Stoi84

Warframe Builder

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KitsPony    0

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 by KitsPony

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Stoi84    751
 

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

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Stoi84    751
-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 by Stoi84

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Darzk    2,826

-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.

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xlraistlx    4,576

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.

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Stoi84    751

Well, it makes sense to me that you need to use the 'change polarity' toggle again when you are done with the polarities.

Edited by Stoi84

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Darzk    2,826

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'?

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Stoi84    751

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.

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Darzk    2,826

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 by Darzk

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Stoi84    751

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.

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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 by BaneOfSorrow

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Stoi84    751

Hello Stoi84, do you have damage weakness and resistances in your formulas regarding damage and damage-per-second calculations in Warframe Builder?

Nop.

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Darzk    2,826

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.

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Stoi84    751

Does the effect of the RoF mods on the bows can be confirmed asap ? Thanks.

Edited by Stoi84

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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....

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