Blizzinam Posted April 10, 2014 Share Posted April 10, 2014 Okay, your first damage multiplier occurs at 5 hits, and it's 1.5X damage. Once you get three times that, 15 hits, you get the 2X multiplier. This carries on up to at least 1215 hits. I have not tested any further. I'll just write out what I found. 1,5X @ 52X @ 152.5X @ 453X @ 1353.5X @ 4054X @ 1215 Link to comment Share on other sites More sharing options...
se05239 Posted April 10, 2014 Share Posted April 10, 2014 How many enemies are you gonna have to face in order to get a combo that high? They need to tweak them numbers a little more in our favor. Link to comment Share on other sites More sharing options...
ZBreaker Posted April 10, 2014 Share Posted April 10, 2014 Not cool..... Link to comment Share on other sites More sharing options...
Blizzinam Posted April 10, 2014 Author Share Posted April 10, 2014 Yeah the numbers are pretty outstanding and the only reason I managed to find all this is because I had a boss bug out on me. I feel they really need to recalculate the higher ones. Link to comment Share on other sites More sharing options...
Wiegraf Posted April 10, 2014 Share Posted April 10, 2014 Okay, your first damage multiplier occurs at 5 hits, and it's 1.5X damage. Once you get three times that, 15 hits, you get the 2X multiplier. This carries on up to at least 1215 hits. I have not tested any further. I'll just write out what I found. 1,5X @ 5 2X @ 15 2.5X @ 45 3X @ 135 3.5X @ 405 4X @ 1215 So, it's basically : - Starts at 5 - Next multiplier is (Current Rank Hit Count x 3) Which is to say 1.5x at 5 2.0x at (5 x 3) : 15 2.5x at (15 x 3) : 45 3.0x at (45 x 3) : 135 3.5x at (135 x 3) : 405 4.0x at (405 x 3) : 1215 thus 4.5x at (1215 x 3) : 3645 and so on. Link to comment Share on other sites More sharing options...
Muminidas Posted April 10, 2014 Share Posted April 10, 2014 Yeah the numbers are pretty outstanding and the only reason I managed to find all this is because I had a boss bug out on me. I feel they really need to recalculate the higher ones. Yup, better combo meter scaling is neeed greatly. Would help to get higher dmg on high lvl missions quicker which means more survability with Melee. Link to comment Share on other sites More sharing options...
Eyeless Posted April 10, 2014 Share Posted April 10, 2014 Bumping. Normal hits only take you so far against standard Grineer units when they're lvl 25 or so. Channeling makes this substantially easier but I'd really like the standard hits to remain viable. Link to comment Share on other sites More sharing options...
DeusDraco Posted April 10, 2014 Share Posted April 10, 2014 Yes, but what does it mean? 1.5x damage? Affinity? 1.5x chance of break dancing? Link to comment Share on other sites More sharing options...
Ttariel Posted April 10, 2014 Share Posted April 10, 2014 Thats nice and all, but its hard enough to go to 20 without the counter going down after 4 seconds. They gotta bump the timer up with higher combos. Link to comment Share on other sites More sharing options...
Stonehenge17 Posted April 10, 2014 Share Posted April 10, 2014 1.5x mean 50% damage increase for each hit after that until the combo is lost. Link to comment Share on other sites More sharing options...
DeusDraco Posted April 10, 2014 Share Posted April 10, 2014 So, it's an almost impossible to achieve damage boost beyond 1.5. Got it. Link to comment Share on other sites More sharing options...
Kaotyke Posted April 10, 2014 Share Posted April 10, 2014 So, it's basically : - Starts at 5 - Next multiplier is (Current Rank Hit Count x 3) Which is to say 1.5x at 5 2.0x at (5 x 3) : 15 2.5x at (15 x 3) : 45 3.0x at (45 x 3) : 135 3.5x at (135 x 3) : 405 4.0x at (405 x 3) : 1215 thus 4.5x at (1215 x 3) : 3645 and so on. Holy Crap.... Link to comment Share on other sites More sharing options...
Raze4573 Posted April 10, 2014 Share Posted April 10, 2014 This isnt a hack and slash, contrary to what we USED TO DO with our Orthoses and Galatines, combos are wrong.Take them away, give us back the non combo charge attack and the guy/gal responsible for coming up with the idea is punished with either being smacked with a nerf battleaxe for 6 hours straight or will write "Warframe is not a combo game like DMC" lets say, RNG decides....76575684674 times. Link to comment Share on other sites More sharing options...
KingTaro Posted April 10, 2014 Share Posted April 10, 2014 Either the combo timeout needs to be increased, maybe up untill 10 sec or these values need some readjustments. I was expecting the multiplier to increase each 10 hits, to be honest. Even while dashing from one enemy to another at the speed of light, you can barely keep the 1.5x multiplier alive. And when I mean at the speed of light, I mean some serious dashing. Link to comment Share on other sites More sharing options...
se05239 Posted April 10, 2014 Share Posted April 10, 2014 So, it's an almost impossible to achieve damage boost beyond 1.5. Got it. Pretty much this. Link to comment Share on other sites More sharing options...
Feallike Posted April 10, 2014 Share Posted April 10, 2014 Not really, its impossible to get pass 2x yes, but not 1.5. Link to comment Share on other sites More sharing options...
Worira Posted April 10, 2014 Share Posted April 10, 2014 (edited) So, it's an almost impossible to achieve damage boost beyond 1.5. Got it. x2 is pretty doable with faster weapons, especially with a Volt/Valkyr helping. Past that it's pretty much not going to happen. EDIT: ninjas in my ninja game forums Edited April 10, 2014 by Worira Link to comment Share on other sites More sharing options...
Stonehenge17 Posted April 10, 2014 Share Posted April 10, 2014 So, it's an almost impossible to achieve damage boost beyond 1.5. Got it. no you can reasonably get 2x with a 15 hit counter in survival. The 2.5x might be tough to get but it is doable in later survival runs. 3x and higher are near impossible. Link to comment Share on other sites More sharing options...
Sixty5 Posted April 10, 2014 Share Posted April 10, 2014 I'd rather see the combo decay slowly than just end after 4 short seconds, though I guess that is to encourage the use of mobility stuff. Link to comment Share on other sites More sharing options...
Stonehenge17 Posted April 10, 2014 Share Posted April 10, 2014 I'd rather see the combo decay slowly than just end after 4 short seconds, though I guess that is to encourage the use of mobility stuff. that would be more viable than the straight cut off. Try doing a defense mission with melee only into wave 30-40 when mobs are lvl 45-50 and lose your combo every wave. >.< Link to comment Share on other sites More sharing options...
LGear Posted April 10, 2014 Share Posted April 10, 2014 So, it's an almost impossible to achieve damage boost beyond 1.5. Got it. Actually the combo counts across multiple enemies. Killing 1 enemy with 5 hits is the same as killing 5 enemies with 1 hit each. As long as you have lots of enemies within melee range, say against Infested or a hectic Survival or Defense mission you can achieve the multiple hits needed to get those high multipliers up. Link to comment Share on other sites More sharing options...
Wiegraf Posted April 10, 2014 Share Posted April 10, 2014 Actually the combo counts across multiple enemies. Killing 1 enemy with 5 hits is the same as killing 5 enemies with 1 hit each. As long as you have lots of enemies within melee range, say against Infested or a hectic Survival or Defense mission you can achieve the multiple hits needed to get those high multipliers up. Does hitting 2 enemies with one hit add 2 to your combo count? If so, multi-hit weapons like the Orthos and dual weapons will be monster damage dealers in crowds. Link to comment Share on other sites More sharing options...
KingTaro Posted April 10, 2014 Share Posted April 10, 2014 Does hitting 2 enemies with one hit add 2 to your combo count? If so, multi-hit weapons like the Orthos and dual weapons will be monster damage dealers in crowds. Indeed, hitting 2 enemies once at the same time will get the counter up by 2. It sounds great in theory, but even with a multi hitting weapon you'll still have a lot of trouble maintaining the multiplier. Link to comment Share on other sites More sharing options...
Balduron04 Posted April 10, 2014 Share Posted April 10, 2014 (edited) Not really, its impossible to get pass 2x yes, but not 1.5. I used a Fang Prime against Captain Vor. I got to see 3x combo multiplier! Just keep hitting him even while he has his shield up. The 0 damage hits still count (they did for me), so you can keep it going to higher levels. Just make sure you have a way to deal with his teleports and his spawns and enjoy~ Vor scales to be strong enough with 3 phases to test against "high level" enemies. Take some Highly modded and catalized guns to get your conclave rank up high enough to see him lvl 40+ and you can go wild with your end-game grineer testing. Edited April 10, 2014 by Balduron04 Link to comment Share on other sites More sharing options...
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