Monolake Posted March 8, 2014 Share Posted March 8, 2014 (edited) TLDR: Not enough slots to maximise, Globe will still have low HP for high levels. Lets do some math to see how proposed armor bandaid would work Globe = 3500 hp base Frost armor 190 = 39% mitigation, making globe = 5700 hp maxed Steelfiber 399 armor = 57% mitigation, making globe = 8155 hp (+43% benefit vs no Streelfiber ) (now maxed power mods - no armor rating affecting - globe = 8540 hp) Assuming power mods and armor will stack: focus+helmet (+45% power) +base armor, globe= 8272 focus+helmet (+45% power) +maxed armor, globe= 11825 maxed power + base armor, globe = 13900 hp both power and armor maxed, globe = 19900 hp conclusion = Blind Rage sucks Best build would still be max efficiency for stacking several globes, since there are not enough slots to equip everything (armor, 2 power mods, 2 efficiency mods, duration mod - thats already 6) Steelfiber is expensive to max, only low % of playerbase will get the full benefit of this bandaid. Blind Rage is highly inefficient https://forums.warframe.com/index.php?/topic/189000-de-buff-blind-rage-reasoing-and-math-inside/?view=findpost&p=2201893 Now the important part: In the testing power moded for 8500 hp globe dies in 5-6 sec to a single lvl30 corrupted heavygunner 19000 hp will last about 11-13 seconds, in T3 def or survival you will see much more, 4 heavies +10-15 other mobs at the same time. I propose rising base globe hp to 5000 on top of all that to make sure it lasts ~10 seconds vs lvl30 wave T3 defence (very gross approximation, I dont remember how many mobs are attacking and cant know their damamge output). Alternatively make globe scale with armor or power mods more, to avoid overbuffing it for low level players, make it more mod-dependant (ie make power mods apply double bonus to globe hp)DE could do the proper math to see what value is needed to sustain attack at typical T3 defence/survvial wave.All in all Frost will still need to babysit the globes at highlevels, but atleast they will offer protection lasting enough to dispatch the enemies. Radial blind or Chaos will still remain better alternatives. Conclusion: this proposed bandaid is ok, but not significant enough to change the issue, needs about x1.5 more hit points for high level games (lvl 30+) maximising is problematic due to limited slots. Edited March 8, 2014 by Monolake Link to comment Share on other sites More sharing options...
VKhaun Posted March 8, 2014 Share Posted March 8, 2014 (edited) No amount of EHP is going to work IMO, because if it's capable of being super strong then we're just back to the old gameplay. IMO timing has to matter. We need it to be invulnerable for the first five seconds, and damage dealt during that time becomes extra HP after it's not invulnerable anymore, so if used properly and reactively it will be what it needs to be. Duration + Power Strength makes no sense. If you're looking for power strength obviously it's getting destroyed and you don't need duration. if you're looking for duration then you don't need strength because it's not being destroyed. In your case, you would not need any duration mods. Power cost is irrelevant for high end gameplay, because we have infinite power. Medium Team Power Restore packs craft 10/min and are made from nanospores. They pulse once instantly when dropped and have no re-use timer. If you're running efficiency for anything other than QoL or spam capabilities, you're not talking about real end-game or real maximization. Edited March 8, 2014 by VKhaun Link to comment Share on other sites More sharing options...
Monolake Posted March 8, 2014 Author Share Posted March 8, 2014 No amount of EHP is going to work IMO, because if it's capable of being super strong then we're just back to the old gameplay. IMO timing has to matter. We need it to be invulnerable for the first five seconds, and damage dealt during that time becomes extra HP after it's not invulnerable anymore, so if used properly and reactively it will be what it needs to be. Duration + Power Strength makes no sense. If you're looking for power strength obviously it's getting destroyed and you don't need duration. if you're looking for duration then you don't need strength because it's not being destroyed. In your case, you would not need any duration mods. Power cost is irrelevant for high end gameplay, because we have infinite power. Medium Team Power Restore packs craft 10/min and are made from nanospores. They pulse once instantly when dropped and have no re-use timer. If you're running efficiency for anything other than QoL or spam capabilities, you're not talking about real end-game or real maximization. Thats actually a very good idea to give it a guaranteed fixed protection time. I was barely trying to theorise how good the proposed change with armor will work and hopefully bring it to DE attention that its not enough for high levels (30+) ps I disagree that powercost is irrelevant (you will have almost unlimited drops at low level horde modes like survival, not at high levels) and syphons are slow now, team restores cost credits and time to deploy, I never even seen anyone spam them and only seen them used few times at all (usually to counter disruption effects). Link to comment Share on other sites More sharing options...
Axterix13 Posted March 8, 2014 Share Posted March 8, 2014 The proposed changes are two-fold, no? To make armor apply and to remove the timer... With the timer gone, duration mods would serve no purpose for the globe at all. Link to comment Share on other sites More sharing options...
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