xlraistlx Posted August 8, 2015 Share Posted August 8, 2015 Prisma Tetra was added today. Link to comment Share on other sites More sharing options...
DefactoOverlord Posted August 9, 2015 Share Posted August 9, 2015 In the game Bulletjump mod Mobilize has only 3 ranks instead of 5. Link to comment Share on other sites More sharing options...
KitsPony Posted August 10, 2015 Share Posted August 10, 2015 (edited) Bug Report I have a hek build on this site that I've built in the game as well. http://warframe-builder.com/Primary_Weapons/Builder/Hek/t_30_22000300_167-7-3-170-5-5-178-0-5-180-2-5-190-3-5-330-6-3-365-4-3-546-1-4_178-8-546-5-180-9-190-9-365-7-170-6-330-7-167-9/en/2-0-31/64688/0 The damage numbers differ from the in-game damage numbers. In Game: 1246.6 IMPACT 4873.1 PUNCTURE 1499.4 SLASH 11245.5 CORROSIVE 4948.2 HEAT In Builder 1649.340 IMPACT 5361.140 PUNCTURE 1237.790 SLASH 12372.406 CORROSIVE 4948.963 HEAT Edited August 10, 2015 by KitsPony Link to comment Share on other sites More sharing options...
Stoi84 Posted August 10, 2015 Author Share Posted August 10, 2015 Bug Report I have a hek build on this site that I've built in the game as well. http://warframe-builder.com/Primary_Weapons/Builder/Hek/t_30_22000300_167-7-3-170-5-5-178-0-5-180-2-5-190-3-5-330-6-3-365-4-3-546-1-4_178-8-546-5-180-9-190-9-365-7-170-6-330-7-167-9/en/2-0-31/64688/0 The damage numbers differ from the in-game damage numbers. There's 3 things. Slash and impact values are inverted, it'll be fixed in a few minutes with the next update I'm working on at the moment. You also have the checkbox next to the critical values ticked, which means the damage is affected by this and leads to different values than in game. And finally, are you sure that you have 1246.6 impact in game ? With the fix of the slash/impact values and the critical values checkbox unticked, I have 1125.264 IMPACT 4873.764 PUNCTURE 1499.400 SLASH. This is strange that only 1 iof the 3 values is wrong, because they all use the same maths. 78.8 base impact * 3.4 from damage mods * 4.2 from multishot = 1125.264 and same with puncture to confirm 341.3 base puncture * 3.4 from damage mods * 4.2 from multishot = 4873.764 Link to comment Share on other sites More sharing options...
Stoi84 Posted August 10, 2015 Author Share Posted August 10, 2015 (edited) -Added the Prisma Tetra. -Fixed Mobilize max rank to 3. -Updated the Grattler. -Updated the Wyrm Prime. -Removed the stamina stat from the sentinels and the kubrows. -The kubrows health and shield values now scales with rank. -Fixed the Animal Instinct mod bonuses in the details window. -You can now see the kubrow damage, critical chance/value and status chance in the details window. It is affected by mods. -Updated all the kubrows with damage, critical and status values. -Fixed the Hek again, slash and impact values were inverted. -Now you can change a polarity without the need of removing the mod equipped. Edited August 10, 2015 by Stoi84 Link to comment Share on other sites More sharing options...
Darzk Posted August 10, 2015 Share Posted August 10, 2015 -Now you can change a polarity without the need of removing the mod equipped. Ok, but, now how do I remove the mod? Not just replace with another. Link to comment Share on other sites More sharing options...
Stoi84 Posted August 10, 2015 Author Share Posted August 10, 2015 Double click like before ? It works for me. Link to comment Share on other sites More sharing options...
xlraistlx Posted August 10, 2015 Share Posted August 10, 2015 Double click like before ? It works for me. Not working here as the first click will prompt the polarity change window and the second will change it/close it depending whether it's on said pop-up or not. Link to comment Share on other sites More sharing options...
Stoi84 Posted August 11, 2015 Author Share Posted August 11, 2015 (edited) Well, it makes sense to me that you need to use the 'change polarity' toggle again when you are done with the polarities. Edited August 11, 2015 by Stoi84 Link to comment Share on other sites More sharing options...
Darzk Posted August 11, 2015 Share Posted August 11, 2015 78.8 base impact * 3.4 from damage mods * 4.2 from multishot = 1125.264 I'm getting 1124.6 in game, which suggests the initial value should be 78.7535 which would round up to 78.8. Well, it makes sense to me that you need to use the 'change polarity' toggle again when you are done with the polarities. I find this somewhat awkward, as I usually add the forma as I install mods - usually I'm not sure how many forma needed beforehand. Still, it works. Would it be possible to add 'dragging an equipped mod back to the roster at the top dequips it'? Link to comment Share on other sites More sharing options...
Stoi84 Posted August 11, 2015 Author Share Posted August 11, 2015 Would it be possible to add 'dragging an equipped mod back to the roster at the top dequips it'? Yeah maybe, I'll need to have a look at this. Link to comment Share on other sites More sharing options...
Darzk Posted August 11, 2015 Share Posted August 11, 2015 (edited) Leveling a mod while it's equipped is also a pain now :( - can we deactivate the 'change polarity' for the level up/down/max/min buttons? Edit: Leveling mods in the 'roster' is also causing the popup. Edited August 11, 2015 by Darzk Link to comment Share on other sites More sharing options...
Stoi84 Posted August 11, 2015 Author Share Posted August 11, 2015 You can now remove the mods with a right click, and I fixed all the problems I found with the polarities/formas. Let me know if it works as expected. Link to comment Share on other sites More sharing options...
Darzk Posted August 11, 2015 Share Posted August 11, 2015 Awesome! This makes the builder much easier to use. Thanks! Link to comment Share on other sites More sharing options...
EvilSpyder95 Posted August 12, 2015 Share Posted August 12, 2015 (edited) Edited: I was stupid, wasn't paying attention when I posted, disregard. Edited August 16, 2015 by EvilSpyder95 Link to comment Share on other sites More sharing options...
BaneOfSorrow Posted August 13, 2015 Share Posted August 13, 2015 (edited) Fire rate mods for rifles (Shred, Speed Trigger, etc) now double their effect when equipped on bows. This is stated on the mods in game (they say "x2 for bows" in parenthesis). It doesn't look like the fire rate mods on the builder show this, though. I noticed when I was trying to make a build for the Attica (which is included in that buff, oddly enough). Just wondering if you were aware. Edited August 13, 2015 by BaneOfSorrow Link to comment Share on other sites More sharing options...
(PSN)VoiD_Glitch Posted August 15, 2015 Share Posted August 15, 2015 Hello Stoi84, do you have damage weakness and resistances in your formulas regarding damage and damage-per-second calculations in Warframe Builder? Link to comment Share on other sites More sharing options...
Stoi84 Posted August 15, 2015 Author Share Posted August 15, 2015 Hello Stoi84, do you have damage weakness and resistances in your formulas regarding damage and damage-per-second calculations in Warframe Builder? Nop. Link to comment Share on other sites More sharing options...
Nalesh Posted August 16, 2015 Share Posted August 16, 2015 Any chance for getting the Chesa kubrow added? Link to comment Share on other sites More sharing options...
Darzk Posted August 17, 2015 Share Posted August 17, 2015 Fire rate mods for rifles (Shred, Speed Trigger, etc) now double their effect when equipped on bows. This was added, then removed, then added back into the mods description but still wasn't working ingame. Can anyone confirm this is now live? Hello Stoi84, do you have damage weakness and resistances in your formulas regarding damage and damage-per-second calculations in Warframe Builder? Click on Details. It doesn't include the effects of armor, however, but will give you the right raw damage numbers. Link to comment Share on other sites More sharing options...
Stoi84 Posted August 17, 2015 Author Share Posted August 17, 2015 (edited) Does the effect of the RoF mods on the bows can be confirmed asap ? Thanks. Edited August 17, 2015 by Stoi84 Link to comment Share on other sites More sharing options...
(PSN)VoiD_Glitch Posted August 17, 2015 Share Posted August 17, 2015 Does the effect of the RoF mods on the bows can be confirmed asap ? Thanks. Well, RoF mods have 2x the effect on bows, if that is what you are asking. Link to comment Share on other sites More sharing options...
Stoi84 Posted August 18, 2015 Author Share Posted August 18, 2015 The real question is, does this really works in game ? Link to comment Share on other sites More sharing options...
(PSN)VoiD_Glitch Posted August 19, 2015 Share Posted August 19, 2015 The real question is, does this really works in game ? I'm pretty sure my bow speed were doubled from before but I haven't tested yet. Link to comment Share on other sites More sharing options...
(XBOX)JasonsNightmare Posted August 19, 2015 Share Posted August 19, 2015 This was added, then removed, then added back into the mods description but still wasn't working ingame. Can anyone confirm this is now live? I can confirm that this is live and functional on Xbox. Also, Covert Lethality has been updated in the game, but not yet in the builder. It is now "+100 Extra Damage on melee attacks, or Lethal Damage if undetected". Please note that it is 100 additional base damage, and not another 100% bonus damage. It would be great to see the dark dagger have the same base damage as the Scindo Prime.... Link to comment Share on other sites More sharing options...
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