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hit-scan AoE has multishot issue


Damocles
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If you use Mausolon, or Burston incarnon, it has a primary fire that performs a hitscan + area of effect explosion. It might not be a big one but it's there. This explosion damage accounts for a significant portion of the weapon's damage ~25% for Mausolon and 50% of the damage for Burston. However, even if you have hypothetically 500% total multishot, you will see 6 damage numbers per shot composed of 5 hitscan hits and 1 AoE radial attack rather than the expected 10 total damage numbers from 5 hitscan hits and the correct 5 radial attacks.

For projectile weapons with AoE, it appears that each projectile inherits the property of exploding after landing, and thus correctly performs the multishot scaling of AoEs

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That's probably intentional, as weird as it seems. Or at the very least it's a bug that coincides with DE's goal of reducing the power of AoE, and as such will not get fixed (though 80% of bugs never get fixed so the bias hardly matters).

Like when DE "fixed" melee benefitting from set mods on the sentinel - guns still do. All of them. The reason only melee set mods were "fixed" was because DE's goal at the time was to nerf melee as much as possible, in any way conceivably possible - not to fix anything.

At this point in the game you probably should be looking into a chaining type weapon instead of AoE. Not much works on explosions anymore, no headshot multipler (extra 6x on crits), no gun CO, not the new status buffs, not certain Arcanes (Secondary Shiver for example).

It's the typical cycle of Warframe, DE makes something overpowered and then nerfs it a hundred times over until nobody uses it anymore. I guess it keeps player engagement high or something.

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  • 1 month later...
On 2023-09-20 at 4:11 AM, Traumtulpe said:

That's probably intentional, as weird as it seems. Or at the very least it's a bug that coincides with DE's goal of reducing the power of AoE, and as such will not get fixed (though 80% of bugs never get fixed so the bias hardly matters).

Like when DE "fixed" melee benefitting from set mods on the sentinel - guns still do. All of them. The reason only melee set mods were "fixed" was because DE's goal at the time was to nerf melee as much as possible, in any way conceivably possible - not to fix anything.

At this point in the game you probably should be looking into a chaining type weapon instead of AoE. Not much works on explosions anymore, no headshot multipler (extra 6x on crits), no gun CO, not the new status buffs, not certain Arcanes (Secondary Shiver for example).

It's the typical cycle of Warframe, DE makes something overpowered and then nerfs it a hundred times over until nobody uses it anymore. I guess it keeps player engagement high or something.

I dont think it's intentional. When you look at the arsenal stats page, adding multishot increases the damage of the weapon for both the hitscan and the AoE portion. However in the real world testing, you get 2 hitscans but 1 explosion. You may think just like beams, the explosion does extra damage to compensate, but it does not. Meanwhile something like the laetum which is similar but has projectiles that AoE on contact, they would instead explode on each hit as intended.

As a side point, I disagree with the idea of: "Well it's already good enough", "The feature is lame anyways" and "we should look at other things instead". As what's important to you isn't necessarily important to others. This feature should just work and if it shouldn't, I would need citations where DE claims this is the intended behavior rather than opinions on what the meta of the game should look forward to.

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