Murklor Posted September 13 Share Posted September 13 (edited) Hi tenno, The other day I was going through some configurations and I noticed that some damage is missing from the warframe ability display for example trinity: if you bring energy vampire to do 100% and more pure damage to the enemy's life it is not calculated correctly but the damage will be recalculated at each impulse of the ability. the ability itself does 4 pulses they will do in total 100%=(x/100)*25+(x/100)*25+(x/100)*25+(x/100)*25 of the damage to life in the correct way the calculation is wrong and each pulse will do the damage recalculating it on the remaining life ?=a+b+c+d -> a=(x/100)*25, b=(a/100)*25, c=(b/100)*25, d=(c/100)*25 Garuda also has the same problem, the damage that should be inflicted with the blood altar should be inflicted 1% per second, if you set 60 seconds the damage should be 60% while it is always calculated 1% on the current life so no damage is done, this is why that ability is always discarded as by all players. As for Trinity, the damage is done correctly once the mercy threshold is passed, while for Garuta the damage is always calculated incorrectly. this is DE's fault that puts trinity skin as protoframe in december, ahahah (joke) Edited September 13 by Murklor Link to comment Share on other sites More sharing options...
-N2B- Posted Tuesday at 03:42 PM Share Posted Tuesday at 03:42 PM I strongly doubt that Garuda's 2nd ability, Blood Altar, is not used because of this bug. It is primarily a healing ability that heals based on a percentage of current health. The less health you have, the more you are healed. There are simply better abilities that can be used for healing, so the 2nd ability isn’t needed. Gloom is a good example. It gives you life steal and slows down enemies, making survival significantly easier. If Blood Altar prevented you from dying inside it and allowed you to take the healing buff with you, like Wisp's ability, then we could discuss whether it's worth keeping the ability. But as it is, with Garuda, I'm constantly forced to stand inside the altar and hope that an enemy immune to my abilities doesn’t show up around the corner. For some reason, the developers seem to like that Garuda is extremely inconsistent. 1 Link to comment Share on other sites More sharing options...
Nekomian Posted Tuesday at 04:05 PM Share Posted Tuesday at 04:05 PM On 2024-09-13 at 5:10 PM, Murklor said: the calculation is wrong and each pulse will do the damage recalculating it on the remaining life ?=a+b+c+d -> a=(x/100)*25, b=(a/100)*25, c=(b/100)*25, d=(c/100)*25 It seems intended to me, even if the game doesn't outright tell you; the wiki has these stats too: During this time, 6.25% of the target's current health is dealt to it as True Damage each pulse, bypassing the target's Shields. If the target's health drops, or is already, below 25% of its maximum value the target will instead be dealt 6.25% × 25% = 1.5625% of the its maximum health as True Damage each pulse. Not sure where you're seeing blood alter not do max HP % damage per second though - I just tested with a heavy gunner, power carrier, and charger (grineer / corpus / infested factions) and all of them took approximately 70% of their HP bar as damage with a max duration build (around 67 seconds or so). So, it seems to be working fine for me, using max HP instead of current HP. Keep in mind that this ability only does damage when you're missing HP / restoring it actively from the ability, so you'll have to spam bloodletting to get it to work (which is what I did to test it). Link to comment Share on other sites More sharing options...
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