Rhinobane Posted October 23, 2013 Share Posted October 23, 2013 What I'm wondering is will this work with allies as well. I.E If a Frost uses Avalanche and a Saryn uses Miasma, will enemies (who aren't obliterated by then) take the viral damage? Or is this combining just between one person and his/her arsenal? Link to comment Share on other sites More sharing options...
pariahlord Posted October 23, 2013 Share Posted October 23, 2013 so DE trying to fix whats not broken... nice.....the problem was with armor, not elementals Link to comment Share on other sites More sharing options...
pariahlord Posted October 23, 2013 Share Posted October 23, 2013 Sounds cool. So, can we expect Armor 2.0 sometime this year? December 2014 Link to comment Share on other sites More sharing options...
Archistopheles Posted October 23, 2013 Author Share Posted October 23, 2013 Are you able to share the spreadsheet? I can't on this computer, but I was told it was posted to reddit's warframe section. Link to comment Share on other sites More sharing options...
Relkin Posted October 23, 2013 Share Posted October 23, 2013 so DE trying to fix whats not broken... nice..... the problem was with armor, not elementals Agree to disagree? Resists were messed up as well as armor and the system was pretty lame imo the new one looks interesting bc it'll be more than just MOAR DAKKA Link to comment Share on other sites More sharing options...
Archistopheles Posted October 23, 2013 Author Share Posted October 23, 2013 so DE trying to fix whats not broken... nice..... the problem was with armor, not elementals Watch the latest livestream. The problem can't simply be fixed by lowering the armor curve. Link to comment Share on other sites More sharing options...
Umadbro128 Posted October 23, 2013 Share Posted October 23, 2013 I love the idea. It will add more diversity in Warframes too and call for more load-outs for specific missions Link to comment Share on other sites More sharing options...
pariahlord Posted October 23, 2013 Share Posted October 23, 2013 Watch the latest livestream. The problem can't simply be fixed by lowering the armor curve. well if they say it can't be done that MUST mean it can't be done right? *heavy sarcasm* Link to comment Share on other sites More sharing options...
Fretless Posted October 23, 2013 Share Posted October 23, 2013 Lower the armor curve, clamp the maximum value to something reasonable, and increase the hit point curve slightly. I do see a fundamental problem with armor-ignoring weapons, but I think DE could strike a decent balance between them and other weapons if they wanted to. Link to comment Share on other sites More sharing options...
pariahlord Posted October 23, 2013 Share Posted October 23, 2013 Lower the armor curve, clamp the maximum value to something reasonable, and increase the hit point curve slightly. I do see a fundamental problem with armor-ignoring weapons, but I think DE could strike a decent balance between them and other weapons if they wanted to. exactly Link to comment Share on other sites More sharing options...
Kinperor Posted October 23, 2013 Share Posted October 23, 2013 That would make the current system dull. Whenever you're done adding damage, you thoughtlessly add more damage with more elements, stacked together. With the combine system, you at least can make your weapon do more stuff than "more damage" or "even more damage". Link to comment Share on other sites More sharing options...
Kolos1001 Posted October 24, 2013 Share Posted October 24, 2013 What happens when you put a cold mod on an ignis? Will all the shots be blast damage? Also if two people shoot the same target with different elementals will both primary effects still be seen or will they turn into the combo effects? Link to comment Share on other sites More sharing options...
Archistopheles Posted October 24, 2013 Author Share Posted October 24, 2013 What happens when you put a cold mod on an ignis? Will all the shots be blast damage? Also if two people shoot the same target with different elementals will both primary effects still be seen or will they turn into the combo effects? As stated a few times in the thread, we aren't sure of the details yet. Link to comment Share on other sites More sharing options...
LukeAura Posted October 24, 2013 Share Posted October 24, 2013 It would be cool to see some of the combination effects show up in Warframe powers now. I could see Loki fitting very nicely with the radiation-confusion effect. Link to comment Share on other sites More sharing options...
Amistyrja Posted October 28, 2013 Share Posted October 28, 2013 So elements are going to be luck-based with chance to proc huh. Oh well. Link to comment Share on other sites More sharing options...
Sebastianx Posted October 28, 2013 Share Posted October 28, 2013 Any idea when will armor 2.0 be released ? They did say it will be shortly after the U10 launch ... well that didn't happen. I'm guessing now it's update 11 ? Link to comment Share on other sites More sharing options...
SwarmThatWalks Posted November 4, 2013 Share Posted November 4, 2013 So I'm wondering what is planned if I put WIldfire, Cryo Rounds, and Stormbringer on the same weapon? Would I get all six different damage types at once? Link to comment Share on other sites More sharing options...
Relkin Posted November 4, 2013 Share Posted November 4, 2013 What happens when you put a cold mod on an ignis? Will all the shots be blast damage? Also if two people shoot the same target with different elementals will both primary effects still be seen or will they turn into the combo effects? As stated a few times in the thread, we aren't sure of the details yet. Gentleman, I present to you - the explosion thrower. (make it happen DE) Link to comment Share on other sites More sharing options...
SolidSp33d Posted November 4, 2013 Share Posted November 4, 2013 What I think...? POKéMON is what I think! Confused! They'll hit themselves in their faces! Badly poisoned! DoT! Burned! DoT! Stunned/Paralyzed! Unable to move! Poke'frame It's confirmed. Link to comment Share on other sites More sharing options...
Etsoree Posted November 4, 2013 Share Posted November 4, 2013 If it hasn't already been leaked, the Design Council has been given a glimpse at the work Steve is doing for Armor 2.0. At first glance it is simply a spreadsheet with numbers that is a little overwhelming. This thread is designed to open up discussion to "normies" (non-founders, it's not too late, buy now! Beat the Rush!) as well as simplify what Steve and DE are trying to do with this new armor system. Note: I will not be listing everything perfectly accurate, so feel free to correct me or add info I did not Lets start off with Basic Damage. It would appear that guns and melee will be split into three types of basic damage: Impact Puncture Slash Enemies are also being split into categories based on their composition: Shield Armor Flesh Infested Robotic Elements are staying the same: Heat Cold Electricity Toxic Ap appears to be now a "bonus" instead of an element. (Need help deciphering) The fun part starts with the new "Combined Elements" system which, to quote the document: "1st tier elements combine, no more freezing fire, combinations evaluated in heat, cold, electricity, toxin order" The word "proc" as in, "A chance to occur during use" a la MMORPG weapons is also used, meaning these new "Combined Elements" now come with fun effects and advantages!!! Combined Element List Blast (Heat + Cold) Radiation (Heat + Electricity) Gas ( Heat + Toxic) Magnetic (Cold + Electricity) Viral (Cold + Toxic) Corrosive ( Electric + Toxic) How cool is that? Plus, each damage type has a secondary effect!!! (Again, chances, or "procs") Blunt - Knockback Puncture - Target deals less damage Slash - Bleed DoT Heat - Fire DoT Cold - Slow (duh) Electricity - Chain lightning Toxic - Poison DoT Blast - Stun AoE Radiation - Confused Gas - Poison AoE Magnetic - Reduces Shield Max Viral - Reduces Health Max Corrosive - Reduces Armor value You can all probably guess what type of damage does more/less to each type of enemy: Impact +d to shields & robots Puncture +d to armor & robots Slash +d to flesh & infested Heat ++d to flesh, +d to infested Cold +d to shields etc etc, some have weakenesses, other elements do not. What do you guys think? Now where did you find all that about the mods? I looked all over and can't find a scrap of anything. Link to comment Share on other sites More sharing options...
R3dwood Posted November 4, 2013 Share Posted November 4, 2013 Now where did you find all that about the mods? I looked all over and can't find a scrap of anything. The thread is titled Quick Damage. It's literally right on the spreadsheet. Link to comment Share on other sites More sharing options...
Paradox52525 Posted November 4, 2013 Share Posted November 4, 2013 I know a lot of the specific details aren't really known yet, but it really seems to me like this will just make things much more complicated and much harder to balance. Are enemies going to have different vulnerabilities to the different combined damage types, or will the combined damage types act as a superset of the two combined elements? IE, if I have Blast damage, does it count as dealing both Fire and Cold damage, or is "Blast" truly a unique element and enemies will have a separate "Blast" resistance? If it's the later, that's a lot of damage types and resistances for players to keep track of... Are elemental mods going to stop adding damage and just convert your existing damage to that elemental type? If not, how do you deal with the fact that different elements add different amounts of additional damage for each weapon type (IE, Rifle Fire mods being better than Rifle Cold mods)? If these mods *are* doing damage conversion, will it be 100%? IE, my gun stops doing "Impact" and does exclusively "Blast" instead? If I want a slow on my weapon, I have to equip *only* a cold mod, and no other elemental types, sacrificing damage? (unless extra damage is removed from elemental mods)? Are all elemental effects becoming procs only? Is elemental damage proc-only also? If so, will a procs-per-minute system or some time of damage/effect scaling going to be used to balance weapons with different fire rates? If damage is being left on elemental mods, won't people just pick the highest damage combo? Especially if elemental effects will only be procs? Some of the elemental procs are AoE and some sound like they will be single target. How will this be balanced? IE, are we going to end up with "Gas damage is the best for defense and survival"? Some of the elemental procs do additional damage (DoTs or AoE effects). How will these be balanced against the effects that do not do extra damage? (IE knockback/confusion)? Damage is king, and players will min/max to do the highest possible damage. Why would a player pick every pick "confusion" over "poison AoE"? Are we going to be limited to a maximum of two elemental type mods per weapon? If not, can we have an alternate way to determine how our elements combine? As I understand it, if I just throw all four elemental types on the same gun, I'd end up with Blast and Corrosive due to the static combination order. Is there going to be a major mod/weapon UI update as part of this? The new system will introduce a lot of confusing new mechanics. Without reading the forums, how are players going to understand how elements combine, what order they combine in, or what enemy types/vulnerabilities are? We don't exactly have that today either, but at least today we only have three to memorize. There will be four times the number of elemental damage types in the new system... Link to comment Share on other sites More sharing options...
quietcanary Posted November 4, 2013 Share Posted November 4, 2013 I hope viral gets changed/translates as percent health damage. Another thing i hope for is there's incentive for pure tier 1 elemental builds like maybe the elements stack multiplicativly rather than additively (obvious spelling mistakes are obvious Ik >.>) Link to comment Share on other sites More sharing options...
CubedOobleck Posted November 4, 2013 Share Posted November 4, 2013 (edited) I hope viral gets changed/translates as percent health damage. Another thing i hope for is there's incentive for pure tier 1 elemental builds like maybe the elements stack multiplicativly rather than additively (obvious spelling mistakes are obvious Ik >.>) That would scale too well compared to all the other damage types, wouldn't it? Although I don't see how 'reduces health max' makes any sense either... What does it matter if the enemy's max health is lowered when you can just reduce his real health? It's not like enemies heal back if they stop taking damage, well I guess there's the ancient healer but 100 health every so often is hardly noticeable. I guess, we can only wait and see for our selves when these changes are finally released. Edited November 4, 2013 by CubedOobleck Link to comment Share on other sites More sharing options...
FillyRarity Posted November 4, 2013 Share Posted November 4, 2013 So on my boltor I have fire and freeze mods. Will armour 2.0 make it so that only the fire will be added to my shot, and it will only add the freeze on a proc? Link to comment Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now