Jump to content

Warframe Builder


Recommended Posts

Alrighty, as far as I can tell the Ayanga's riven issue is indeed resolved :)

I re-updated both builds with their hypothetical rivens' stats, and the website saved the information. Deadly Efficiency still didn't appear to change the damage on the atmospheric build, but that's alright for now. In theory, one way to figure out how much damage a particular weapon would do when D.E. activates is copy the damage you have currently, and multiply that by 2.2! I hope that helps in the meantime.

Link to post
Share on other sites

just want to let you guys know of 2 seemingly bugs i came across a while ago, didnt mention them till now as well... it seemed as the site might of been left to the void, so glad to know its not going anywhere anytime soon, keep up the good work, now for the 2 bugs (for reference i tested this on both my xbox one inbuilt browser and my phone just in case that was the issue but they both persist).

•1st bug, seems like any weapon that has a inbuilt single element(fire, cold, electricity, toxin) will have this bug where when you make a build for it, if you make a stat combo such as gas, magnetic, crossive ect that doesn't make use of the base element of the weapon(in this case i tested hellfire and infected clip on the flumin and the amprex quickly for gas damage) where it says damage it should mention gas and its base element electricity well, it will mention gas damage with a value that seems correct but electricty will be listed as 0 even though its not being used to make a element combo,

•2nd bug, as for the 2nd bug, it seems some weapons.... um, mode selection dropdown tab/box for a lack of better words are missing text in some selections (or seemingly has the wrong text in the slot), most notably for me is the larkspurs dropdown box that only mentions/has text for the "atmosphere charged" slot, every other slot is blank and i have to make a guess about which tab/slot/selection is the right one im after, i may edit this later (edit: i am currently done editing this for now) to include a list of all (edit: primary) weapons i can find affected by thease 2 bugs(edit: And more) under the assumption it may help.

Edit:more info and more bugs(was going to do one big edit/update but the site crashed and i lost it all(3hrs of work just cause i could) so im gonna do installments till its all up here(done).)

1st bug issue seems after more testing to be isolated to any weapon that does cold, toxin or electricity as a part of there dammage, will list the "weapons" i have tested to be affected by this as i go.

Primary Weapons:

•1st bug reference list: •All primary blank weapons, •Amprex, •Basmu, •Flumin, •Glaxion, •Glaxion Vandal,

•2nd bug reference list: •Basmu, •Battacor("chance to explode" instead of what i assume should be "explosion"), •Corinth Prime, •Ferrox, •Grattler("chance to explode" instead of what i assume should be "explosion"), •Javlok, •Kuva Bramma, •Larkspur, •Nagantaka, •Opticor and Opticor Vandal("chance to explode" instead of assumed "explosion"), •Panthera Prime, •Phantasma, •Scourge, •Shedu, •Stahlta,

•Blank shotgun, has no status/status per pellet/status probability tab in the info bar regardless of if a status chance is set.

•Some weapons have "status probility" listed instead of just "status" or "status/bullet/pellet/bomblet" and are thus also missing a true status probability where applicable, weapons include: •Arca Plasmor(single shot weapon it seems), •Exergis, •Corvas(Atmosphere and atmosphere charged modes, unless the corvas is just weird), •Kuva Bramma(what i can only assume is the bomlets dropdown tab as its a blank tab but mentions bomlets), •Kuva Drakgoon, 

•Basmu, reload time seems off, 105 is way to long, and throwing off the sustained dps, should be between approx .7 seconds to 2.5 or so seconds unless im missing something

•Some weapons have status probability listed but are missing the status per pellet/bullet stat(unless that is intended?), weapons include: •Boar, •Boar Prime, •Convectrix, •Corinth, •Corinth Prime, •Drakgoon, •Hek, •MK1-Strun, •Sancti Tigris, •Sobek, •Strun, •Strun Wraith, •Tigris, •Tigris Prine, •Vaykor Hek, •Zar(Barrage mode),

•Buzlok, just out of curiosity, shouldn't the Buzlok get a dropdown tab or check box for its alt fire's affect(tracking bullets and a flat 50% crit chance increase or something along those lines as im lead to belive) unless there's something im missing?

•Grakata, would be nice if you could do a small quality of life inprovement with the dropdown box for the wild frenzy augment just to elude to the fact you need to slot the mod in in order to select the mode from the dropdown list, almost thought it was bugged till i tryed the mod card in there 1st. Same goes for Penta's Napalm grenades.

•Kohm and Kuva Kohm, seems like there status probability is off or at least it feels that way, on top of that there is no status per pellet stat and the normal Kohm is missing a dropdown box for single pellet(non spooled up fire rate) compared to the Kuva Kohm.

•Komorex, seems like its missing any info/toggle for its 2nd zoom lvl's supposed viral explosion, oversight maybe?

•Lenz, its page is still in Wip stage, just out of curiosity will that change or is it likely stay that way implying the lenz is somehow unable to be damage calculated correctly?(never really used a lenz yet, so i have no idea if it is self explanatory)

•Phage, and Phantasma(main normal beam) seems to be compleately missing any status info like status per beam or status probability, less im missing something?

•Simulor and Synoid Simulor page is all over the shop with giblets that should be hidden

edit: thats all of the primary weapons segment, related things i came across, i might run through the other segments(secondary weapons and melee) at a later date to see if i spot anything wrong but ill make a fresh reply if i do, till then good luck and keep up the good work.

Edited by (XB1)Radiatedmilo
Link to post
Share on other sites

  

On 2020-09-18 at 9:03 PM, (PS4)Laughing_Beta said:

sadly im monolingual :( 

The English side still needs to be updated and validated itself, It'd be ideal overall knowing either or having access to either language of warframe (and some sense to deduce at the very least the mods and their text) for validating purposes but regardless, English side still needs to be worked on. It would also give an opportunity if you want to learn to code some insight on how the project works on the database at the very least. Entirely up to you though.

On 2020-09-19 at 1:00 AM, (NSW)Gamer-Steve said:

Alrighty, as far as I can tell the Ayanga's riven issue is indeed resolved :)

I re-updated both builds with their hypothetical rivens' stats, and the website saved the information. Deadly Efficiency still didn't appear to change the damage on the atmospheric build, but that's alright for now. In theory, one way to figure out how much damage a particular weapon would do when D.E. activates is copy the damage you have currently, and multiply that by 2.2! I hope that helps in the meantime.

Deadly Efficiency is still on the list to sort out, the main thing with that is the riven bug for sure.

On 2020-09-19 at 4:35 AM, (XB1)Radiatedmilo said:

just want to let you guys know of 2 seemingly bugs i came across a while ago, didnt mention them till now as well... it seemed as the site might of been left to the void, so glad to know its not going anywhere anytime soon, keep up the good work, now for the 2 bugs (for reference i tested this on both my xbox one inbuilt browser and my phone just in case that was the issue but they both persist).

•1st bug, seems like any weapon that has a inbuilt single element(fire, cold, electricity, toxin) will have this bug where when you make a build for it, if you make a stat combo such as gas, magnetic, crossive ect that doesn't make use of the base element of the weapon(in this case i tested hellfire and infected clip on the flumin and the amprex quickly for gas damage) where it says damage it should mention gas and its base element electricity well, it will mention gas damage with a value that seems correct but electricty will be listed as 0 even though its not being used to make a element combo,

•2nd bug, as for the 2nd bug, it seems some weapons.... um, mode selection dropdown tab/box for a lack of better words are missing text in some selections (or seemingly has the wrong text in the slot), most notably for me is the larkspurs dropdown box that only mentions/has text for the "atmosphere charged" slot, every other slot is blank and i have to make a guess about which tab/slot/selection is the right one im after, i may edit this later (edit: i am currently done editing this for now) to include a list of all (edit: primary) weapons i can find affected by thease 2 bugs(edit: And more) under the assumption it may help.

--snip--

While I use the site quite a bit i dont touch every single weapon from day to day, a lot of these problems that are found and fixed have been typically reported. Other times its because an update needed to happen that happened to touch one of those things that an issue was discovered. Site bugs are best reported for us to know about and not assumed we know about them.

 

As for the first bug, it sounds like a bug that Stoi should have had fixed like a year ago... wonder what happened. I'll bring it up to him and see if he thinks its something he fixed already or what have ya. I'll take a look at though after he says something. As for the second issue that sounds like missing keys in our language files, if it ever shows up as blank or the word UNDEFINED then yeah its probably that. Without knowing where its at (you did provide this info) we would have a hard time tracking it down. As for the rest of the issues reported for weapons etc, that is very helpful and I appreciate your entire post. As for it showing Status Chance instead of status / bullet, pellet, etc. This is a known problem. We posted a while back for some help on the mathematics behind calculating it but never got a response from anyone. The site was designed to be 100% status max, and the update that allowed this to go over 100% (along with DEs changes at the time to making it / bullet, / pellet) no longer is able to conform with the math the site is using and attempts to correct it haven't worked. It's on the back-burner at this time but it is something known about.

  • Like 2
Link to post
Share on other sites

for some reason the mod Aero Periphery can be put on archguns when it’s a primary exclusives Exilus weapon mod. It also can be put on snipers and bows.
Aero Periphery
 

9 hours ago, Kalbintion said:

  

The English side still needs to be updated and validated itself, It'd be ideal overall knowing either or having access to either language of warframe (and some sense to deduce at the very least the mods and their text) for validating purposes but regardless, English side still needs to be worked on. It would also give an opportunity if you want to learn to code some insight on how the project works on the database at the very least. Entirely up to you though.

Also sure if I can help that way I’ll be glad to do so.

Link to post
Share on other sites
On 2020-09-24 at 2:02 PM, Kalbintion said:

  --snip--

As for it showing Status Chance instead of status / bullet, pellet, etc. This is a known problem. We posted a while back for some help on the mathematics behind calculating it but never got a response from anyone. The site was designed to be 100% status max, and the update that allowed this to go over 100% (along with DEs changes at the time to making it / bullet, / pellet) no longer is able to conform with the math the site is using and attempts to correct it haven't worked. It's on the back-burner at this time but it is something known about.

hmmm, define "the mathematics behind calculating it", if you mean status probability then i have nothing there in terms of how to calculate that or test that it is right, but it seems like what ever you are using for status probability per trigger pull for the dex pixia is correct and would fit in here for what is needed on that front, as for status per pellet, those stats are in game (or the wiki seems fairly well informed), the chance per pellet just from the quick testing i was able to do in game seems to account most shotguns(all that i quickly had available to test was 4 shotguns, so 3 of the 4, 4th being the kohm, kohms inbuilt multishot seems to devide the status chance by its base max full spool multishot and then calculates status as normal per pellet) as, each pellet being a separate bullet, so, multishot makes no effect on each pellets chance(so if you have a boar, 8 pellets with 7.5% status chance each and you add a max 120% multishot hells charge now you have 17.6 pellets with 7.5% status chance each), so just make the site treat shotguns as rifles or pistols exept instead of one bullet they have (insert pellet count here), that seems like a dirty yet effective way around that mess, im not sure how far and accurate a measure like that is as i have not the time or all the resources(read: guns) needed to test this fully, but from preliminary tests, id say a copy of what ever status chance and status probability calculations the dex pixia uses(but redone to use shotgun mods and devoid of the aditional power strength calculations) would be a effective if not perfect solution unless i am overlooking something here.

P.S.

i have a vague recollection that the 1st bug i mentioned poped up briefly(or i took notice of it only briefly) around the time that the shedu was added on account i think i noticed something like this then, back then i was testing builds for it but quickly forgot about it(trash gun to me damage wise but is a good gimmick) and the bug so it might of been around since then but i cant be certain if that is the case so call it a gut feeling, additionaly after testing again the shedu is effected by the 1st bug as well in its drop dow box that is also effected by the 2nd bug though i belived i mentioned it for the 2nd bug already. hope this helps in some way.

Edited by (XB1)Radiatedmilo
Link to post
Share on other sites

Artemis bow with concentrated arrow has faulty dps due to the lack of its bonus crit chance. It shows up as the same crit chance as normal and charged shots.

Another issue s the fact that Charged shots for some reason have a negative sustained dps.

Finale issue is incorrect damage numbers according to the wiki. Artemis has 1680 damage on the wiki vs Warframe build which shows 2,100 damage.

just some errors with artemis bow here and there

Concentratd Arrow wiki

Artemis bow wiki

edit: i can see some confusion as artemis bow on WB has 1,680 puncture damage.

Edited by (PS4)Laughing_Beta
Link to post
Share on other sites
On 2020-09-24 at 8:43 AM, (PS4)Laughing_Beta said:

for some reason the mod Aero Periphery can be put on archguns when it’s a primary exclusives Exilus weapon mod. It also can be put on snipers and bows.
Aero Periphery
 

Also sure if I can help that way I’ll be glad to do so.

I'll add it to the list. Add me to Discord for info about the db stuff, Kalbintion#8371

On 2020-09-26 at 8:09 AM, (XB1)Radiatedmilo said:

hmmm, define "the mathematics behind calculating it"

this is the math we're using to calculate status chance.

status = nStatusBase * (1 + nStatusBonus / 100);

statusParBalle = (1 - Math.pow(1 - status, 1 / nPelletBase))

Consequently, that 2nd line is what is causing a problem for >100% status chance calculations. There's more to it than just this, but small portion of the overall code to give an idea. This was code initially written by Stoi more or less when the site was first made and since DE has changed things quite a bit over time, its not as simple as stripping it out and re-doing it as it may break other things elsewhere etc. The entire weapon/frame calculations (all of it) are on my to-do list to remake so its a bit more friendly for updates and usage (and to cut down on duplicated code)

On 2020-09-28 at 1:38 AM, (PS4)Laughing_Beta said:

Artemis bow with concentrated arrow has faulty dps due to the lack of its bonus crit chance. It shows up as the same crit chance as normal and charged shots.

Another issue s the fact that Charged shots for some reason have a negative sustained dps.

Finale issue is incorrect damage numbers according to the wiki. Artemis has 1680 damage on the wiki vs Warframe build which shows 2,100 damage.

just some errors with artemis bow here and there

Concentratd Arrow wiki

Artemis bow wiki

edit: i can see some confusion as artemis bow on WB has 1,680 puncture damage.

Alright ill look into this and update the weapon. Thanks

  • Like 1
Link to post
Share on other sites
2 hours ago, Kalbintion said:

this is the math we're using to calculate status chance.

status = nStatusBase * (1 + nStatusBonus / 100);

statusParBalle = (1 - Math.pow(1 - status, 1 / nPelletBase))

Consequently, that 2nd line is what is causing a problem for >100% status chance calculations. There's more to it than just this, but small portion of the overall code to give an idea. This was code initially written by Stoi more or less when the site was first made and since DE has changed things quite a bit over time, its not as simple as stripping it out and re-doing it as it may break other things elsewhere etc. The entire weapon/frame calculations (all of it) are on my to-do list to remake so its a bit more friendly for updates and usage (and to cut down on duplicated code)

Just curious, i can see how this works but there are some situations where this calculation does not apply to shotguns/High pellet count weapons. For an example the shots for the redeemer prime has 30% status chance while having 10 pellets. its proper status per pellet is 9%, is the pellet status not includes or is there something else. This is not apparent in the corinth prime as it shows up as 9% on the builder and wiki. But if you were to go to Pyrana prime it shows up as 12% status in the builder but have a 3.6 status per pellet. I believe that the builder may have some slips in the status with multi pellet weapons.

Link to post
Share on other sites
On 2020-09-29 at 9:35 AM, (PS4)Laughing_Beta said:

Just curious, i can see how this works but there are some situations where this calculation does not apply to shotguns/High pellet count weapons. For an example the shots for the redeemer prime has 30% status chance while having 10 pellets. its proper status per pellet is 9%, is the pellet status not includes or is there something else. This is not apparent in the corinth prime as it shows up as 9% on the builder and wiki. But if you were to go to Pyrana prime it shows up as 12% status in the builder but have a 3.6 status per pellet. I believe that the builder may have some slips in the status with multi pellet weapons.

Originally, the status % in-game referred to the overall shot status chance. Leaving per bullet calculations up to us. This is one of the reasons why it felt like shotguns were very under powered status chance wise. As each pellet was either really low %ages, or 100%, no real between. Since DE has changed it to display and use it as status / projectile, we technically don't need to calculate the percentage (as it's known now) based on weapon, but that doesn't solve the >100% problem issue the formula has. As the number (1 - status) for the base of an exponential isn't entirely defined for status > 1 (>1 being more than 100%)

For an example by the way, on the old system of the status % being overall, with a pellet count of 12 and overall status chance of 90% meant each pellet had about 17.4% status chance. Get to 100% overall though on that same pellet count? Each pellet was 100% status chance. Even being 0.5% below 100 gave a 35% chance per pellet.

Link to post
Share on other sites
19 hours ago, Kalbintion said:

Originally, the status % in-game referred to the overall shot status chance. Leaving per bullet calculations up to us. This is one of the reasons why it felt like shotguns were very under powered status chance wise. As each pellet was either really low %ages, or 100%, no real between. Since DE has changed it to display and use it as status / projectile, we technically don't need to calculate the percentage (as it's known now) based on weapon, but that doesn't solve the >100% problem issue the formula has. As the number (1 - status) for the base of an exponential isn't entirely defined for status > 1 (>1 being more than 100%)

For an example by the way, on the old system of the status % being overall, with a pellet count of 12 and overall status chance of 90% meant each pellet had about 17.4% status chance. Get to 100% overall though on that same pellet count? Each pellet was 100% status chance. Even being 0.5% below 100 gave a 35% chance per pellet.

i can understand that, the status change in m opinion still leaves a poor taste in my mouth with how things were done. High pellet count weapons suffered alot more than other low pellet based shotguns due to the fact they just only multiplied status instead of giving more status based on weapons. Theres a massive dps difference from tigris prime and santi tigris. Hell tigris has a high status chance over the prime one. Thats because the tigris has one less pellet than the prime therefore making tigris a better status shotgun than tigris prime. See the issue. The status for weapons have changed vastly, in good and bad ways. meele weapons have better dps, but shotguns are iffy. So calculating dps and status must be a pain in the tail due to it. For an example Lets say you want to skip out on the cold 60-60 mod for corinth prime and replace it with the cold reload mod. Well that drops status more than you would think due to the fact that more pellets with less status hurts your status probability. It increases chance as you have more pellets but in reality its droping the status more while giving more pellets. So if you feel thats the probability of status procs be my guess mate.

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...