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Lasting Sting cost & drain.


Turboameeba
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This mod costs 10k endo to max it up, and 16 capacity.. Meanwhile we have other status duration mods that cost only 930 endo, and 7 drain.. Perhaps its time to make this mod into modern era? It is not in any shape or form that powerful mod either, to justify that. It has the same drain as Primed mods!

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Edited by Turboameeba
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2 hours ago, Turboameeba said:

This mod costs 10k endo to max it up, and 16 capacity.. Meanwhile we have other status duration mods that cost only 930 endo, and 7 drain.

What other status mods you speak about? Name name please.

There is shotgun variant https://warframe.fandom.com/wiki/Lingering_Torment

Pistol one https://warframe.fandom.com/wiki/Perpetual_Agony

And rifle one, https://warframe.fandom.com/wiki/Continuous_Misery and only this one fits your narrative.

However, if you notice one thing:

Lasting Sting (melee) bonus distribution is as follows:

Rank Effect Cost
0 +10% 6
1 +20% 7
2 +30% 8
3 +40% 9
4 +50% 10
5 +60% 11
6 +70% 12
7 +80% 13
8 +90% 14
9 +100% 15
10 +110% 16

Shotgun:

Rank Effect Cost
0 +15% 6
1 +30% 7
2 +45% 8
3 +60% 9
4 +75% 10
5 +90% 11

Pistol:

Rank Effect Cost
0 +15% 6
1 +30% 7
2 +45% 8
3 +60% 9
4 +75% 10
5 +90% 11

And finally Rifle:

Rank Effect Cost
0 +25% 4
1 +50% 5
2 +75% 6
3 +100% 7

Have in mind the melee has stances that have certain forced proc (notably slash) that are really powerful and very different mechanics of applyying status in general compared to other weapons. It is not possible (and no need) for mods for weapon classes to be carbon copy of each other. You are comparing apples to oranges, I am afraid.

PS: And endo is not a factor for a player who wants a primer.

Edited by Zakkhar
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il y a 2 minutes, Zakkhar a dit :

What other status mods you speak about? Nname name please.

There is shotgun variant https://warframe.fandom.com/wiki/Lingering_Torment

Pistol one https://warframe.fandom.com/wiki/Perpetual_Agony

And rifle one, https://warframe.fandom.com/wiki/Continuous_Misery and only this one fits your narrative.

However, if you notice one thing:

Lasting Sting bonus distribution is as follows:

Rank Effect Cost
0 +10% 6
1 +20% 7
2 +30% 8
3 +40% 9
4 +50% 10
5 +60% 11
6 +70% 12
7 +80% 13
8 +90% 14
9 +100% 15
10 +110% 16

Shotgun:

Rank Effect Cost
0 +15% 6
1 +30% 7
2 +45% 8
3 +60% 9
4 +75% 10
5 +90% 11

Pistol:

Rank Effect Cost
0 +15% 6
1 +30% 7
2 +45% 8
3 +60% 9
4 +75% 10
5 +90% 11

Annd finally Rifle:

Rank Effect Cost
0 +25% 4
1 +50% 5
2 +75% 6
3 +100% 7

Have in mind the melee has stances that have certain forced proc (notably slash) that are really powerful and it is not possible (and no need) for mods for weapon classes to be carbon copy of each other.

 

If you notice one thing, Lasting Sting and Continuous Misery are the only ones that hadn't been updated since their introduction. Lingering Torment and Perpetual Agony used to cap at 30%, which was ridiculous and was later changed to 90% in early 2023.

While this is fine and dandy to beat around the bush, I think it's time to face the elephant in the room. The only time Lasting Sting ever has any sort of value is on dedicated builds with Gas procs in mind where you make them last about 12 seconds rather than their usual 6 and have them on Gas daggers using Amalgam Argonak Metal Auger, removing base armor with them. Any other time you'd slot this mod, a simple or primed bane would've been just better, yet even the latter don't go to the full 16 capacity. A common mod like this with not so huge stats has no business being any more expensive than your average standard pressure point at 9 capacity.

Sure melee do have some forced procs on their stances, but not every melee type do get slash, and the whole thing is overall inconsistent across the weapon slot : some swords have forced slashes, heavy swords don't, two handed nikanas only have that on their heavy attack. Still, does this make a difference regarding high slash builds that people already run? No, because you're already not hitting your target for 6 whole seconds unless it's a sort of boss, regardless of what weapon you're using, not just melee, but weapon in general.

In short, what OP's trying to get at is that there is a need to update the cost in capacity because we're not playing late 2014 Warframe anymore.

il y a 20 minutes, Zakkhar a dit :

You are comparing apples to oranges, I am afraid

Not really.

Checked throughout the entire list of common mods myself. Common weapon mods (bronze/copper/whatever you name this color) do not exceed 11 capacity aside from this one, with most of them standing at 5, 7 and 9 capacity in precept, zenurik, naramon and madurai polarities. Only mods increasing shields and armor go as far as 14 in vazarin polarity and health going up to 12.

But you chose a sassy comment to justify your falacy when OP was making a valid point. Why?

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4 hours ago, Fred_Avant_2019 said:

But you chose a sassy comment to justify your falacy when OP was making a valid point. Why?

YOU (your post) is making a valid point.

All OP is doing is complaining.

Edited by Zakkhar
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