SortaRandom 15,099 Posted March 6, 2020 Share Posted March 6, 2020 (edited) 18 minutes ago, [DE]Rebecca said: It is covered in the first item on 'Fixes': Fixes: Fixed the following weapons not having the new ‘Status’ calculations. They also have multiple fire iterations and are valid for large Status Chance like Shotguns received at their base to address the new Status logic: Quanta Quanta Vandal Convectrix Phantasma I posted that without CTRL+F'ing Phantasma first; my bad! I'm glad that these weapons received the proper Shotgun calculations, but one major problem: Beam weapons' Status rates have never been increased by Multishot. If you took a beam weapon with 1 Multishot, and the same beam weapon with 99999 Multishot (literally a zillion Hell's Chambers equipped at once or something), then they would behave identically in terms of number of Status Procs per second. To be specific: No matter how much multishot you put on a Beam weapon (such as Phantasma), it will still tick once-- and roll for a proc once-- per listed Fire Rate. Multiple beams touching will only combine into a single, larger number, without increasing the number of procs-- meaning that despite having multiple beams, these weapons have never procced more than any other beam weapon of the same fire rate. (e.g. Phantasma has 5 beams and a fire rate of 12.00. This means that prior to U27.2.0, it could proc up to 12.0 times per second regardless of how many beams hit.) As a result, I think that beam weapons with innate multishot should be exempt from the Shotgun Status nerfs, because they do not proc multiple times like Shotguns do. Keep Phantasma at 37% Status, etc. Edited March 6, 2020 by SortaRandom 14 Link to post Share on other sites
Nickstarship 217 Posted March 6, 2020 Share Posted March 6, 2020 7 minutes ago, Xsoskeleton said: OOF, that was fun having them go beyond 100% sc It still can Link to post Share on other sites
FalxonPSN 26 Posted March 6, 2020 Share Posted March 6, 2020 You mentioned boosting Exalted Prime Blade status percentage, but after this update, my max status went down by over 230%. Is that part of the change or an accidental side effect? I was able to get it to 477% with all the status mods before this update. 6 Link to post Share on other sites
Ordo_Solarus 120 Posted March 6, 2020 Share Posted March 6, 2020 Still no fix to Empyrean Grineer having obscene amounts of HP and armor? Every other Lancer has a max of 250 Cloned Flesh, but a Kosma Lancer has about 2500 of just Flesh, not Cloned Flesh.. Added an extra 0 on accident...? Or weapons not registering mods when boarding a crewship or platform and not having access to those mods for the rest of the mission? 10 Link to post Share on other sites
agentlinder 6 Posted March 6, 2020 Share Posted March 6, 2020 So no Garuda fixes? 1 Link to post Share on other sites
Autumnatopoeia 735 Posted March 6, 2020 Share Posted March 6, 2020 could it be so that operators can't stagger themselves with their own radial amp attacks? 13 Link to post Share on other sites
ValinorAtani 1,189 Posted March 6, 2020 Share Posted March 6, 2020 vor 1 Minute schrieb SortaRandom: I'm glad that these weapons received the proper Shotgun calculations, but one major problem: These weapons' Status rates have never been affected by Multishot. No matter how much multishot you put on a Beam weapon (such as Phantasma), it will still tick once-- and proc once-- per listed Fire Rate. Multiple beams touching will only combine into a single, larger number, without increasing the number of procs-- meaning that despite having multiple beams, these weapons have never procced more than any other beam weapon. As a result, I think that these weapons (Quanta, Quanta Vandal, Convectrix, Phantasma, etc) should be exempt from the Status nerfs. Keep Phantasma at 37% Status, etc. dont expect logic here^^ 6 Link to post Share on other sites
coolev009 31 Posted March 6, 2020 Share Posted March 6, 2020 Nice to have a fix for Titania, but Garuda still doesn't apply slash procs on enemies hit by her fourth ability. Would be nice to get a fix for that as well. 4 Link to post Share on other sites
ShadowExodus 572 Posted March 6, 2020 Share Posted March 6, 2020 15 minutes ago, Afterburner_X said: Hey, with so many things coming back recently (Plague Star, Acolytes and Primed Chamber) can we also get Raids back in the future? It has been over 2 years since their removal. They were listed at the Roadmap of 2019, but no real informations about them yet. It would make me happy if Raids could have a comeback in 2020. Some more challenging content that I could play at a daily basis. Events =/= Game mode Link to post Share on other sites
Interlagos 70 Posted March 6, 2020 Share Posted March 6, 2020 PLEASE fix Corinth alt fire. It does NO DAMAGE and you can't hit targets directly or it won't explode...it's like you can do 50% damage at most but it's usually 10% 😞 12 Link to post Share on other sites
Kajin_Style 347 Posted March 6, 2020 Share Posted March 6, 2020 What do you mean by the radical damage numbers? Is it a buff or a nerf? Link to post Share on other sites
Xsoskeleton 1,141 Posted March 6, 2020 Share Posted March 6, 2020 3 minutes ago, Nickstarship said: It still can Baruuk's drop like half the effectivity tho xd was on 260% sc and now around 130% Link to post Share on other sites
Nikikin 146 Posted March 6, 2020 Share Posted March 6, 2020 Just now, Kajin_Style said: What do you mean by the radical damage numbers? Is it a buff or a nerf? I think its a huge nerf. 4 Link to post Share on other sites
Shad0wReaper133 42 Posted March 6, 2020 Share Posted March 6, 2020 Exalted Blade got taken out back and put down like Old Yeller. No fun allowed I guess. 10 Link to post Share on other sites
FlatDevice 74 Posted March 6, 2020 Share Posted March 6, 2020 3 minutes ago, Autumnatopoeia said: could it be so that operators can't stagger themselves with their own radial amp attacks? Yes please. Operator stagger is BAD, kills the game for me. 11 Link to post Share on other sites
Steel_Sentry 206 Posted March 6, 2020 Share Posted March 6, 2020 Please, fix the staticors firing animations!!! This has been a problem for over a year now. The shedu and staticor also have broken animations when using atmospheric archwing. 1 Link to post Share on other sites
Sludgetron 22 Posted March 6, 2020 Share Posted March 6, 2020 A good list of fixes and tweaks. Thanks to everyone on the Dev team! 😄 Link to post Share on other sites
Sylonus 574 Posted March 6, 2020 Share Posted March 6, 2020 (edited) 3 minutes ago, Kajin_Style said: What do you mean by the radical damage numbers? Is it a buff or a nerf? It's reducing by some amount the giant nerf all those weapons just received. Not nearly enough though. Edited March 6, 2020 by Sylonus 7 Link to post Share on other sites
DarkOvion 1,960 Posted March 6, 2020 Share Posted March 6, 2020 Hawk Eye is still not an Exilus mod. 10 Link to post Share on other sites
Kajin_Style 347 Posted March 6, 2020 Share Posted March 6, 2020 1 minute ago, Shad0wReaper133 said: Exalted Blade got taken out back and put down like Old Yeller. No fun allowed I guess. what you mean? It looks like it got a buff Link to post Share on other sites
Tiltskillet 2,544 Posted March 6, 2020 Share Posted March 6, 2020 (edited) Just now, [DE]Rebecca said: Secondary: Kuva Seer: 30% Cyanex: 20% Angstrum: 40% Prisma Angstrum: 40% Kulstar: 40% Stug: 30% Akarius: 70% Staticor: 30% / Alt Fire 90% Castanas: 40% Sancti Castanas: 40% Talons: 50% Pox: 50% That's cool and all, but I am sensing a distinct lack of Sonicor on this list. Results reported to be: 'Very unsatisfying'. edit: Actually it says fall-off 0% now in game, so alrighty then. Edited March 6, 2020 by Tiltskillet 1 Link to post Share on other sites
hazZzard 17 Posted March 6, 2020 Share Posted March 6, 2020 Thanks for the super-fast modification. Next topic- the self CC 😉 1 Link to post Share on other sites
Drachnyn 7,521 Posted March 6, 2020 Share Posted March 6, 2020 vor 9 Minuten schrieb [DE]Rebecca: Staticor: 30% / Alt Fire 90% So alt fire is still absolutely useless. The only point of it was to have good AoE, uncharged shots are better than it otherwise. Ogris, Lenz and Bramma: What's the point of even having it as an AoE weapon if they do no damage apart from direct hits. Remove the damage fall off entirely, Guns already had trouble keeping up with both melee damage output and AoE. Bramma was one of the few guns that could compete, now it's just mediocre like 99% of all guns. It was not broken as we saw with revenants running around with it (strong sure, but that's what i bloody expect from a kuva weapon). Again: 90% damage falloff means there is only 17% of the AoE volume that gives more than half the damage. The changes made most self damage weapons even less worth it than they already were with self damage still existing and that's saying something. Even worse it also nerfed a load of non self damage weapons that were in no way oppresive and are now just turbo trash like staticor. Let those weapons feel good, they are outclassed by warframe abilities anyway. 21 Link to post Share on other sites
trongod 43 Posted March 6, 2020 Share Posted March 6, 2020 And here we are. Still not fixed. This makes Railjack missions non-enjoyable, to the point where I just don't want to play it. Both the forward artillery and turrets are so bugged. 8 Link to post Share on other sites
Teliko_Freedman 570 Posted March 6, 2020 Share Posted March 6, 2020 (edited) Can we remove Corinth's Dud grenades since we don't suffer from self damage any more? also please buff Stunning Speed mod's status chance too. I'm also annoyed Titania's Razorwing automatically moves forward always if you press Sprint, making it harder to dash to the sides or reverse. Edited March 6, 2020 by Teliko_Freedman Autocorrect did the opposite of its job. 8 Link to post Share on other sites
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