Zenurik for just about anything, as it's currently the best option for anything that isn't Eidolon hunts or endurance defense, which endurance doesn't matter to DE anyway. The only redeeming quality Naramon has at all is being able to increase the affinity you get from melee. It's critical bonus is useless, it's discount irradiating disarm isn't worth the time or frustration wasted switching to operator when in most games you're not hosting, or in place of doing damage in general, and its ability to do finishers and increase finisher damage means completely nothing in the content you expect use to play, as finishers will kill just about anything at any level from 120 down. 

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Given that heavy attacks are more expensive the higher your combo counter:

  • Power Spike is for sustaining max combo counter with BR. It replaces combo duration mods. You won't be using heavy attacks.
  • Inner Might allows for more frequent heavy attacks. You won't be using BR. You may or may not use combo duration mods.

Sustained combo multiplier and heavy attacks seem to be intended as alternative pathways.

[Edit]

Go read some of the other melee threads. People who have BR builds are saying that heavy attacks result in lower sustained DPS. Using heavy attacks while trying to sustain your multiplier for BR is sub-optimal.

Those people aren't going to choose Zen for Inner Might. They might choose Zen for energy (or Vazarin for healing, or whatever) and use combo sustain mods, or they might choose Naramon for sustain to fit in another mod.

Edited by schilds
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11 hours ago, schilds said:

Given that heavy attacks are more expensive the higher your combo counter:

  • Power Spike is for sustaining max combo counter with BR. It replaces combo duration mods. You won't be using heavy attacks.
  • Inner Might allows for more frequent heavy attacks. You won't be using BR. You may or may not use combo duration mods.

Sustained combo multiplier and heavy attacks seem to be intended as alternative pathways.

[Edit]

Go read some of the other melee threads. People who have BR builds are saying that heavy attacks result in lower sustained DPS. Using heavy attacks while trying to sustain your multiplier for BR is sub-optimal.

Those people aren't going to choose Zen for Inner Might. They might choose Zen for energy (or Vazarin for healing, or whatever) and use combo sustain mods, or they might choose Naramon for sustain to fit in another mod.

However, this is entirely beside the fact that you don't need to use the heavy attack aggressively, you can still be completely quick attack focused and just use heavy attacks to make sure the combo doesn't deplete entirely which is the entire point of Power Spike. 

My point is that between enemies in something like an interception, mobile defense, or excavation, you can still use Zenurik to slow decay to a crawl. Hence, there's no reason not to use Zenurik to do what people used Power Spike for on top of gaining energy at a far faster rate, where as Naramon has little to nothing to offer besides Power Spike, especially if we're arguing DPS and KPS as finishers are slow. 

 

TL;DR It's essentially a weaker power spike that also has another effect for people who want to use heavy attacks as well. It's like how Drifting Contact completely overtakes Body Count for just about every build. Yes, Body Count has the higher value, but Drifting Contact is almost half the cost, and increases status chance on top of increasing combo duration. 

Edited by ShichiseitenYasha
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22 minutes ago, tekmansam said:

Zenurik's Inner Might literally does nothing as far as my testing has shown.

Assuming no other combo efficiency mods, instead of losing your whole combo counter you only lose half (note, focus abilities in the simulacrum are buggy, sometimes they work and sometimes they don't).

 

30 minutes ago, ShichiseitenYasha said:

However, this is entirely beside the fact that you don't need to use the heavy attack aggressively, you can still be completely quick attack focused and just use heavy attacks to make sure the combo doesn't deplete entirely which is the entire point of Power Spike. 

I'm a little confused as to how you think this works. Heavy attacks don't prevent your combo counter from depleting. Heavy attacks deplete your combo counter. Without any combo efficiency, you lose your entire stack. With Inner Might you lose half your stack. If you're trying to sustain max stack for BR, then even half your stack is a huge loss (we're talking dropping an entire crit level here).

 

The way things are currently set up, you're either sustaining your multiplier at the highest level for Blood Rush without using heavy attacks, or you're using regular heavy attacks without letting your stack grow too much and not using BR.  

Edited by schilds
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2 minutes ago, schilds said:

I'm a little confused as to how you think this works. Heavy attacks don't prevent your combo counter from depleting. Heavy attacks deplete your combo counter. Without any combo efficiency, you lose your entire stack. With Inner Might you lose half your stack. If you're trying to sustain your multiplier for BR, then even half your stack is a huge loss (we're talking dropping a crit level here).

And that's still more than a full depletion of the combo count. I guess I can't explain to you how it can be valuable to not lose the entire thing, yet also have a better school for regenerating energy. I understand you drop a crit level, but it's still not dropping the entire combo count. 

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  • 3 weeks later...

XandyPants made a video exemplifying what I've been trying to tell people. You get the best of both worlds, having the ability to use heavy attacks and the lift mechanic for an instant amount of bonus damage as well as still having quick attacks at the ready at a high multiplier. 

 

On top of also being the best focus school for gaining energy, now it allows you to use melee the way DE intended you to, weaving in heavy attacks for bigger enemies or crowds, and then using quick attacks to build it up again. Zenurik is simply too good for anything that isn't Eidolon hunts, and still has its merits there. It goes with everything, on any Warframe, for any mission type, because energy is the main focus of the game and, for some reason, also has buffs to melee that should be in Naramon tree that can do the same thing that Power Spike is offering, and multiple ways to use it. You could use Inner Might for a build that utilizes both quick attacks and heavy attacks, or you could just use inner might to make sure you don't drop your entire 11 tiers of combo. While it's still a larger deficit than just 5 hits every x seconds, it's not complete depletion. 

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