KamaNightfire Posted October 25, 2013 Posted October 25, 2013 ^ Currently stacking Blind Rage and Focus for now, and considering this only works for the initial explosion damage and not for the 2x multiplier for Molecular Prime, as well as only the initial damage of Anti-Matter Drop and not it's 5x multiplier, I'm wondering if switching Blinding Rage to Overextended would be a better option. This is both for high and low level situations. Any feedback? :o
Kato-san Posted October 25, 2013 Posted October 25, 2013 (edited) Range is all ready high. All you need is stretch. Long range = more slow enemies. Slow enemies = longer time it takes for them to bunch up. Edited October 25, 2013 by MindlessWar
KamaNightfire Posted October 25, 2013 Author Posted October 25, 2013 (edited) why not blind rage and strech? Already have both on, was wondering if having far more range is better than an initial damage increase for the explosion. I honestly wish the Multiplier was affected by these mods, it would make them far more viable to use for a Nova, but they only touch the damage explosions from MP and AMD. At least make the multiplier on AMD increase, why would I care about a 160+ damage explosion on it, when it's main source of damage is the 5x multiplier for setting it up. bleh Edited October 25, 2013 by Hermaphrodite
Ferriwind Posted October 25, 2013 Posted October 25, 2013 (edited) Range affects the explosions as well as the initial cast. And power strength doesn't affect the damage multiplier. This means if there are enough trash mobs, you may be able to make up for the lost damage through more explosions reaching your primary targets, heavies/ancients. (Blind Rage, + Stretch + Overextended) The only thing you lose from this is mod slot/points and the damage from the explosion which you said you didn't really care about as much as the damage multiplier. Another issue is slowing a heavy/ancient during defense and it taking forever to reach the crypod. Who knows? Try it and maybe it will beast the whole map. :) Edited October 25, 2013 by Stygi
KamaNightfire Posted October 25, 2013 Author Posted October 25, 2013 Range affects the explosions as well as the initial cast. And power strength doesn't affect the damage multiplier. This means if there are enough trash mobs, you may be able to make up for the lost damage through more explosions reaching your primary targets, heavies/ancients. (Blind Rage, + Stretch + Overextended) The only thing you lose from this is mod slot/points and the damage from the explosion which you said you didn't really care about as much as the damage multiplier. Another issue is slowing a heavy/ancient during defense and it taking forever to reach the crypod. Who knows? Try it and maybe it will beast the whole map. :) Another thing to ask is there a damage-cap for warframe abilities, I know there's one for cost-reduction, but what about damage?
Ferriwind Posted October 25, 2013 Posted October 25, 2013 Another thing to ask is there a damage-cap for warframe abilities, I know there's one for cost-reduction, but what about damage? There shouldn't be one unless DE coded it in. For example, Anti-matter Drop.
KamaNightfire Posted October 25, 2013 Author Posted October 25, 2013 There shouldn't be one unless DE coded it in. For example, Anti-matter Drop. I ment as far as percentages, reduction is at a 75% cap, but what about damage?
Relkin Posted October 25, 2013 Posted October 25, 2013 (edited) Max Range + Anti-matter drop which gives 4x dmg of input projectiles irregardless of power strength (and like 300 useless dmg on top of this). If you have a good high RoF weapon, since the dmg type is converted you can pump a drop full of lead and then lay that nuke down w/e and laugh as the galaxy burns. EDIT: Too clarify, with max pwr range the AOE is disgusting. Edited October 25, 2013 by Relkin
Inferno_Hamster Posted October 25, 2013 Posted October 25, 2013 high lvl: range low/mid = dmg At higher levels the debuff effect is what you want. Not sure how Armor 2.0 will change this though.
Saravind Posted October 25, 2013 Posted October 25, 2013 (edited) range hands down.... the cc ability of novas prime is too much to ignore also anti matter drop is sick with overextend increase everyones dmg over larger range or just primes dmg..... should be easy answer really Edited October 25, 2013 by Saravind
fatpig84 Posted October 25, 2013 Posted October 25, 2013 If going full range, abuse the hell out of AM Drop. The base damage of 100 is negligible.
Hammie Posted October 25, 2013 Posted October 25, 2013 hmm i just use fleeting expertise and drop Mol. Prime's cost down to 25 :p for that cost i don't have to worry about range or damage :) (although i still use stretch and all the other base mods to improve those areas too) works just fine for T3 stuff, especially survival beyond the 30m+ mark (although those are kinda rare, most people leave at 15 -_- )
KamaNightfire Posted October 25, 2013 Author Posted October 25, 2013 Guess i'll be going with range, thanks! :P
taiiat Posted October 25, 2013 Posted October 25, 2013 (edited) i am legitimately relieved that the votes for Overextended out numbered everything else. Antimatter Drop with a range of ~35m and MPrime with ~48m... mmhm. Overextended actually makes Nova a part of the team, and a useful part, at that. i'd be willing to make a Nova a part of my 'team' anytime if she's got Overextended on. but what about damage? Antimatter Drop can deal millions of damage, so if there is a max, it's pretty damn high. honestly, i expect the maximum damage it can deal to be: 2,147,483,647. good luck testing that though! Edited October 25, 2013 by taiiat
Ferriwind Posted October 25, 2013 Posted October 25, 2013 (edited) I just tested 3 different builds on my Nova. Solo in Invasion against Grineer. with Energy Siphon Aura, with Reactor, no Forma, no Null Star 1)Standard Mods: | +30% damage | +30% range | +70% energy efficiency | -40% duration 2)with Overextended : | -30% damage | +120% range | +70% energy efficiency | -40% duration 3)OverExt. + BlindRage_Rank5: | +26% damage | +120% range | +60% energy efficiency | -60% duration AM Drop was not tested. Short and simple. My personal experience is that build number 3) is the safest one. Easy to clear and you don't have to cast M. Prime as much as with build 1). It's safer then build 1) where I had rank 6 Redirection and max Rush equipped! In all cases, however, Heavies would survive the initial chain explosion but as I went down the line of builds, they would take more damage from the total explosions and be easier to kill. With enough trash mobs around, they die instantly. Let's hope armor 2.0 comes soon ^.^. Core mods: Focus, Streamline, Continuity, Fleeting Expertise_Rank3, Stretch 1) Redirection_rank6, Rush 2) Rush, Overextended 3) Overextended, Blind Rage_rank5, FleetingExpertise_rank5 replacing Rank_3 Edited October 25, 2013 by Stygi
slappy330 Posted October 25, 2013 Posted October 25, 2013 Neither, don't use nova and use something else, like......loki..
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