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Nova - Ability Rework [ Edit : Mistranslation occurred.. :'( ]


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Spoiler
                           
  ※ Nova - Ability Rework  
         
    * I live in a non-English speaking country, so please understand if the writing is a bit awkward.    
    u0g1LsO.jpeg    
    I've been playing Nova for a long time.    
    Although highly weapon-dependent and limited in combat capabilities, i'm fascinated by Nova's abilities, which adapt to most missions depending on your build.    
    However, several problems have arisen due to repeated updates, and we would like to submit ideas to solve them.    
         
         
  ※ Problems by Ability  
             
    1. Null Star    
    [1] There are many conditions required to accumulate and maintain 90% Damage Reduction.    
      * 6 particles are generated per 100% of the Ability Duration.    
      * Each particle has a 5% health Damage Reduction effect.    
      * Damage Reduction accumulates up to 90%, which requires an Ability Duration of 300%.    
      * The ability cannot be cast again until all particles are consumed.    
      * Augment Mod is required to recover consumed particles.    
    [2] Null Star's particle consumption method is not fair.    
      * When the ability range is low, Null Star particles are excessively preserved.    
      * For example, with a 75% slowdown build, particles will be preserved if there are no enemies within 4.08m.    
      * If the ability range is high, Null Star particles are consumed excessively.    
      * For example, with a -60% acceleration build, particles will be consumed if there is an enemy within 14.88m.    
    [3] Null Star's damage reduction does not apply to shields.    
      * Nova's abilities are believed to have the common characteristic of having no effect on shields.    
      * However, it is questionable whether antimatter orbiting the outside of the shield only reduces health damage.    
         
    2. Antimatter Drop    
    [1] The control method needs to be improved.    
      * There are a number of issues with the way Antimatter Drop moves along the line of sight.    
      * The projectile speed of Antimatter Drop is inadequate for targeting long distances.    
         
    3. Wormhole    
    [1] The environments in which this ability can be used are limited, and the energy cost is high compared to its effect.    
      * Useful in the open field, but not used often due to Archwing.    
      * Use is limited in complex terrain.    
      * The energy cost is too high compared to its effectiveness for repeated use.    
         
    4. Molecular Prime    
    [1] Molecular Prime's Wave Speed is too slow to coexist with other Warframes' powerful abilities.    
      * In multiplayer, battles often end before Molecular Prime's Wave reaches the enemy.    
    [2] Molecular Prime's damage amplification effect does not apply to shields.    
      * Nova's abilities are believed to have the common characteristic of having no effect on shields.    
         
         
  ※ Before getting into the main text  
         
    1. Excluding the above problems, Nova is a well-balanced warframe.    
         
    2. Except for Null Star, the remaining abilities are close to improvement.    
         
    3. Augment Mod is a kind of idea proposal.    
         
    4. The contents may be updated, and the date of revision will be noted when updated.    
         
    5. The detailed values listed in the description are for reference only, and the standards are as follows.    
    [1] Ability duration 100% = Default    
    [2] Ability Duration 254% = Narrow Minded + Primed Continuity    
    [3] Ability duration 300% = Damage reduction 90%    
         
         
  ※ Null Star - Rework  
         
    1. Adjust the minimum damage reduction to 50%.    
   
Particle
Damage Reduction Ability Duration
Note
   
    Original Rework A.D 100% / 6particle    
    0p 0% 0% 0%      
    1p 5% 50% 17% Minimum D.R (Rework)    
    2p 10% 55% 34%
 
   
    3p 15% 60% 50%    
    4p 20% 65% 67%    
    5p 25% 70% 84%    
    6p 30% 75% 100%    
    7p 35% 80% 117%    
    8p 40% 85% 134%    
    9p 45% 90% 150% Maximum D.R (Rework)    
    10p 50% 90%+1p 167%
 
   
    11p 55% 90%+2p 184%    
    12p 60% 90%+3p 200%    
    13p 65% 90%+4p 217%    
    14p 70% 90%+5p 234%    
    15p 75% 90%+6p 250%    
    16p 80% 90%+7p 267%    
    17p 85% 90%+8p 284%    
    18p 90% 90%+9p 300% Maximum D.R (Original)    
    [1] Even when the number of Null Star particles is low, survival can be prevented from becoming extremely dangerous.    
    [2] Reduces dependency on ability duration and augment mod.    
    [3] As a result, you can try a wider variety of builds.    
         
    2. The Null Star effect behaves in a similar way to Revenant's Mesmer Skin.    
   
Ability Duration
Rework
Note
   
    100% 254% 300%    
    Particle 6p 15p 18p      
    Explosion Damage 150(Blast) A.P 100%    
    Explosion Radius 6m A.R 100%    
    Particle Duration ∞(at least 12s / 30s / 36s)
Fixed Value
   
    Effect Interval 2s(Attack Block)    
    Effect Duration 2s(Damage Reduction)    
    Passive Damage 250(Blast)
Fixed Value(Nova Only)
   
    Passive Radius 6m(Knock Down)    
    [1] Null Star's particles no longer automatically attack enemies.    
    [2] When attacked by an enemy, Null Star particles explode and block damage once.    
      * Null Star's particle consumption, which varied depending on Ability Range, has been standardized.    
      * Null Star's particle consumption speed is faster than before, but the minimum damage reduction has been adjusted to 50%, making it more stable in the short term.    
      * Dependence on Augment Mod has been reduced, but the frequency of ability recasts has increased.    
      * Inspired by Active Protection System.    
    [3] When Null Star's particles explode, enemies within 6m receive 150 Blast Damage.    
      * Affected by Ability Power and Ability Range.    
    [4] When Null Star's particles explode, Nova's Passive is activated.    
      * Enemies within 6m receive 250 Blast Damage and are knocked-down.    
      * Not affected by Ability Power and Ability Range.    
      * If another Warframe gains Null Star through Helminth, this effect will be disabled.    
    [5] When Null Star particles explode, they do not explode for an additional 2 seconds and gain a damage reduction effect.    
      * The duration of Explosion Disablement and Damage Rreduction Effects is not affected by Ability Duration.    
      * Damage Reduction values are applied including exploded Null Star particles.    
      * For example, when the number of Null Star particles decreases from 1 to 0, you receive 50% Damage Reduction for 2 seconds.    
    [6] If Null Star particles remain, the ability cannot be recast.    
      * It has been improved to the point where there is no need to use enhancement mode if the ability can be recast.    
      * If you want to use it aggressively, use Neutron Star(Augment Mod).    
      * If you want to maintain a damage reduction rate of 90%, use Molecular Fission(Augment Mod).    
         
    3. Apply Damage Reduction to shield as well.    
    [1] A survival build focusing on shields becomes possible.    
    [2] However, if it is intended that the damage reduction effect will not be applied to the shield.    
      * The reworked Null Star's effect should be disabled while the shield remains in effect.    
         
         
  ※ Antimatter Drop - Rework  
         
    1. Adds more commands to Antimatter Drop.    
   
Antimatter Drop
State
Note
   
    Not Created Planted Controlled    
   
Key Binding
Tap Create Create Launch
 
   
    Hold - Detonation Plant    
    [1] State : Not Created    
      * Tap : Creates Antimatter.    
      ┖ Switch to In Controlled state.    
    [2] State : Controlled    
      * Tap : Launches the currently Controlled Antimatter and Planted Antimatter to the specified location.    
      ┖ Switches to Not Created state.    
      * Hold : Plant the currently Controlled Antimatter at the current location.    
      ┖ Switch to Planted state.    
    [3] State : Planted    
      * Tap : Creates Antimatter.    
      ┖ Switch to In Controlled state.    
      * Hold : Detonates Antimatter at the current location.    
      ┖ Switches to Not Created state.    
         
    2. Antimatter Absorb(Augment Mod) disables the absorption range visual effect when fully charged.    
    [1] Fully charged antimatter can no longer absorb enemy attacks.    
    [2] If the absorption range visual effect continues, it is difficult to recognize that you are exposed to enemy attacks.    
    [3] Ensure visibility by removing unnecessary visual effects.    
         
         
  ※ Wormhole - Rework  
         
    1. Reduce the energy cost of the wormhole and change the Escape Velocity(Augment mod) to the default effect.    
   
Ability Duration
Original Rework
Note
   
    100% 254% 300% 100% 254% 300%    
    Movement Duration
-
7s 17.78s 21s      
    Movement Speed 50% Fixed Value    
    Energy Cost 75 50 Reduction    
    [1] Reduces energy costs to 50.    
      * The energy cost is high compared to the ability effect.    
    [2] Escape Velocity(Augment mod) is changed to the default effect.    
      * 50 energy is still a high cost compared to the ability effect.    
         
    2. The Wormhole's Portal reflects its destination.    
    [1] Nova and her allies will be able to determine the exact location of the enemy and shoot.    
      * Suggested by RLanzinger    
         
         
  ※ Molecular Prime - Rework  
         
    1. Change the Wave Speed of Molecular Prime according to Hold/Tap.    
   
Ability Duration
Hold(Original) Tap(Rework)
Note
   
    100% 254% 300% 100% 254% 300%    
    Radius 5m 5m Fixed Value    
    Wave Speed 5m/s 15m/s 3x    
    Wave Duration 6s 15.24s 18s 2s 5.08s 6s 1/3    
    Maximum Radius 35m 81.2m 95m 35m 81.2m 95m      
    Prime Duration 30s 76.2s 90s 10s 25.4s 30s 1/3    
    [1] Increase wave speed to 3x.    
      * This is similar to the speed you travel with a bullet jump.    
    [2] Wave duration and prime duration are reduced by 1/3.    
      * The maximum radius is the same.    
      * Prime duration acts as a penalty.    
    [3] The original abilities can also be maintained and used selectively.    
         
    2. Add Augment Mod, which makes Molecular Prime's area of effect work similarly to Nyx's Assimilate(Augment).    
   
Ability Duration
Original Augment Mod
Note
   
    100% 254% 300% 100% 254% 300%    
    Energy Cost 100 25+4/s Toggle Ability    
    Radius 5m 5m
Fixed Value
   
    Wave Speed 5m/s 5m/s    
    Wave Duration 6s 15.24s 18s 2s 5.08s 6s 1/3    
    Maximum Radius 35m 81.2m 95m 15m 30.4m 35m Fixed Radius    
    Prime Duration 30s 76.2s 90s 10s 25.4s 30s 1/3    
    Blast Damage 800 800(per accumulation) A.P 100%    
    [1] Changed to Toggle Ability.    
      * Energy cost changed to 25+4/s.    
    [2] Wave Duration and Prime Duration are reduced by 1/3.    
    [3] The Maximum Radius has been reduced but changed to a Fixed Radius.    
    [4] Accumulates blast damage that triggers when primed enemies within a Fixed Radius die.    
    [5] When the ability is disabled, it releases accumulated explosion damage in a fixed radius.    
    [6] Parkour restrictions do not occur.    
             
    3. Apply Damage Multiplier to shield as well.    
    [1] Ability effects are no longer faction specific.    
    [2] However, if it is intended that the damage multiplier effect will not be applied to the shield.    
      * This may need to be revisited in the future when enemy armor and shields are revamped.    
         
         
     

Dark Mode

Spoiler
                           
  ※ Nova - Ability Rework  
         
    * I live in a non-English speaking country, so please understand if the writing is a bit awkward.    
    u0g1LsO.jpeg    
    I've been playing Nova for a long time.    
    Although highly weapon-dependent and limited in combat capabilities, i'm fascinated by Nova's abilities, which adapt to most missions depending on your build.    
    However, several problems have arisen due to repeated updates, and we would like to submit ideas to solve them.    
         
         
  ※ Problems by Ability  
             
    1. Null Star    
    [1] There are many conditions required to accumulate and maintain 90% Damage Reduction.    
      * 6 particles are generated per 100% of the Ability Duration.    
      * Each particle has a 5% health Damage Reduction effect.    
      * Damage Reduction accumulates up to 90%, which requires an Ability Duration of 300%.    
      * The ability cannot be cast again until all particles are consumed.    
      * Augment Mod is required to recover consumed particles.    
    [2] Null Star's particle consumption method is not fair.    
      * When the ability range is low, Null Star particles are excessively preserved.    
      * For example, with a 75% slowdown build, particles will be preserved if there are no enemies within 4.08m.    
      * If the ability range is high, Null Star particles are consumed excessively.    
      * For example, with a -60% acceleration build, particles will be consumed if there is an enemy within 14.88m.    
    [3] Null Star's damage reduction does not apply to shields.    
      * Nova's abilities are believed to have the common characteristic of having no effect on shields.    
      * However, it is questionable whether antimatter orbiting the outside of the shield only reduces health damage.    
         
    2. Antimatter Drop    
    [1] The control method needs to be improved.    
      * There are a number of issues with the way Antimatter Drop moves along the line of sight.    
      * The projectile speed of Antimatter Drop is inadequate for targeting long distances.    
         
    3. Wormhole    
    [1] The environments in which this ability can be used are limited, and the energy cost is high compared to its effect.    
      * Useful in the open field, but not used often due to Archwing.    
      * Use is limited in complex terrain.    
      * The energy cost is too high compared to its effectiveness for repeated use.    
         
    4. Molecular Prime    
    [1] Molecular Prime's Wave Speed is too slow to coexist with other Warframes' powerful abilities.    
      * In multiplayer, battles often end before Molecular Prime's Wave reaches the enemy.    
    [2] Molecular Prime's damage amplification effect does not apply to shields.    
      * Nova's abilities are believed to have the common characteristic of having no effect on shields.    
         
         
  ※ Before getting into the main text  
         
    1. Excluding the above problems, Nova is a well-balanced warframe.    
         
    2. Except for Null Star, the remaining abilities are close to improvement.    
         
    3. Augment Mod is a kind of idea proposal.    
         
    4. The contents may be updated, and the date of revision will be noted when updated.    
         
    5. The detailed values listed in the description are for reference only, and the standards are as follows.    
    [1] Ability duration 100% = Default    
    [2] Ability Duration 254% = Narrow Minded + Primed Continuity    
    [3] Ability duration 300% = Damage reduction 90%    
         
         
  ※ Null Star - Rework  
         
    1. Adjust the minimum damage reduction to 50%.    
   
Particle
Damage Reduction Ability Duration
Note
   
    Original Rework A.D 100% / 6particle    
    0p 0% 0% 0%      
    1p 5% 50% 17% Minimum D.R (Rework)    
    2p 10% 55% 34%
 
   
    3p 15% 60% 50%    
    4p 20% 65% 67%    
    5p 25% 70% 84%    
    6p 30% 75% 100%    
    7p 35% 80% 117%    
    8p 40% 85% 134%    
    9p 45% 90% 150% Maximum D.R (Rework)    
    10p 50% 90%+1p 167%
 
   
    11p 55% 90%+2p 184%    
    12p 60% 90%+3p 200%    
    13p 65% 90%+4p 217%    
    14p 70% 90%+5p 234%    
    15p 75% 90%+6p 250%    
    16p 80% 90%+7p 267%    
    17p 85% 90%+8p 284%    
    18p 90% 90%+9p 300% Maximum D.R (Original)    
    [1] Even when the number of Null Star particles is low, survival can be prevented from becoming extremely dangerous.    
    [2] Reduces dependency on ability duration and augment mod.    
    [3] As a result, you can try a wider variety of builds.    
         
    2. The Null Star effect behaves in a similar way to Revenant's Mesmer Skin.    
   
Ability Duration
Rework
Note
   
    100% 254% 300%    
    Particle 6p 15p 18p      
    Explosion Damage 150(Blast) A.P 100%    
    Explosion Radius 6m A.R 100%    
    Particle Duration ∞(at least 12s / 30s / 36s)
Fixed Value
   
    Effect Interval 2s(Attack Block)    
    Effect Duration 2s(Damage Reduction)    
    Passive Damage 250(Blast)
Fixed Value(Nova Only)
   
    Passive Radius 6m(Knock Down)    
    [1] Null Star's particles no longer automatically attack enemies.    
    [2] When attacked by an enemy, Null Star particles explode and block damage once.    
      * Null Star's particle consumption, which varied depending on Ability Range, has been standardized.    
      * Null Star's particle consumption speed is faster than before, but the minimum damage reduction has been adjusted to 50%, making it more stable in the short term.    
      * Dependence on Augment Mod has been reduced, but the frequency of ability recasts has increased.    
      * Inspired by Active Protection System.    
    [3] When Null Star's particles explode, enemies within 6m receive 150 Blast Damage.    
      * Affected by Ability Power and Ability Range.    
    [4] When Null Star's particles explode, Nova's Passive is activated.    
      * Enemies within 6m receive 250 Blast Damage and are knocked-down.    
      * Not affected by Ability Power and Ability Range.    
      * If another Warframe gains Null Star through Helminth, this effect will be disabled.    
    [5] When Null Star particles explode, they do not explode for an additional 2 seconds and gain a damage reduction effect.    
      * The duration of Explosion Disablement and Damage Rreduction Effects is not affected by Ability Duration.    
      * Damage Reduction values are applied including exploded Null Star particles.    
      * For example, when the number of Null Star particles decreases from 1 to 0, you receive 50% Damage Reduction for 2 seconds.    
    [6] If Null Star particles remain, the ability cannot be recast.    
      * It has been improved to the point where there is no need to use enhancement mode if the ability can be recast.    
      * If you want to use it aggressively, use Neutron Star(Augment Mod).    
      * If you want to maintain a damage reduction rate of 90%, use Molecular Fission(Augment Mod).    
         
    3. Apply Damage Reduction to shield as well.    
    [1] A survival build focusing on shields becomes possible.    
    [2] However, if it is intended that the damage reduction effect will not be applied to the shield.    
      * The reworked Null Star's effect should be disabled while the shield remains in effect.    
         
         
  ※ Antimatter Drop - Rework  
         
    1. Adds more commands to Antimatter Drop.    
   
Antimatter Drop
State
Note
   
    Not Created Planted Controlled    
   
Key Binding
Tap Create Create Launch
 
   
    Hold - Detonation Plant    
    [1] State : Not Created    
      * Tap : Creates Antimatter.    
      ┖ Switch to In Controlled state.    
    [2] State : Controlled    
      * Tap : Launches the currently Controlled Antimatter and Planted Antimatter to the specified location.    
      ┖ Switches to Not Created state.    
      * Hold : Plant the currently Controlled Antimatter at the current location.    
      ┖ Switch to Planted state.    
    [3] State : Planted    
      * Tap : Creates Antimatter.    
      ┖ Switch to In Controlled state.    
      * Hold : Detonates Antimatter at the current location.    
      ┖ Switches to Not Created state.    
         
    2. Antimatter Absorb(Augment Mod) disables the absorption range visual effect when fully charged.    
    [1] Fully charged antimatter can no longer absorb enemy attacks.    
    [2] If the absorption range visual effect continues, it is difficult to recognize that you are exposed to enemy attacks.    
    [3] Ensure visibility by removing unnecessary visual effects.    
         
         
  ※ Wormhole - Rework  
         
    1. Reduce the energy cost of the wormhole and change the Escape Velocity(Augment mod) to the default effect.    
   
Ability Duration
Original Rework
Note
   
    100% 254% 300% 100% 254% 300%    
    Movement Duration
-
7s 17.78s 21s      
    Movement Speed 50% Fixed Value    
    Energy Cost 75 50 Reduction    
    [1] Reduces energy costs to 50.    
      * The energy cost is high compared to the ability effect.    
    [2] Escape Velocity(Augment mod) is changed to the default effect.    
      * 50 energy is still a high cost compared to the ability effect.    
         
    2. The Wormhole's Portal reflects its destination.    
    [1] Nova and her allies will be able to determine the exact location of the enemy and shoot.    
      * Suggested by RLanzinger    
         
         
  ※ Molecular Prime - Rework  
         
    1. Change the Wave Speed of Molecular Prime according to Hold/Tap.    
   
Ability Duration
Hold(Original) Tap(Rework)
Note
   
    100% 254% 300% 100% 254% 300%    
    Radius 5m 5m Fixed Value    
    Wave Speed 5m/s 15m/s 3x    
    Wave Duration 6s 15.24s 18s 2s 5.08s 6s 1/3    
    Maximum Radius 35m 81.2m 95m 35m 81.2m 95m      
    Prime Duration 30s 76.2s 90s 10s 25.4s 30s 1/3    
    [1] Increase wave speed to 3x.    
      * This is similar to the speed you travel with a bullet jump.    
    [2] Wave duration and prime duration are reduced by 1/3.    
      * The maximum radius is the same.    
      * Prime duration acts as a penalty.    
    [3] The original abilities can also be maintained and used selectively.    
         
    2. Add Augment Mod, which makes Molecular Prime's area of effect work similarly to Nyx's Assimilate(Augment).    
   
Ability Duration
Original Augment Mod
Note
   
    100% 254% 300% 100% 254% 300%    
    Energy Cost 100 25+4/s Toggle Ability    
    Radius 5m 5m
Fixed Value
   
    Wave Speed 5m/s 5m/s    
    Wave Duration 6s 15.24s 18s 2s 5.08s 6s 1/3    
    Maximum Radius 35m 81.2m 95m 15m 30.4m 35m Fixed Radius    
    Prime Duration 30s 76.2s 90s 10s 25.4s 30s 1/3    
    Blast Damage 800 800(per accumulation) A.P 100%    
    [1] Changed to Toggle Ability.    
      * Energy cost changed to 25+4/s.    
    [2] Wave Duration and Prime Duration are reduced by 1/3.    
    [3] The Maximum Radius has been reduced but changed to a Fixed Radius.    
    [4] Accumulates blast damage that triggers when primed enemies within a Fixed Radius die.    
    [5] When the ability is disabled, it releases accumulated explosion damage in a fixed radius.    
    [6] Parkour restrictions do not occur.    
             
    3. Apply Damage Multiplier to shield as well.    
    [1] Ability effects are no longer faction specific.    
    [2] However, if it is intended that the damage multiplier effect will not be applied to the shield.    
      * This may need to be revisited in the future when enemy armor and shields are revamped.    
         
         
     

 

Edited by SecretFriend_Ajeossi
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can you do me a favour and make this readable on dark mode?

I don't think nova needs a rework. she's a very well rounded frame and reading "making null star act similar to mesmer skin" made me almost throw up.

 

If anything Antimatter Drop could use a little bit of a touch up in todays DPS meta, but maybe they can come up with a 2nd augment to do that.

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Posted (edited)
On 2024-05-19 at 7:00 PM, LittleLeoniePrime said:

can you do me a favour and make this readable on dark mode?

I don't think nova needs a rework. she's a very well rounded frame and reading "making null star act similar to mesmer skin" made me almost throw up.

 

If anything Antimatter Drop could use a little bit of a touch up in todays DPS meta, but maybe they can come up with a 2nd augment to do that.

Dark Mode has been added.
If you still feel uncomfortable viewing, please tell me again.   :)

============================================================

I partially agree with what you said about not having to rework Nova.
In fact, only Null Star has changed significantly.

Antimatter Drop has improved controls.
Wormholes have reduced energy cost and combined with Escape Velocity (Augment Mod).
Molecular Prime simply increased Wave Speed.

Not as much has changed as I thought.
And Augment Mod is more of an idea suggestion.   :)

Edited by SecretFriend_Ajeossi
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I really like the effort in formatting and colors but still dis-satisfied with the result.

Null Star (150sla) & Neutron Star (250 heat) : Attaining 75% reduction right off the bat is ridiculous, it's the same as Mirage who have to deal with duration.

  • Your : Null star 75% DR with infinite duration VS Mirage's Eclipse 75% DR with 25s duration. This will NEVER be accepted !!!
  • about restoring stars : there is 2 mods for this, Neutron Star and Molecular fission, So why need to create new way to restore them

Antimatter Drop & Antimatter Absorb :

  • The speed of Antimatter Drop is good enough, faster will render it unuseable. You can USE Wormhole in coordination to shorten distance,
  • Like Ivara's Navigator a simple speed up when try to recast will do better than all you ask in ONE LINE
  • Antimatter Absorb : if you want more power or defense, this one is better than your NYX's Ultimate copy-cat. Launch it and follow it !!!

Wormhole & Espace velocity :

  • Just copying volt the ability is lazy way to do it, portal already redirected gunfire. Adding a Camera instance to transform wormhole will help better :

By changing the Surface with a screen linked to a camera at the exit like in portal game, like the sky box,
You will simplify the use and understanding of Wormhole for every player as  they SEE through the portal,
Giving you the ability to attack without counter as the enemy see you far away not through this UNIDIRECTIONAL portal,

  • Espace velocity : I don't use it it, no comment about either.

Molecular prime & Molecular fission :

  • Changing to a faster Molecular Prime IS not efficient as it was original molecular prime,
    • When Molecular prime was NERFED, most did not understand that it was way stronger because :
    • The damage was double as it was slower post nerf ( with range x2=> Surface x4 + Damage x2 == x8 stronger, that's [DE] nerf for ya )
    • The base Rangeactual 10m was higher~30-50m and the nerfed progress wave with duration make real range x5-10+150m = 5m/s x 30s (prime duration). nerfed ^^.
  • Molecular fission : I found it lacking in comparison with Neutron Star because without any active neutron star, it is useless.
    • As Molecular prime is strong enough, this augment synergy with null start is the only original DE could found at the times,
    • Changing it to something more modern like adding Heat+Cold proc (befitting the fission of BlastHeat+Cold) should be far better
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Posted (edited)
19 hours ago, RLanzinger said:

I really like the effort in formatting and colors but still dis-satisfied with the result.

Null Star (150sla) & Neutron Star (250 heat) : Attaining 75% reduction right off the bat is ridiculous, it's the same as Mirage who have to deal with duration.

  • Your : Null star 75% DR with infinite duration VS Mirage's Eclipse 75% DR with 25s duration. This will NEVER be accepted !!!
  • about restoring stars : there is 2 mods for this, Neutron Star and Molecular fission, So why need to create new way to restore them

Antimatter Drop & Antimatter Absorb :

  • The speed of Antimatter Drop is good enough, faster will render it unuseable. You can USE Wormhole in coordination to shorten distance,
  • Like Ivara's Navigator a simple speed up when try to recast will do better than all you ask in ONE LINE
  • Antimatter Absorb : if you want more power or defense, this one is better than your NYX's Ultimate copy-cat. Launch it and follow it !!!

Wormhole & Espace velocity :

  • Just copying volt the ability is lazy way to do it, portal already redirected gunfire. Adding a Camera instance to transform wormhole will help better :

By changing the Surface with a screen linked to a camera at the exit like in portal game, like the sky box,
You will simplify the use and understanding of Wormhole for every player as  they SEE through the portal,
Giving you the ability to attack without counter as the enemy see you far away not through this UNIDIRECTIONAL portal,

  • Espace velocity : I don't use it it, no comment about either.

Molecular prime & Molecular fission :

  • Changing to a faster Molecular Prime IS not efficient as it was original molecular prime,
    • When Molecular prime was NERFED, most did not understand that it was way stronger because :
    • The damage was double as it was slower post nerf ( with range x2=> Surface x4 + Damage x2 == x8 stronger, that's [DE] nerf for ya )
    • The base Rangeactual 10m was higher~30-50m and the nerfed progress wave with duration make real range x5-10+150m = 5m/s x 30s (prime duration). nerfed ^^.
  • Molecular fission : I found it lacking in comparison with Neutron Star because without any active neutron star, it is useless.
    • As Molecular prime is strong enough, this augment synergy with null start is the only original DE could found at the times,
    • Changing it to something more modern like adding Heat+Cold proc (befitting the fission of BlastHeat+Cold) should be far better
Spoiler

※ Null Star

    1. Thank you for bringing a good example of Mirage's Eclipse, and I will explain the comparison.
        [1] Null Star's particles last infinitely, but when attacked by an enemy, the particles are consumed.
        [2] This means that if you are continuously attacked, Null Star will last for 12 seconds.

Time Lapse
Effect duration
2s 4s 6s 8s 10s 12s 14s 16s 18s 20s 22s 24s 25s
Null Star
Damage Reduction 75% 70% 65% 60% 55% 50%
 
Energy Cost 25
Eclipse
Damage Reduction 75%
Energy Cost 25

        [3] This means that when a non-combat period occurs, Null Star particles are maintained, but damage reduction cannot be restored.

Time Lapse
Effect Duration
2s 4s 6s 25s 27s 29s 31s 33s 35s 37s 39s 41s 43s
Null Star
Damage Reduction 75% 70% 65% 60% 55% 50% 75% 70% 65% 60% 55% 50% 75%
Cast Count 1 2 3
Energy Cost 25 50 75
Eclipse
Damage Reduction 75% 75%
Cast Count 1 2
Energy Cost 25 50

        [4] Even if you accumulate 90% damage reduction, there will inevitably be a section where you become vulnerable without Augment Mod.

Time Lapse
Effect duration
2s 4s 6s 8s 10s 12s 14s 16s 18s 20s 22s 24s 26s 28s 30s 32s 34s 36s 38s
Null Star
Damage Reduction 90% 85% 80% 75% 70% 65% 60% 55% 50% 90% 85% 80% 75% 70% 65% 60% 55% 50% 90%
Cast Count 1 2 3
Energy Cost 25 50 75
Eclipse
Damage Reduction 90%
Cast Count 1
Energy Cost 25

    2. A method to restore null star particles has not been added.
        [1] The minimum damage reduction has been adjusted to 50%,
              and particles have been changed to be consumed even if the enemy is far away.
        [2] This prevents your survival from becoming extremely dangerous even when you have few particles left,
              and allows you to quickly use up particles to give yourself the opportunity to recast the ability.
        [3] As a result, Null Star will be actively available even in builds that do not use the Augment Mod.
        [4] And if you still want to play it safe, you might consider a build that uses Augment Mod.
        [5] Rather, the minimum damage reduction of 50% is a lowered value
              because Molecular Fission(Augment mod) has an excellent ability to maintain Null Star particles.

 

※ Antimatter Drop

    1. Antimatter Drop's projectile speed is not fast enough.
        [1] It's still uncomfortable to watch until the Antimatter reaches great distances.
        [2] When recasting an ability, you need the ability to quickly fire it in a straight line.
        [3] However, additional ideas came to mind, so I will edit the content later.
    2. The effect of Antimatter Absorb has not changed.
        [1] I never said I wanted a stronger effect.
        [2] If Antimatter can no longer absorb enemy attacks, we would like to remove the visual effect of the absorb radius.

 

※ Wormhole

    1. I know that portals block enemy gunfire.
        [1] This is simply an explanation to let you know the role of the ability.
    2. I admit that the new Augment Mod is nothing more than a copy of Volt's Electric Shield.
        [1] However, I thought it would be attractive to have a bullet explode when fired through an unstable portal.
    3. It's a very good idea that the portal shows the other side.
        [1] We will add it to the text later.

 

※ Molecular Prime

    1. The new Augment Mod is not about returning Molecular Prime to the way it used to be.
        [1] There seems to be a problem with the translation, so I will fix it later.
        [2] The new Augment Mod has a fixed radius immediately after casting, rather than causing Molecular Prime's Wave to spread over time.

Molecular Prime
Radius
5m 10m 15m 20m 25m 30m 35m 40m 45m 50m 55m 60m 65m 70m 75m 80m 85m 90m 95m
Original 1s 2s 3s 4s 5s 6s 7s 8s 9s 10s 11s 12s 13s 14s 15s 16s 17s 18s
Rework 1s 2s 3s 4s 5s 6s
Augment Mod
Formula 1s 2s 3s 4s 5s 6s  
Applied Value Fixed Radius

        [3] When using Narrow Minded, the explosion radius when a primed enemy dies is 4.08m.
        [4] If the ability power is 145%, the blast damage caused when the primed enemy dies is 1160.
        [5] The new Augment Mod accumulates 5800 blast damage when killing 5 enemies within a 35m radius.
        [6] The new Augment Mod inflicts 5800 blast damage accumulated within a 35m radius when the ability is recast.

2. Molecular Fission (Augment Mod) does not need to be changed.

        [1] It is sufficient to increase the number of particles restored only
              if the particle consumption rate of the reworked Null Star becomes unbearable.

 

I'm sorry if there was any misunderstanding due to insufficient translation.    :'(

 

Edited by SecretFriend_Ajeossi
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To @SecretFriend_Ajeossi,

First : DO NOT copy past massive text/tables. Just explain yourself with short, clear and logic terms.

Second : Explanations are to be short, that's the way to cut off translations problems (I'm french so.... I perfectly understand this 😅)

Nova is not a melee frame, more a Ranged fight, befitting her Signature Sniper Rubico; this mean :

  • You don't go close range and must kill enemies at distance mainly and renew them with Antimatter Absorb's attacksNull Range x2
  • Also you forget that at 300% duration, the Null Star range is at 34% == 4m which itself preserve them unless YOU go on close contact.


Also having a Molecular prime having a long duration have purpose : To let enemies that spawns after cast get affected

  • Your Decrease of duration18->6s by x3 means you have to re-use it 2-3 times more : ENERGY COST +100-200% (that a real nerf !!!)

Also your Augment concept of Nyx's Assimilate Copy-Cat is a poor double of Antimatter Absorb (collect and attack) + Neutron Star (Defense)

  • If you want a Nyx's AssimilateDefense-Charge-Attack, you have to get rid of Neutron StarDefense and Antimatter AbsorbCharge-Attack in you project.
  • Double abilities mean This will NEVER be accepted !!!. SolutionMAG : hold-2 for Antimatter Drop to stay in Nova hand and recast-2 to speed up to reticule.

To finish, [DE] motto is Diversity not creating meta build. To me, your mol's prime is just a low-IQ-Meta-build that cannot be custom.

 

PS : I don't use others build, I hate meta build... but you should have guess it already ^^
PS2 : As
a TT RPG master I should say Go back to the paper and also analyse the pro and ten times mores the con before stating your choices.

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Posted (edited)

First of all, Null Star clearly has problems.
To maintain 90% damage reduction, 300% ability duration and Molecular Fission (Augment Mod) are required.
It has the advantage of being able to be maintained semi-permanently, but it cannot be established unless at least one of the two conditions is met.
This means that Null Star is an ability that cannot be used alone and requires a specific build.

You said that the advantage of Molecular Prime's long Wave Duration is that newly created enemies also receive the ability effect.
Because I am aware of that, I have made it possible to select the ability effect depending on Hold(Original)/Tap(Rework).
The same goes for the Null Star issue above, but I don't think it's a good idea to miss key points and only give biased opinions.

However, the part about the new Augment Mod was clearly my mistake.
Some content was lost during the translation process, and we apologize for this.

I wanted Molecular Prime's effect coverage to be changed in a similar way to Assimilate (Augment Mod).
The attack effect was only a secondary function.

Edited by SecretFriend_Ajeossi
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  • SecretFriend_Ajeossi changed the title to Nova - Ability Rework [ Edit : Mistranslation occurred.. :'( ]

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