Stoi84

Warframe Builder

2,768 posts in this topic

It's impossible to log in from any of the sentinel weapon pages (checked on Chrome and IE).

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The sentinels/sentinel weapons didn't receive the update for the pvp mods yet, even if there's no pvp mods available it needs to be updated. I think this is the cause of the problems.

 

I updated the Vaykor Hek and the Synoid Simulor polarities.

Edited by Stoi84
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It's impossible to log in from any of the sentinel weapon pages (checked on Chrome and IE).

It should work now.

 

 

I have the same Problem with the Vulklok. 

This "should" work too, let me know if you have the problem again.

Edited by Stoi84
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Thief's Wit is messed up.

It gets 7 meters per rank, not 5 as it shows now.
*wikilink'd for easy/lazy numberplugs like I'd do.*

http://warframe.wikia.com/wiki/Thief's_Wit

Yay broken link. I dunno how to do the fancy stuff cause I don't forum. .-. Sorry bout that.
Copy/paste it. xD

Edited by Luna_Enserric
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Why does not NINKONDI?

I recommend that put a blank simulators, allowing the player to fill their own weapon value.

So even if no update immediately, you can simulate weapons themselves.

My English is not good, I hope you understand what I mean.

Thank you.

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-Fixed the status chance for the Jat Kittag.

-Updated the Thief's Wit mod.

-Added the weapons Ninkondi and Spira.

-Added the new stance mod Atlantis Vulcan.

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I don't know the original maker of the "Warframe Armor and EHp calculator" but i had some time and i added the Mod "Armored Agility" to the sheet.

I think that some other than me, would calculate this with the programm.

Long story short .. here is the Download Link:

https://www.dropbox.com/s/uahu8g7b8i9y4bo/Warframe%20Armor%20and%20EHP%20calc.ods?dl=0

If you have the time, you can add that :-)

Oh .. and ... thx for the amazing warframe-builder and sorry for the bad English.

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Burstfire weapons should be updated - as of 17.4.3, fire rate mods affect burst rate of fire.

 

"Fire rate mods now reduce time between shots per burst on burst fire weapons."

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"Fire rate mods now reduce time between shots per burst on burst fire weapons."

Is this instead of affecting the delay between the bursts, or the both are affected now ?

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Is this instead of affecting the delay between the bursts, or the both are affected now ?

Both.

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I've released a fix for both the builders and the weapon comparator, regarding the rate of fire changes. Let me know if it does not work as expected.

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Hi Stoi84

 

I found some inaccuracies in the builder:

 

- Multishot mods for "continuous" weapons should not add the chance to trigger status

- Fire rate mods for "continuous" weapons should add the chance to trigger status

 

as an example:

adding in flux rifle multishot mod just increase damage

adding in flux rifle 1% fire rate increase chance to trigger status on 0.25%

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- Multishot mods for "continuous" weapons should not add the chance to trigger status

- Fire rate mods for "continuous" weapons should add the chance to trigger status

This used to work in the exact opposite way, MS was effecting status chance and RoF wasn't.

 

DE swapped it in U17 but I've been unable to confirm if its a game mechanic change or an arsenal change, or just a bug, so Stoi hasn't implemented it yet without some solid data to back it up :S.

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Vulklok hasn't been updated with it's post-nerf stats.

 

Also, Rakta Cernos is showing the same uncharged damage as charged damage and is using charge time of 0.3 instead of 0.25.

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-Added the new Warframe, Atlas. The skills details are incomplete, I'll update more when I have the time.

-Added the new melee weapon, Tekko.

-Added the new primary weapon, Convectrix.

-Added the new secondary weapon, Sonicor.

-Added the new archgun, Phaedra. I used a random reload time for now.

-Added the new archmelee, Kaszas.

-Added the new stance mod, Gaia's Tragedy.

-Updated the Vulklok and the Rakta Cernos.

-The Concealed Explosives mod can now be equipped on the Spira.

-Russian translation updated.

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-Added the new Warframe, Atlas. The skills details are incomplete, I'll update more when I have the time.
-Added the new melee weapon, Tekko.
-Added the new primary weapon, Convectrix.
-Added the new secondary weapon, Sonicor.
-Added the new archgun, Phaedra. I used a random reload time for now.
-Added the new archmelee, Kaszas.
-Added the new stance mod, Gaia's Tragedy.
-Updated the Vulklok and the Rakta Cernos.
-The Concealed Explosives mod can now be equipped on the Spira.
-Russian translation updated.

 

will the site be updated to go with the new warframe changes?

specifically the Duration affecting energy drain.

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I'm sure this has been asked, if not it really needs to be.

Any Chance this could become a community project on something similar to GitHub? This would make development and addition of new weapons/frames quicker.

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This used to work in the exact opposite way, MS was effecting status chance and RoF wasn't.

 

DE swapped it in U17 but I've been unable to confirm if its a game mechanic change or an arsenal change, or just a bug, so Stoi hasn't implemented it yet without some solid data to back it up :S.

I am currently using the Amprex alot, and after U17 when I placed Speed Trigger and the Status chance went up. Don't know if this helps though.

 

 

Dual Kamas Prime and Trinity Prime should be added.

Edited by DjZoca
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will the site be updated to go with the new warframe changes?

specifically the Duration affecting energy drain.

If I get all the data yes, it will be.

 

I'm sure this has been asked, if not it really needs to be.

Any Chance this could become a community project on something similar to GitHub? This would make development and addition of new weapons/frames quicker.

Nope.

 

Dual Kamas Prime and Trinity Prime should be added.

Probably with the next update.

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If I get all the data yes, it will be.

Activation energy cost = base *(100%-efficiency%)

Channeling energy cost = (base/sec * (100%-efficiency))/(100%+duration%)

 

So for example having just max FE and Continuity installed would be an activation cost of 40%, and a channeling energy cost of 40%/70% = 57%

 

efficiency% and duration% are as described in the builder rather than arsenal (delta values rather than absolute)

 

Edit: Wiki's not fully updated with the changes on all the abilities. Channeling cost applies to:

Atlas' Petrify

Banshee's Soundquake

Chroma's Effigy

Ember's WoF

Equinox's Pacify&Provoke and Mend&Maim

Excalibur's Exalted Blade

Hydroid's Undertow

Mesa's Peacemaker

Mirage's Prism

Nyx's Absorb

Oberon's Renewal

Valkyr's Hysteria

 

Think that's everything.

Edited by Darzk
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For about 2-3 days, i am having this annoying problem:

 

How it looks on my Smartphone (Android):

 

http://pasteboard.co/1eUhS4Zw.png

 

And that is how it looks on my Desktop (Windows 10):

 

http://pasteboard.co/1eUfqMuC.png

 

 

I'm using Win10, Mozilla/Chrome/Internet Explorer/Edge. All the same problem.

Java/Flash/Shockwave all updated. Am I missing something?

 

Herp Derp

Just found out that my ROUTER was blocking ActiveX and Java Applets. Problem solved.

Yes, i took me 3 days to realise this.
*facepalm*

Edited by Jhowker
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Convectrix have one --- polarity and numbers are totally different when using vicious spread (accuracy) and dual stat mods (% status/sec) in builder than in game. Example:

Add Vicious spread - accuracy still 50% in builder, in game 30%

2x Dual stat mods - status chance over 80% in builder, in game 55%

Edited by Myscho
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