xlraistlx Posted May 20, 2016 Share Posted May 20, 2016 1 hour ago, Nachino said: Fire rate is reduced to half according to the wiki. But that's kinda granted and also tied to the pace a player can click, reason why Stoi made it possible to edit the value manually and thus requires no adjustements in Stoi's end. Link to comment Share on other sites More sharing options...
(PSN)jFresh215 Posted May 21, 2016 Share Posted May 21, 2016 (edited) The crit multiplier is wrong for the Fragor Prime 2.0 instead of 2.5 Also Channeling damage it's at +50% instead of +80% Edited May 21, 2016 by (PS4)jFresh215 Link to comment Share on other sites More sharing options...
SpaceSentry Posted May 21, 2016 Share Posted May 21, 2016 Hey can you add the Rathuum Mods? Link to comment Share on other sites More sharing options...
Nachino Posted May 21, 2016 Share Posted May 21, 2016 6 hours ago, xlraistlx said: But that's kinda granted and also tied to the pace a player can click, reason why Stoi made it possible to edit the value manually and thus requires no adjustements in Stoi's end. I disagree. If the fire rate remains at 10 when you switch to alt-fire in the builder, then the damage that is being displpayed is incorrect. Most people won't change the fire rate manually. Link to comment Share on other sites More sharing options...
Stoi84 Posted May 21, 2016 Author Share Posted May 21, 2016 (edited) 15 hours ago, SpaceSentry said: Hey can you add the Rathuum Mods? Yes if you give me a list of the missing mods (link to the wiki). Edit : About the fire rate discussion. What will be displayed is the maximum fire rate, like for all the other weapons. Edited May 21, 2016 by Stoi84 Link to comment Share on other sites More sharing options...
Nachino Posted May 21, 2016 Share Posted May 21, 2016 Just now, Stoi84 said: Yes if you give me a list of the missing mods (link to the wiki). Electromagnetic Shielding Acid Shells Fomorian Accelerant Harkonar Scope Hunter's Bonesaw Nightwatch Napalm Rift Strike Vulcan Blitz Medi-Ray I think that's all of them. Link to comment Share on other sites More sharing options...
TheTundraTerror Posted May 23, 2016 Share Posted May 23, 2016 (edited) So, the way you're calculating Molecular Prime's Speed Reduction is straight up wrong.From the wikia Quote The value of the speed debuff is determined by adding power strength's bonus directly to the speed debuff's base value (e.g., with +30% power strength, the speed debuff will be 0.3 + 0.3 = 60% at max rank). You have it as base x power strength instead of base + power strength. Edited May 23, 2016 by TheTundraTerror link to wikia Link to comment Share on other sites More sharing options...
Akiryx Posted May 23, 2016 Share Posted May 23, 2016 On Nezha, there's a huge miscalculation with the energy cost for Firewalker. With Transient/Blind Rage, and Fleeting, it's listing the power cost as 38/sec, which is obviously incorrect. Seems to be a bug with Fleeting, as it states the efficiency as 5 with or without Fleeting, and it should be at 3.5/s. Link to comment Share on other sites More sharing options...
Shikkoku Posted May 23, 2016 Share Posted May 23, 2016 Fragor prime critical and chanelling stats aren't correct in the builder, it has 2,5x crit dmg , and 1,8x channeling dmg. Link to comment Share on other sites More sharing options...
Stoi84 Posted May 23, 2016 Author Share Posted May 23, 2016 (edited) 6 hours ago, Akiryx said: Seems to be a bug with Fleeting, as it states the efficiency as 5 with or without Fleeting, Are you sure about this ? I may be wrong, but if I read this http://warframe.wikia.com/wiki/File:BNos4zK.png, it seems like 160% efficacity but 40% duration leads to a cost of 100% (the base cost). It's also stated here http://warframe.wikia.com/wiki/Power_Efficiency that you can reach the lower cost with just FE and Streamline, which seems to be the case on WB. I was missing the 1.75x cap for the maximum cost, this is why you got the 38 value. With the fix and FE, BR and TF at max rank, it costs 8.75 / second. Let me know if there's something still wrong. -Fixed the critical multiplier and the channeling damage for the Fragor Prime and the Furax Wraith. -Added the secondary mode for the Stradavar. -Fixed how Molecular Prime's speed debuff is affected by power mods. -Fixed the maximum power cost per second formula. Edited May 23, 2016 by Stoi84 Link to comment Share on other sites More sharing options...
Akiryx Posted May 27, 2016 Share Posted May 27, 2016 On 5/23/2016 at 9:42 AM, Stoi84 said: Are you sure about this ? I may be wrong, but if I read this http://warframe.wikia.com/wiki/File:BNos4zK.png, it seems like 160% efficacity but 40% duration leads to a cost of 100% (the base cost). It's also stated here http://warframe.wikia.com/wiki/Power_Efficiency that you can reach the lower cost with just FE and Streamline, which seems to be the case on WB. I was missing the 1.75x cap for the maximum cost, this is why you got the 38 value. With the fix and FE, BR and TF at max rank, it costs 8.75 / second. Let me know if there's something still wrong. -Fixed the critical multiplier and the channeling damage for the Fragor Prime and the Furax Wraith. -Added the secondary mode for the Stradavar. -Fixed how Molecular Prime's speed debuff is affected by power mods. -Fixed the maximum power cost per second formula. Fleeting Expertise still does not change the power drain of Fire Walk at all, and it most definitely should, as duration only affects efficiency at one half ratio, thus Fleeting should still have a net-gain of 30%. Link to comment Share on other sites More sharing options...
xlraistlx Posted May 27, 2016 Share Posted May 27, 2016 (edited) 1 hour ago, Akiryx said: Fleeting Expertise still does not change the power drain of Fire Walk at all, and it most definitely should, as duration only affects efficiency at one half ratio, thus Fleeting should still have a net-gain of 30%. If you're equipping only Fleeting Expertise, you should expect not change at all on the channeled abilities drain per second, as it cancels itself out. You can check it out here (first time ever sharing a sheet, hope it works) Edited May 27, 2016 by xlraistlx Link to comment Share on other sites More sharing options...
momobeach Posted May 30, 2016 Share Posted May 30, 2016 Just thought I'd report a possible mistake in the calculation for twin grakata. Assuming that the burst dps, among other things based on the same numbers, is calculated by multiplying the total damage and the fire rate to get burst dps, the twin grakata shows 25x20=250, which is not correct. It's as if the page is only registering 1/2 fire rate, even when I manually change the fire rate to 10 it shows 25x10=125. Please, when you get the chance, check this possible error out. Link to comment Share on other sites More sharing options...
Stoi84 Posted May 30, 2016 Author Share Posted May 30, 2016 Yes, Twin Grakata DPS are wrong, I don't know when i'll fix this because it's not something easy that can be done in a few minutes. Link to comment Share on other sites More sharing options...
Psychophatix Posted June 1, 2016 Share Posted June 1, 2016 most weapons have incorrect base damage view Prisma Gorgon builder>>>>>>>>>>>>>>>>>>in game 21.563>>>>>>>>>>>>>>>>>>18,8 impact 4.313>>>>>>>>>>>>>>>>>>>3,8 puncture 2.875>>>>>>>>>>>>>>>>>>>>> 2,5 slash Link to comment Share on other sites More sharing options...
Nachino Posted June 1, 2016 Share Posted June 1, 2016 (edited) Just now, Psychophatix said: most weapons have incorrect base damage view Prisma Gorgon builder>>>>>>>>>>>>>>>>>>in game 21.563>>>>>>>>>>>>>>>>>>18,8 impact 4.313>>>>>>>>>>>>>>>>>>>3,8 puncture 2.875>>>>>>>>>>>>>>>>>>>>> 2,5 slash They are not incorrect, by default the builder has a checkbox for crit. chance and crit. damage checked, uncheck to see the values without any crits. Edited June 1, 2016 by Nachino Link to comment Share on other sites More sharing options...
Shinker Posted June 2, 2016 Share Posted June 2, 2016 Not sure if this has been posted already, but there seems to be some sort of bug with the conditionally activated Shadow Debt mods such as Argon Scope, Bladed Rounds, etc. If you happen to move your cursor over one of the mods when it's in a slot and quickly click on it, the mod flickers and then adds an extra instance of its effect to the calculations on the right. For example, when I was trying to replicate the bug I wound up having it say that there was a Tonkor with an 83 times crit damage multiplier and 371% crit chance. This has happened occasionally by accident when using the site before and I finally figured out what it was. Link to comment Share on other sites More sharing options...
Stoi84 Posted June 2, 2016 Author Share Posted June 2, 2016 I just released a fix for this. Let me know if it works as expected and didn't break anything else. Link to comment Share on other sites More sharing options...
NocheNegra Posted June 2, 2016 Share Posted June 2, 2016 While going through the list of Weapon builds and you click any of them the mod slots appear empty Link to comment Share on other sites More sharing options...
Renathy Posted June 2, 2016 Share Posted June 2, 2016 17 minutes ago, NocheNegra said: While going through the list of Weapon builds and you click any of them the mod slots appear empty Yeah, I'm also experiencing this issue. Link to comment Share on other sites More sharing options...
Jerzoslaw Posted June 2, 2016 Share Posted June 2, 2016 It seems that the mods don't show up at all when creating/browsing mod builds, checked it on 2 diffrent browsers to make sure it's not a bug on my side. Link to comment Share on other sites More sharing options...
PastaAdventures Posted June 2, 2016 Share Posted June 2, 2016 it seems like i cant place any mods in the first slot of weapons Link to comment Share on other sites More sharing options...
VOID1355 Posted June 2, 2016 Share Posted June 2, 2016 1 hour ago, PastaAdventures said: it seems like i cant place any mods in the first slot of weapons Have the same problem. All other slots are working. Link to comment Share on other sites More sharing options...
Stoi84 Posted June 2, 2016 Author Share Posted June 2, 2016 It should be fixed now, and with luck it does not have created any more problems. Link to comment Share on other sites More sharing options...
Renathy Posted June 2, 2016 Share Posted June 2, 2016 9 hours ago, Stoi84 said: It should be fixed now, and with luck it does not have created any more problems. Thanks for the quick fix. Link to comment Share on other sites More sharing options...
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